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批踢踢實業坊 Kaohsiung 板
 
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[問題] 高雄是否有暢飲的酒吧(非夜店)
Oct 26th 2013, 13:42, by jameszero

作者jameszero (一見你就笑)

看板Kaohsiung

標題[問題] 高雄是否有暢飲的酒吧(非夜店)

時間Sat Oct 26 13:42:19 2013

最近朋友要找酒吧喝酒聊天 爬了很多文章 但是好像之前板上精華區的很多酒吧都沒再營業了 上網也找了蠻多酒吧的但是就是找不到可以暢飲的 希望板上各位大大可以推薦小弟我適合的店 -------------(以下請勿刪除)----------------------- 不管你要問什麼,都別忘了附上『高雄點』 (我是高雄人和我曾住在高雄不能當高雄點喔) 高雄點辦法請見置底公告說明 -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 218.173.23.245

Delacroix513:左營文康路上的維克 10/26 13:46

Delacroix513:週四有暢飲 四百塊吧一陣子沒去了 10/26 13:46

hismallsix :今天Chin-Chin有400元 威士忌暢飲 10/26 13:48

hismallsix :蘇格蘭 Grant`s 純麥威士忌 跟波本兩種 10/26 13:51

hismallsix :可純飲,可調酒。 10/26 13:51

hismallsix :活動到今天而已! 10/26 13:52

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全部主題 :: 遊戲基地 英雄聯盟LeagueofLegends 討論板
 
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[情報] S4修正方向-輔助角玩法改革!
Oct 26th 2013, 06:24, by e7227339 ( col )

http://www.reddit.com/r/leagueoflegends/comments/1p7g2b/how_to_carry_my_carry_an_introduction_to_support/

Soraka_0


Hello Summoners,
I’m here today to talk about supports – those zero-CS players who devote themselves (and their income) to warding my gank paths and protecting their team without any tangible character growth in the later parts of the game. As a terrifying predator who feeds on the lowly support, I’d prefer to have a low-income, no-item target to prey on in the late game, but as a player and designer…
… fine.

召喚師大家好!
我今天是來和大家談談輔助-那些不賺小兵錢,並且把他們自己(和收入)全都拿來買眼,
防止我去線上gank,並在無形間保護他們的隊伍讓其他角色可以成長到後期的人.
作為一個恐怖並常常獵補低收入輔助角的獵食者,
我是比較喜歡有些沒收入,沒道具的目標作為我在遊戲後期的犧牲品.
但作為玩家和設計師...好吧.

Your pleas have reached us. We have crafted a new world with our dark arts. Behold!

你們的請求我們收到了.我們透過我們的黑暗技藝創造了全新的世界!
=================================================================

How are Supports in the present day?
First off, let’s clarify who we’re talking about. There are six roles in League of Legends: mage, assassin, tank, fighter, marksman and support. The current meta in League of Legends usually divvies up these roles into the following positions: top fighter, mid mage, jungler tank (or assassin), bottom marksman and bottom support.
However, “support” is a blanket term that covers three overlapping, but different categories: * Player who doesn’t last hit while sharing a lane * Dedicated ward dispenser * Support champions
While we’ve come to accept a single player performing all three of these roles, if you look closely, you’ll see these roles fight each other:

等等?那現在的輔助是怎樣的情況?

首先,讓我先澄清我們討論的主題,這遊戲中有六種角色:法師,刺客,坦克,鬥士,射手和輔助.
現在的LOL環境中常常把這些角色分在下面的位置:上路鬥士,中路法師,打野坦克(或刺客)
還有下路的射手加輔助.

然而,"輔助"是個有三種面向的詞,這三種功能面向有重疊的地方,卻是不一樣的領域.
1.在線上不和隊友搶錢的玩家
2.好的插眼/清眼者
3.輔助英雄

當我們認可一個玩家可以同時執行這三種面向,但當你看的更深入一點,
你會發現這些領域有比此衝突的地方:


Players who don’t last hit but share lane have minimal gold income
Warding costs gold and warding power increases dramatically with additional wards placed
Warding requires you to move away from your allies constantly
Supportive champions want to be near teammates, protecting them

*在線上不尾兵的玩家有最少的金錢收入
*放眼的花費和放眼的威力隨著越多眼被放在地圖上,戲劇性的增加
*放眼這個動作會要你離開你的隊友
*輔助型的英雄需要站在隊友身邊保護他們

From these points, we can see that 0-cs warding duo-lane support players are the poorest players with the highest consumable expenses and the lowest amount of character growth. Duo-laning support players are currently denied the second half of their growth story!

從這些觀點來看,我們可以發現這些不尾兵,專插眼的雙人線輔助玩家是全遊戲中最窮的,
但有著最高的消耗性花費和最低的角色成長.
雙人線輔助玩家目前否決了他們角色成長的一大半!

==============================================================


What’s changing in the preseason?
We want both players in a shared lane to experience growth, item choice and the opportunity to get a full set of items. To get there, we are:
Increasing the gold income for players who don’t last hit
Introducing bonus XP in jungle and lane for players who fall significantly behind their teammates
Capping possible expenditures on wards per player
Giving players access to free vision items, known as Trinkets (Please see Xypherous’s vision post for details!) http://www.reddit.com/r/leagueoflegends/comments/1p4u6i/sight_beyond_sight_an_introduction_to_preseason_4/

所以在第四季季前會發生那些變化?

我們想讓雙人線的玩家能體驗到成長的快樂,道具的選擇,並有機會到達滿裝的狀態.
為此我們作了這些動作:
1.增加不尾刀的玩家的金錢收入
2.對於在野區和線上的玩家,當大大的落後其他隊友時,經驗值會額外增加
3.限制每個玩家最大的放眼量
4.給玩家免費的視野控制道具-就是之前講的釋品
( 可以看這篇翻好的: http://goo.gl/5GcqrT )


Additionally, new income comes in several forms:
Masteries that grant bonus gold to players in a shared lane
Improvements to our GP/5 items that reward effective support play
Increased assist rewards for players who get significantly more assists than kills
Increasing income, rewarding effective support play and giving everyone access to a basic vision item encourages team cooperation, rewards supportive players and gives everyone the opportunity to participate in the vision game.

除此之外,新的額外收入有幾種來源:
1.天賦讓雙人線的玩家有額外的收入
2.對於輔助型的打法增加跳錢裝的效果
3.對於助攻量遠大於擊殺的玩家有額外的金額補助

增加收入,獎勵有效的輔助行為,並讓每個玩家有基本的視線道具會鼓勵團隊合作,
給於輔助玩家額外的好處並讓遊戲中每個玩家都有機會參與視野爭奪戰.

==========================================================


Outside of the vision changes, what’s happening to address the above?
First I’ll touch on assist streaks. We’re making it so that players who have significantly more assists than kills will get additional income per assist. If a player does secure a kill, the extra gold from the kill will offset their temporarily decreased gold gain from extra assists.
In addition to assist streaks, we’re exploring masteries that provide additional early game income and we’ve added items that allow support players to gain additional income for supporting their allies, taking objectives and setting up team fights.
Let’s look at a few of the work-in-progress items that I’m talking about:

除了視野的改變外,上面說的還有那些變化?

首先我會動助攻的獎勵.對於很明顯助攻比擊殺多的玩家,在每次助攻時都會有額外的收入.
當一個玩家擊殺了敵人,擊殺的獎金會暫時抵消他們之後的助攻獎金.

除了助攻獎勵外,我們也更動了天賦來讓遊戲早期有額外的收入,
並且有新的道具來讓輔助玩家在輔助隊友,獲得戰落目標或是設計團戰後有額外的收入.

讓我們看看一些我剛剛提到的相關道具吧:


Philosopher’s Stone grants gold every 10 seconds. When a nearby ally kills a minion, you earn gold.
Executioner’s Emblem executes minions below 200 health and grants gold to both you and the nearest ally when you last hit. Your ally gains a small gold bonus on top of this. This effect can happen up to twice a minute.
Spellthief’s Blade makes it so that your spells and basic attacks against enemy champions grant you gold. It cannot affect the same target more than once every 10 seconds and last hitting an enemy disables this effect for 10 seconds.
Access to these items will allow you to specialize your income to fit your playstyle.

*賢者之石每10秒會產生一定的錢,當週圍的友軍擊殺了小兵時,你會拿到額外的錢
*劊子手勳章會擊殺血量低於200的小兵,並讓你和最接近的友軍同時拿到尾刀的錢.你的友軍
會拿到比一般尾刀更多的錢,但這個效果每分鐘最多發動兩次.

*法賊之刃讓你的普攻和技能擊中敵方英雄時產生額外獎金.對同一目標10秒內只能作用一次,
而尾刀敵人會讓這個作用消失10秒.

依你的打法來選購這些物品能讓你的收入有額外的增加.
============================================================


How does this change my experience as a support player?
In a long game, shared lane supports should now expect to be purchasing real items alongside their boots and Sightstone. They’ll still have the biggest impact on vision, but now will have combat stats to make them feel like a more full and complete character. A balanced support champion will be splitting their time between warding, helping allies push lanes to take towers and participating in combat to save allies and kill enemies.

所以這些修正會怎樣改變我的輔助體驗?

在時間較長的遊戲內,雙人線的輔助玩家現在應該能夠在鞋子和眼石之外購買真正的道具.
他們依然是對視野有最大的影響,但會有更多的戰鬥用體值來讓他們感覺像是一個完整的角色.
一個平衡的輔助英雄應該能把他們的時間好好分配在插眼,幫助英雄推線拔塔,並在團戰中
幫助隊友擊殺對面的英雄.


As a side effect of these changes, we’re also taking a close look at core supports: Janna, Sona, Nami, Soraka, Lulu, Taric, etc. Champions designed specifically as supports have historically been balanced to have negligible income so, if left alone with all that gold, they’ll either become overtuned mages or be replaced completely by non-support champions who can outscale them in damage once they hit the midgame.

除了這些變更外,我們也仔細的觀察了核心的輔助英雄:珍娜,納米,索娜,索拉卡,塔里克等.
特別設計為輔助的英雄在過去的歷史上被額外的修改成不需要收入來達成目標,
如果讓他們有了這些額外的金錢,他們有些會變成太強的法師,
或是當遊戲進入中期後在傷害面上完全被非輔助型的英雄超越.

Rather than wholesale nerfing these champions, we’re looking at opportunities to make their unique aspects scale with AP or other stats. For example, the bonus AD on Janna’s shield and the movement speed granted by Nami’s passive will now scale with Ability Power. Our hope is that support champions in shared lanes can select AP or CDR items they find appealing. This will, in turn, give them a more distinct identity as champions that excel at helping their teammates and being supportive rather than just dealing more damage.

我們把這次作為一個機會來讓他們特殊的定位有AP和其他的加成,而不是單純的nerf這些英雄.
舉個例如,珍娜盾的額外物傷,還有納米被動的額外跑速現在都有了AP加成.
我們希望在些雙人線的輔助英雄能夠選擇AP或CDR裝來突顯自己的定位.
這也顯示了他們用不是透過制造傷害的方式幫助團隊的定位.

Hopefully this gives all you support players some things to look forward to in preseason. We’re going to be aggressively tuning these changes but our core philosophy will remain the same: let every champion in League of Legends experience real growth throughout the game, regardless of their position or role.
We'll also be posting this on reddit where we may pass through to clarify some questions. At the start of next week we'll be doing a global recap to follow up with the most up-to-date information from questions around the world!
Thanks for all of the input that's helped us get this far.
Xelnath
Wizardlock, Right Hand of the 7th Order of Obsidian Blackfire Ebonstone Dark Witchlords

希望這裡的修正能給全部的輔助玩家他們期望得到的.
我們將會很積極的調整這些修正,但核心哲學將會保持下去:
讓英雄聯盟中每個英雄都能在遊戲中體驗到真正的成長,不管是在那個路線或是作為那種角色.

當我們完整的思考過整個問題後,會在reddit上面作最快速的回應.
在下週開始我們會在全球作快速的問答,並且把全世界的問題提出解答.

感謝每個之前回應並幫助我們走到這一階段的每個人

Xelnath,巫師,第七黑火黑曜岩巫技王的右手.

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全部主題 :: 遊戲基地 英雄聯盟LeagueofLegends 討論板
 
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[情報] S4修正方向-輔助角玩法改革!
Oct 26th 2013, 06:24, by e7227339 ( col )

http://www.reddit.com/r/leagueoflegends/comments/1p7g2b/how_to_carry_my_carry_an_introduction_to_support/

Soraka_0


Hello Summoners,
I’m here today to talk about supports – those zero-CS players who devote themselves (and their income) to warding my gank paths and protecting their team without any tangible character growth in the later parts of the game. As a terrifying predator who feeds on the lowly support, I’d prefer to have a low-income, no-item target to prey on in the late game, but as a player and designer…
… fine.

召喚師大家好!
我今天是來和大家談談輔助-那些不賺小兵錢,並且把他們自己(和收入)全都拿來買眼,
防止我去線上gank,並在無形間保護他們的隊伍讓其他角色可以成長到後期的人.
作為一個恐怖並常常獵補低收入輔助角的獵食者,
我是比較喜歡有些沒收入,沒道具的目標作為我在遊戲後期的犧牲品.
但作為玩家和設計師...好吧.

Your pleas have reached us. We have crafted a new world with our dark arts. Behold!

你們的請求我們收到了.我們透過我們的黑暗技藝創造了全新的世界!
=================================================================

How are Supports in the present day?
First off, let’s clarify who we’re talking about. There are six roles in League of Legends: mage, assassin, tank, fighter, marksman and support. The current meta in League of Legends usually divvies up these roles into the following positions: top fighter, mid mage, jungler tank (or assassin), bottom marksman and bottom support.
However, “support” is a blanket term that covers three overlapping, but different categories: * Player who doesn’t last hit while sharing a lane * Dedicated ward dispenser * Support champions
While we’ve come to accept a single player performing all three of these roles, if you look closely, you’ll see these roles fight each other:

等等?那現在的輔助是怎樣的情況?

首先,讓我先澄清我們討論的主題,這遊戲中有六種角色:法師,刺客,坦克,鬥士,射手和輔助.
現在的LOL環境中常常把這些角色分在下面的位置:上路鬥士,中路法師,打野坦克(或刺客)
還有下路的射手加輔助.

然而,"輔助"是個有三種面向的詞,這三種功能面向有重疊的地方,卻是不一樣的領域.
1.在線上不和隊友搶錢的玩家
2.好的插眼/清眼者
3.輔助英雄

當我們認可一個玩家可以同時執行這三種面向,但當你看的更深入一點,
你會發現這些領域有比此衝突的地方:


Players who don’t last hit but share lane have minimal gold income
Warding costs gold and warding power increases dramatically with additional wards placed
Warding requires you to move away from your allies constantly
Supportive champions want to be near teammates, protecting them

*在線上不尾兵的玩家有最少的金錢收入
*放眼的花費和放眼的威力隨著越多眼被放在地圖上,戲劇性的增加
*放眼這個動作會要你離開你的隊友
*輔助型的英雄需要站在隊友身邊保護他們

From these points, we can see that 0-cs warding duo-lane support players are the poorest players with the highest consumable expenses and the lowest amount of character growth. Duo-laning support players are currently denied the second half of their growth story!

從這些觀點來看,我們可以發現這些不尾兵,專插眼的雙人線輔助玩家是全遊戲中最窮的,
但有著最高的消耗性花費和最低的角色成長.
雙人線輔助玩家目前否決了他們角色成長的一大半!

==============================================================


What’s changing in the preseason?
We want both players in a shared lane to experience growth, item choice and the opportunity to get a full set of items. To get there, we are:
Increasing the gold income for players who don’t last hit
Introducing bonus XP in jungle and lane for players who fall significantly behind their teammates
Capping possible expenditures on wards per player
Giving players access to free vision items, known as Trinkets (Please see Xypherous’s vision post for details!) http://www.reddit.com/r/leagueoflegends/comments/1p4u6i/sight_beyond_sight_an_introduction_to_preseason_4/

所以在第四季季前會發生那些變化?

我們想讓雙人線的玩家能體驗到成長的快樂,道具的選擇,並有機會到達滿裝的狀態.
為此我們作了這些動作:
1.增加不尾刀的玩家的金錢收入
2.對於在野區和線上的玩家,當大大的落後其他隊友時,經驗值會額外增加
3.限制每個玩家最大的放眼量
4.給玩家免費的視野控制道具-就是之前講的釋品
( 可以看這篇翻好的: http://goo.gl/5GcqrT )


Additionally, new income comes in several forms:
Masteries that grant bonus gold to players in a shared lane
Improvements to our GP/5 items that reward effective support play
Increased assist rewards for players who get significantly more assists than kills
Increasing income, rewarding effective support play and giving everyone access to a basic vision item encourages team cooperation, rewards supportive players and gives everyone the opportunity to participate in the vision game.

除此之外,新的額外收入有幾種來源:
1.天賦讓雙人線的玩家有額外的收入
2.對於輔助型的打法增加跳錢裝的效果
3.對於助攻量遠大於擊殺的玩家有額外的金額補助

增加收入,獎勵有效的輔助行為,並讓每個玩家有基本的視線道具會鼓勵團隊合作,
給於輔助玩家額外的好處並讓遊戲中每個玩家都有機會參與視野爭奪戰.

==========================================================


Outside of the vision changes, what’s happening to address the above?
First I’ll touch on assist streaks. We’re making it so that players who have significantly more assists than kills will get additional income per assist. If a player does secure a kill, the extra gold from the kill will offset their temporarily decreased gold gain from extra assists.
In addition to assist streaks, we’re exploring masteries that provide additional early game income and we’ve added items that allow support players to gain additional income for supporting their allies, taking objectives and setting up team fights.
Let’s look at a few of the work-in-progress items that I’m talking about:

除了視野的改變外,上面說的還有那些變化?

首先我會動助攻的獎勵.對於很明顯助攻比擊殺多的玩家,在每次助攻時都會有額外的收入.
當一個玩家擊殺了敵人,擊殺的獎金會暫時抵消他們之後的助攻獎金.

除了助攻獎勵外,我們也更動了天賦來讓遊戲早期有額外的收入,
並且有新的道具來讓輔助玩家在輔助隊友,獲得戰落目標或是設計團戰後有額外的收入.

讓我們看看一些我剛剛提到的相關道具吧:


Philosopher’s Stone grants gold every 10 seconds. When a nearby ally kills a minion, you earn gold.
Executioner’s Emblem executes minions below 200 health and grants gold to both you and the nearest ally when you last hit. Your ally gains a small gold bonus on top of this. This effect can happen up to twice a minute.
Spellthief’s Blade makes it so that your spells and basic attacks against enemy champions grant you gold. It cannot affect the same target more than once every 10 seconds and last hitting an enemy disables this effect for 10 seconds.
Access to these items will allow you to specialize your income to fit your playstyle.

*賢者之石每10秒會產生一定的錢,當週圍的友軍擊殺了小兵時,你會拿到額外的錢
*劊子手勳章會擊殺血量低於200的小兵,並讓你和最接近的友軍同時拿到尾刀的錢.你的友軍
會拿到比一般尾刀更多的錢,但這個效果每分鐘最多發動兩次.

*法賊之刃讓你的普攻和技能擊中敵方英雄時產生額外獎金.對同一目標10秒內只能作用一次,
而尾刀敵人會讓這個作用消失10秒.

依你的打法來選購這些物品能讓你的收入有額外的增加.
============================================================


How does this change my experience as a support player?
In a long game, shared lane supports should now expect to be purchasing real items alongside their boots and Sightstone. They’ll still have the biggest impact on vision, but now will have combat stats to make them feel like a more full and complete character. A balanced support champion will be splitting their time between warding, helping allies push lanes to take towers and participating in combat to save allies and kill enemies.

所以這些修正會怎樣改變我的輔助體驗?

在時間較長的遊戲內,雙人線的輔助玩家現在應該能夠在鞋子和眼石之外購買真正的道具.
他們依然是對視野有最大的影響,但會有更多的戰鬥用體值來讓他們感覺像是一個完整的角色.
一個平衡的輔助英雄應該能把他們的時間好好分配在插眼,幫助英雄推線拔塔,並在團戰中
幫助隊友擊殺對面的英雄.


As a side effect of these changes, we’re also taking a close look at core supports: Janna, Sona, Nami, Soraka, Lulu, Taric, etc. Champions designed specifically as supports have historically been balanced to have negligible income so, if left alone with all that gold, they’ll either become overtuned mages or be replaced completely by non-support champions who can outscale them in damage once they hit the midgame.

除了這些變更外,我們也仔細的觀察了核心的輔助英雄:珍娜,納米,索娜,索拉卡,塔里克等.
特別設計為輔助的英雄在過去的歷史上被額外的修改成不需要收入來達成目標,
如果讓他們有了這些額外的金錢,他們有些會變成太強的法師,
或是當遊戲進入中期後在傷害面上完全被非輔助型的英雄超越.

Rather than wholesale nerfing these champions, we’re looking at opportunities to make their unique aspects scale with AP or other stats. For example, the bonus AD on Janna’s shield and the movement speed granted by Nami’s passive will now scale with Ability Power. Our hope is that support champions in shared lanes can select AP or CDR items they find appealing. This will, in turn, give them a more distinct identity as champions that excel at helping their teammates and being supportive rather than just dealing more damage.

我們把這次作為一個機會來讓他們特殊的定位有AP和其他的加成,而不是單純的nerf這些英雄.
舉個例如,珍娜盾的額外物傷,還有納米被動的額外跑速現在都有了AP加成.
我們希望在些雙人線的輔助英雄能夠選擇AP或CDR裝來突顯自己的定位.
這也顯示了他們用不是透過制造傷害的方式幫助團隊的定位.

Hopefully this gives all you support players some things to look forward to in preseason. We’re going to be aggressively tuning these changes but our core philosophy will remain the same: let every champion in League of Legends experience real growth throughout the game, regardless of their position or role.
We'll also be posting this on reddit where we may pass through to clarify some questions. At the start of next week we'll be doing a global recap to follow up with the most up-to-date information from questions around the world!
Thanks for all of the input that's helped us get this far.
Xelnath
Wizardlock, Right Hand of the 7th Order of Obsidian Blackfire Ebonstone Dark Witchlords

希望這裡的修正能給全部的輔助玩家他們期望得到的.
我們將會很積極的調整這些修正,但核心哲學將會保持下去:
讓英雄聯盟中每個英雄都能在遊戲中體驗到真正的成長,不管是在那個路線或是作為那種角色.

當我們完整的思考過整個問題後,會在reddit上面作最快速的回應.
在下週開始我們會在全球作快速的問答,並且把全世界的問題提出解答.

感謝每個之前回應並幫助我們走到這一階段的每個人

Xelnath,巫師,第七黑火黑曜岩巫技王的右手.

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