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开发日志丨校准与配件综合优化

2026-01-13 10:58:00
发布在七日世界
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《Once Human》将于1月21日(PT)更新中对武器校准与配件系统进行优化:移除校准功能,调整校准蓝图属性;将武器配件的多重 reload 相关属性整合为“Reload Efficiency”,并统一同类型同稀有度配件的加成效果,还将对符合条件的玩家发放补偿。

Dear Metas, Through monitoring online data and gathering player feedback, we've identified several pain points in the current weapon system. This update will focus on refining the calibration feature and accessories attributes to deliver a new round of improvements. Calibration Feature Adjustments As a scenario-based game, Once Human's weapon calibration feature currently offers limited playability and fun while adding complexity to the gear system. After careful consideration, we'll remove the calibration function in the January 21(PT) update, aiming to enhance the weapon system's overall replay value and reduce repetitive resource consumption for Metas. Details (effective after the January 21(PT) update): 1. Calibration Feature Adjustments (1) The Calibration feature will be removed (previously calibrated weapons will retain their unaffected stats). (2) Gear workbenches will no longer support weapon calibration or blueprint replacement. (3) When crafting weapons, adding calibration blueprints will activate their attribute effects. 2) Calibration Blueprint Adjustments (1) Newly obtained Calibration Blueprints will have adjusted random attributes (2) New blueprints maintain their style attributes and will always include one attack bonus attribute, with values varying by rarity (up to 50% attack bonus). (3) The original two random attributes (Crit Rate, Crit DMG, Elemental DMG, Weakspot DMG) will merge into one bonus attribute, randomly appearing with a value cap equal to the sum of the previous two attributes' maximum values. Example: Before Adjustment: Original Legendary-Rarity Calibration Blueprints had two Elemental DMG sub-attributes with random ranges: Elemental DMG 6%~8% and Elemental DMG 9%~12%. After Adjustment: New Legendary-Rarity Calibration Blueprints feature: Attack 33%~50% and Elemental DMG sub-attribute range: Elemental DMG 15%~20%. 3. Fur Adjustments When crafting armor, adding fur will provide additional HP and Psi Intensity bonuses, with values determined by fur rarity. Example: When crafting equipment, adding Legendary-quality fur increases the base HP and Psi Intensity of the armor by 40%. 4. Important Notes (1) Blueprints owned by players before the January 21(PT) update can be disassembled at the Disassembly Bench after the update to obtain new blueprints of the same name. Attention! Due to the unique nature of Eternaland's Disassembly Bench, disassembling items there will yield Astral Sands instead of new blueprints. Please be mindful of which Disassembly Bench you choose for this operation. After the January 21(PT) version update, we will reissue a compensation mail containing self-selectable Legendary-quality refined blueprints and Weapon Rename Card to Metas of level 40 and above (excluding RaidZone and Deviation: Survive, Capture, Preserve Scenarios). Please check your inbox at that time. Accessories Adjustments We have observed the following pain points in current weapon accessory experience: 1. There are too many reload duration attributes, which may interfere with value assessment and benefit calculations. 2. The complexity of attachment bonus effects increases the difficulty for players to understand the differences between accessories of different types and rarities, and may also lead some players to prioritize attribute bonuses over aesthetic preferences. To address these issues, we will comprehensively optimize the weapon accessory system in the January 21(PT) version update. Specific adjustments include: 1. Without affecting actual reload duration, consolidating multiple reload-related attributes into a unified "Reload Efficiency" metric. 2. Standardizing the bonus effects of the same type of accessories (e.g., Rare-quality 2x scopes will uniformly provide a 2.0x zoom multiplier and +4% Accuracy). Below is a detailed explanation of the content adjusted this time.1. Reload Duration Adjustments Currently, the game has three different attributes related to weapon reload duration bonuses, which has caused confusion for some players when evaluating benefits. Without affecting actual reload times, these three reload duration attributes have been unified into a single "Reload Efficiency" attribute. The conversion ratios for each attribute to Reload Efficiency are as follows:[table equalcells="1" colwidth=","][tr][td] Effect Before[/td][td] Effect Now[/td][/tr][tr][td] Reload Speed +10[/td][td] Reload Efficiency +8%[/td][/tr][tr][td] Reload Speed +10%[/td][td] Reload Efficiency +3%[/td][/tr][/table] Note: The actual conversion ratio varies for different weapon types, with the maximum conversion ratio being this value. We will calculate the adjusted values based on the maximum conversion ratio. Below, we will use the "AWS.338 - Bullseye" to demonstrate the reload time changes before and after the adjustment:[olist] Default reload time for the weapon when no accessories, sets, or blueprints are equipped: 3.634 seconds[/olist] 2) The table below shows the corresponding reload time changes after equipping a magazine, rapid-shot blueprint, and armor set effects.[table equalcells="1" colwidth=",,"][tr][td rowspan="2"] Tactical SR Mag[/td][td] Effect Before: Reload Speed +15[/td][td] Reload Time: 3.3 seconds[/td][/tr][tr][td] Effect Now: Reload Efficiency +15%[/td][td] Reload Time: 3.16 seconds[/td][/tr][tr][td] Rapid-Shot Blueprint[/td][td] Effect: Reload Efficiency +15%[/td][td] Reload Time: 3.16 seconds[/td][/tr][tr][td rowspan="2"] Bastille Set 2-Piece Bonus[/td][td] Effect Before: Reload Speed +20%[/td][td] Reload Time: 3.49 seconds[/td][/tr][tr][td] Effect Now: Reload Efficiency +15%[/td][td] Reload Time: 3.16 seconds[/td][/tr][/table] With this adjustment, weapons equipped with various modules for reload progression will now have shorter actual reload times than before. After switching to Reload Efficiency, the bonus values for weapons have been further improved compared to the previous system.2. Accessories Bonus Rules Accessories of the same type are uniformly assigned identical attribute effects and bonus values. Accessories of the same rarity possess identical bonus effects. Below is a display of the adjusted attribute effects and values for some accessories: Scope Accessories:[table equalcells="1" colwidth=",,,"][tr][td] [/td][td] Rare[/td][td] Epic[/td][td] Legendary[/td][/tr][tr][td] Various 2x Scopes[/td][td] 2.0× zoom Accuracy +4%[/td][td] 2.0× zoom Accuracy +6% Aiming Speed +15%[/td][td] 2.0× zoom Accuracy +6% Mobility +20% Aiming Speed +20%[/td][/tr][tr][td] Various 6× scopes[/td][td] 6.0× zoom Accuracy +4%[/td][td] 6.0× zoom Accuracy +8%[/td][td] 6.0× zoom Accuracy +12% Stability +5%[/td][/tr][/table] Muzzle Accessories:[table equalcells="1" colwidth=",,,"][tr][td] [/td][td] Rare[/td][td] Epic[/td][td] Legendary[/td][/tr][tr][td] Various Flash Hiders[/td][td] Stability +10%[/td][td] Stability +16%[/td][td] Stability +22% Bullet Velocity +10%[/td][/tr][tr][td] Various Brakes[/td][td] Accuracy +10%[/td][td] Accuracy +16%[/td][td] Accuracy +22% Bullet Velocity +10%[/td][/tr][tr][td] Various Suppressors[/td][td] Range +10% Stability -12%[/td][td] Range +15% Stability -12%[/td][td] Range +20% Bullet Velocity +10% Stability -12%[/td][/tr][/table] Magazine Accessories: To ensure clarity, we've retained integer-based descriptions for magazine capacity due to its attribute trait.[table equalcells="1" colwidth=",,"][tr][td] [/td][td] Effect Before[/td][td] Effect Now[/td][/tr][tr][td] Tactical Pistol Mag[/td][td] Reload Speed +16 Mobility +5[/td][td] Reload Efficiency +16% Accuracy +8% Mobility +10%[/td][/tr][tr][td] Extended Rifle Mag[/td][td] Magazine Capacity +8 Reload Speed -13[/td][td] Magazine Capacity +10 Reload Efficiency -9%[/td][/tr][tr][td] Tactical SR Mag[/td][td] Reload Speed +15 Mobility +7[/td][td] Reload Efficiency +15% Accuracy +8% Mobility +10%[/td][/tr][tr][td] Large LMG Drum Mag[/td][td] Magazine Capacity +20 Reload Speed -20[/td][td] Magazine Capacity +20 Reload Efficiency -14%[/td][/tr][/table] That's all for this Dev Blog. We hope these adjustments will allow Metas to enjoy the game more freely and make clearer choices when customizing their gear. Once Human Development Team

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