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游侠NETSHOW论坛 游侠NETSHOW论坛 神界:原罪2+神界:原罪+龙之指挥官+龙裔+龙骑士传奇+复仇之炎 《神界:原罪(Divinity: Original Sin)》公布 抛弃第 ...
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[讨论] 《神界:原罪(Divinity: Original Sin)》公布 抛弃第三人称视角 [复制链接]

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发表于 2012-5-29 19:29:34 |只看该作者 |倒序浏览
本帖最后由 tianyamingyue 于 2012-5-29 19:40 编辑

在最新的《神界》系列游戏中,Larian工作室将回本归宗,回归等距视角和传统游戏方式。

据报道这款最新公布的RPG游戏的灵感来自于《创世纪7》。这个2009年《神界2:龙裔》的续作貌似抛弃了原本的第三人称动作体验。

听起来,《原罪》才像是《神界》的正统续作,它抛弃了一切旁门左道,而且其剧情将紧随《神界》中的事件。

《原罪》支持两位玩家联机协作而且拥有两位主角。男性主角是一名试图逃离“一个充满无尽折磨的谎言”的帅哥,而女主角则是一名在谋杀中存活下来的幸存者,她丢掉了自己的所有记忆。听起来有点像《异域镇魂曲》不是吗。

在这个尽量回归传统的RPG游戏中,玩家将有机会与自己的联机伙伴争论游戏中的各种决定,不过如果你们不能达成共识,那就大路朝天各走一边把。逗你玩的~游戏当然不会这么残酷,《原罪》中关注了游戏的其他一些方面——玩家们将可以分头行动,一名玩家专注于干掉挡路的敌人,而另一名去附近的村庄或者田野游荡,哦不,是侦查。简单易懂。

针对这次公布的信息,Larian工作室似乎还有些逗弄的意味,感兴趣的玩家可以关注即将到来的E3大展上的更多消息,或者关注游民星空的进一步报道。




鉴于游民出了名不靠谱 找个e文类似的发上来




Divinity: Original Sin has been announced by Belgium’s Larian Studios. It’s an isometric RPG inspired by Ultima VII, having jettisoned the third person viewpoint of Divinity II: Ego Draconis. It’s closer in style to the studio’s first game, Divine Divinity: so close in fact that Original Sin will end where 2002′s Divine Divinity sets off. So close that Larian head Swen Vincke told me that he wanted to make Original Sin specifically to “address frustrations with Divine Divinity.”

But this is more than a remake. Divine Divinity looks like a much prettified version of top-down roleplayers like Neverwinter Nights, but Larian are adding some advancements: both modern, in a dedicated co-op story, and older, in turn-based combat. We’ve got more details below.


Vincke, keen to have an RPG he could play alongside his girlfriend, has ensured that Original Sin was built for two players. The game’s two protagonists are, fittingly, a man and a woman. She’s an amnesiac murder victim, somehow resurrected from the dead with the child-like wonder of someone who’s never seen the world before. He’s a hulking mass of muscle once consigned to a life of eternal torture. Which, you’d assume given you can play as him, he’s escaped from. They begin the game in the ruins of a tower, the remnants of a magic battle between orcs and not-orcs swirling around them. Somehow they’ve survived the maelstrom – the game sets out to find what it is about each that let them do that.

Functionally, conversations are built around two players. Responses are traded back and forth. Disagree on a punishment for a drug dealer, as in the example I was shown, and you’ll get a chance to agree with your partner. Disagree again and you’ll hand the choice over to your character sheets, charisma scores deciding your quest fate.

Combat, too, is built for partnership. Waddle into monster-slapping range and the game flips into a grid, allowing turn-based battling where each participant has a pool of action points. Your partner can either choose to get involved in the scuffle, or skip off around the game’s forests and townships, carrying on his real-time business as his partner exists in a turn-based plane.

I saw the game a few weeks ago, and we’ve got a hefty feature in the next issue of PC Gamer UK, on sale June 5th. Stay tuned for more Divinity: Original Sin details here at PCGamer.com tomorrow.

In the meantime, let us know your memories of the original below.



我操,这个够长! 有能力看吧

Divinity: Original Sin Preview


A few weeks ago I was invited by Swen Vincke to visit Larian Studios and have a look at both Dragon Commander and their new Divinity game. I did not want to let that opportunity pass, so a week later I drove to their studio in Gent (Belgium). I didn’t go their unprepared but came with a list of question about Divinity 3, like what improvements were made to dragon flight, if the dragon had ground combat, if the game would go in the same direction as its predecessor or be less of an action game and many questions more. A list I quickly found out was useless as they are not making Divinity 3; they are making Divinity: Original Sin - a prequel to Divine Divinity - a game that inherits everything that was good from the first Divinity, adds a lot of new features to enhance it even further and is Swen's hope to getting his Ultima VII vibe back. It was quite an amazing experience.


Duality

Divinity: Original Sin takes place a few hundred years before the events that took place in the firstDivinity. A couple of things that are already known from the Divinity universe already exist, like the council, the council soldiers and the Orcs - but other characters do not exist yet as they are simply not born at the time the game takes place or are very young, such as Zandalor and Arhu who at that moment is not a cat yet and walks on two feet. In addition, we will also experience the birth of The Black Ring. In Original Sin we learn more about the history of the Divinity Universe and experience some of the events ourselves.

At the start of the demonstration I was staring at two screens - two screens that showed the same game but with a different character. Yes, Original Sin can be played in multiplayer mode - it features two playable characters that can be controlled by two different players. In this cooperative multiplayer mode, a maximum of 4 players can play, but there are only two lead characters - two more players can play using mercenaries that are be hired in the game. However, the game can also be played single-player, where the player controls the whole party.

Playable characters can summon a summoning doll or an elemental, but each of them can only summon one at the time, making the maximum party size 8. The summoned creature is not controllable but will follow the character that summoned it and assist in combat, similar to the summoned creatues in Divinity 2.

Enemies are not automatically leveled to your level, but combat will be scaled depending on how many players are participating in the game as fights would otherwise become too easy or too hard.

Multiplayer is enabled through Steamworks integration when playing on - when you play in multiplayer mode locally Steamworks integrations is not required.

The other thing that was immediately clear from the start is that the game has an isometric 3D view. Finally, a big RPG that returns to an isometric view, which I personally prefer when playing an RPG (probably because this is how I played them when I was a lot younger than I am now...). You can still zoom in or out, but it will always remain to be isometric.

Original Sin uses a new engine has been designed by Larian and is also being used for Dragon Commmander. Larian did not reuse the engine of Divinity 2, as they felt it was holding them back in accomplishing what they wanted to do.


Background story

In Original Sin there is no option to create a character at the start. The game starts with a male and a female character that can be shaped during the game into whatever you want them to be. The female character has just been resurrected - but has no clue why or who resurrected her - and because she has just been resurrected she is kind of reborn and sees the world as if through the eyes of a child. That doesn't mean she is childish or naive, but she is quite happy and lighthearted. The man has a much darker personality because the only thing he remembers is being tortured for the last couple of years and he wants to find out why he was tortured and by whom. For each of the two characters you will find out pretty early in the game who has been responsible for her resurrection and his torture. Fortunately, that is not the end of the story because they promise that there is much more to tell.

The two characters are together because they found each other in the remains of a huge citadel where a big magical battle recently took place. They find themselves to be the soul survivors of this battle, which they remember nothing of but they decide to team up to find out. Shortly after that, they find themselves in the midst of a huge battle between Orcs and the council soldiers, which you might remember from the first Divinity.

The council soldiers are losing as the Orcs have something called Chaos magic, which allows them to change almost anything in the world into a dark alternative. If they use chaos magic on a cute white bunny, for example, it turns in a big green monster with long teeth. But they can also use it on inanimate objects like rocks or trees, which will change into something that can attack. For some reason, however, the two protagonists are immune to that magic and can deflect it. They do not know why yet - but will find out soon enough.

Our heroes turn the tide in the battle and the council soldiers are victorious. This makes the council very happy and they want you to investigate why the Orcs are leaving their country in the north. They think there is someone behind it who’s making them come all the way to Rivellon as normally the Orc king is very reluctant to leave his lands.


Who's talking?

In the demonstration the start of a quest was shown where the chief of some miners asks you to find out why his miners are all drugged and by whom. This gave a first look on how dialogue is going to be handled in the game, which is much different than before and might be different from how you know it from other multiplayer games. Usually in multiplayer games there is one leader who takes care of the conversation or the conversation is handled by the first person starting it. This is not the case in Original Sin. Both characters will get a voice in a conversation, which compares somewhat to what happens in a tabletop RPG where you discuss with other players on what to do next.

The conversation starts with one of the characters who gets a list of options to choose from, just like we are used to in an RPG. The other player does not see the options but will see the choice; based on that choice the person you are talking to responds and the second player gets to choose from a list of answers. The decision on what to do next is not decided by one of the characters, but both have to agree. If they do not, this is discussed and a virtual dice is thrown in the background with the result modified with the charisma that each of the characters has to determine who wins the conversation. At the moment the developers are also thinking about adding the option to intimidate the other party member, which would result in the virtual dice being modified based on the strength of the characters. Or, Intelligence could be used to win a conversation with arguments. This has not been finalized yet, but when implemented well, this could add a lot to the multiplayer experience of the game.

When one character is entering a conversation and the other is too far away, the other one will not participate but can see that a conversation is taking place and what is said in order to not loose valuable information. In that case, there is no opportunity to disagree either.

As far as quests go, there will not be any fetch quests in Original Sin. All quests - even the side quests - will have a certain level of complexity. Quests will be as complex, or more complex, as we know them from the previous Divinity games with different branches you have to select from and with several choices and consequences where you have to take into account that people might be lying.

Choices in conversation can also make factions hostile or friendly towards you, making some parts of the game easier or more difficult.


Combining

Like in the first Divinity anything that is not nailed to the ground can be used. Again, you can carry around anything that is not too heavy like a bed or a barrel (as useless as that might be, but if it makes you happy, you can). And you can also throw a barrel at an opponent, use a broom as a weapon to hit someone with, or break a crate because it is blocking your way.

You can also combine objects that are found in the game. If you have poisonous mushrooms you will get very sick eating them but when applied to your weapon it results in a poisonous weapon doing more damage.

Food will nourish you, as expected. It can be found in the game, but you can also create your own food. To facilitate this, there will be recipes and notes lying around that will explain what some combination of items can do for you to stimulate experimenting with them. You can find grain, for example, that combined with water results in dough and if you find an oven you can bake your own bread.

Combining objects also works on summoning dolls. They could be made stronger by combining them with rock, which the doll puts on its fists to hit harder. They are experimenting a lot with the system to find out what the limits are and what can be achieved.


Stats and skills

Every time you level up, the four basic stats can be modified: strength, intelligence, dexterity and charisma. All other statistics are derived from these and equipment you are carrying and cannot be modified directly. This system is based on what was used in the first Divinity.

Next to modifying the stats when leveling up it is also possible to choose a skill. There are six schools of skills, four of which are magical schools based on the elements of nature: Earth, Wind, Fire and Water. Your opponents will have more or less resistance to these skills, rendering some skills useless on some creatures. Fire elements for example will have a very high resistance against fire but a very low resistance against water.  


World interaction

The two protagonists will each have a reputation that is changed based on what they do in the world. The game starts with nobody recognizing your character, but your actions in the world will increase your reputation and change their interaction with you. This is independent on whether you do good or evil - for that there is alignment, which determines the attitude of people towards you and changes depending on you doing good or bad. If you like to play the bad guy (or girl), at a certain point the merchants won't like you anymore and are not willing to trade. Bandits like you though, so if you can find a trader who likes bandits that should not be an issue.


Stealing is no longer a safe thing to do - just like in the firstDivinity if you steal and you are noticed your alignment will drop and the owner of what you were stealing might not want to talk to you anymore. There will always be an option to put the stolen item back if you are spotted, which does not change your alignment - this makes it a lot harder to steal anything or even open a hatch.

However, there are two characters - one of them can lure the owner out of a room and the other one can then freely browse through the available stuff and take what is needed.


Combat   

Combat is turn-based and takes action points. Each action like moving, fighting, using a skill or equipping stuff will take action points. The switch to turn-based was made because they wanted to add something extra to the game. The original Divinity was an action oriented game. Beyond Divinity originally had turn based combat, but that was removed because of the publisher who wanted it to be real time and Divinity 2 was very much action oriented. And now Larian feel the RPG players are ready for a turn-based RPG.

If one person enters combat and the other person is near, both will be part of the fight. If the other person is further away, he or she will not enter combat and can freely roam the country and do other things, while the other character is fighting or even start their own fight.  But it is never too late to join the fight and help your fellow hero out in a time of distress.

For those who are less interested in fighting there will also be possibilities to talk yourself out of combat, which will require certain levels of your statistics.

In combat, your skills will be frequently used and, like with items, skills can be combined to do even more damage. When someone is on fire, the damage inflicted can be increased by putting another skill on them like a heat wave.

The terrain can be used in combat as well. A skill that makes it rain can be used and depending on the terrain this could form a puddle of water. If your opponent stands in that puddle, using the electricity skill will do more damage than without the water. But if one of the two characters is on fire, making it rain will put the fire out.

Making it rain will also make your character wet (and it also looks wet), if you would then be hit by electricity it would hurt a lot more - but being hit by fire would do much less damage. Quite a lot of interesting combinations can be made in this way.

However be warned, your opponents have the same skill set available and could make you hurt a lot more as well.


Wrapping up

Original Sin can be modded. The same toolset as is used by the developers will be delivered as part of the game. Also, all the objects, tile sets and characters in the game will be delivered together with the toolset. There is no programming skill required to use the engine as they have made things very simple to use.

Mods can be placed on Steam Workshop to create a community in which mods can be shared or even sold and where you can play these mods together.


Original Sin will be released on PC and Mac only. There will not be a console version and the game will be scalable to allow playing on a variety of platforms.

The length of the game is not defined yet, but the world size is as large as the world in the first Divinity, which will probably take some time to finish then. The world has zones that you can leave only at certain conditions. Within such a zone, however, you are free to roam the countryside; again this is as we know it from the previous Divinity games.

The game will be available on the market when it is finished. Currently the aim is Q2 2013, but nobody knows for sure at this point in time if that is a sensible date. What is very clear is that it will be released in 2013 at which point the game will be distributed as both a digital download version and a boxed version.

The presentation I was given was a big positive surprise to me. A turn-based, isometric RPG that takes us back to everything that made the first Divinity good is something that I certainly did not expect. Original Sin is an RPG that Larian probably could not have made if they didn’t publish the game themselves. An isometric turn-based RPG sounds probably too risky to most publishers.

I, however, am thrilled. Going back to their roots is a very good step. Building on what made the first Divinity good and adding improvements has the makings of an awesome game that will be a certain buy for me and I think many others.


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沙发
发表于 2012-5-29 19:39:44 |只看该作者
满屏蝌蚪文。。。

除了专业网站有耐心看蝌蚪文,其它都不想看。。。
看得懂下面这段代码的请密我......

{{{
mythology:: [a] -> [a] | Ord a
mythology[] = []
mythology[a:xs] = mythology[x \\ x<-xs | x<a] ++ [a] ++ mythology[x \\ x<-xs | x>=a]
}}}

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板凳
发表于 2012-5-29 19:46:04 |只看该作者
这是由于暗黑三开了个头吗?
其实我玩暗黑三的时候在想,这要是博德之门该多好。可惜暗黑拿货不一直点着鼠标的话更本找不到路,想想暗黑那等于没有的寻路AI。
我觉得这是个很好的做法,这样可以发挥PC的优势,注重策略,一个PC RPG游戏总用WASD来控制很不爽。
看到神界也这么做了,真是有种说不出的心情。到时候给BGEE多做下宣传吧,让大家多买些正版,然后能看到一款用传统操控方式的博德3才是我的哦梦想。

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地板
发表于 2012-5-29 19:50:58 |只看该作者
尼玛的 神界2  剧情本来就是借着神界1 的   还有大反角也是超越神界的主角   

这不是自己三耳光吗

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5#
发表于 2012-5-29 19:58:38 |只看该作者
NelsonYoung 发表于 2012-5-29 19:46
这是由于暗黑三开了个头吗?
其实我玩暗黑三的时候在想,这要是博德之门该多好。可惜暗黑拿货不一直点着鼠 ...

神界1其实就是暗黑那种操作了 而且游戏本身有点刷刷的倾向。。我在暗黑3 联网视频看到了禁锢术。。我顿时恶意想到了bg时代菜鸟被半神巫妖折腾的死去活来的经历了,可惜这个不给力啊。。

总觉得么,有个键鼠只用鼠标操作有点浪费,键盘操作也要加点进去才完美。。

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6#
发表于 2012-5-29 19:59:26 |只看该作者
好东西啊,支持一下
九龙夺珠:蜀国:王平 ,益州别驾

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7#
发表于 2012-5-29 19:59:53 |只看该作者
纪念春哥吧 发表于 2012-5-29 19:50
尼玛的 神界2  剧情本来就是借着神界1 的   还有大反角也是超越神界的主角   

这不是自己三耳光吗 ...

超越神界的剧情是什么? 我的pc不知道为什么超卡玩不了,而且神界2的汉化更是。。

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8#
发表于 2012-5-29 20:05:07 |只看该作者
tianyamingyue 发表于 2012-5-29 19:58
神界1其实就是暗黑那种操作了 而且游戏本身有点刷刷的倾向。。我在暗黑3 联网视频看到了禁锢术。。我顿时 ...

暗黑3有禁锢术?是把人套在原地那种?杀人的怕没有吧?博德2的禁锢术可是9级魔法,没有抵抗掉的话直接挂,高难度下如果中的是你的队友就和他说BYE BYE吧,永远也找不回来了...。

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9#
发表于 2012-5-29 20:09:19 |只看该作者
NelsonYoung 发表于 2012-5-29 20:05
暗黑3有禁锢术?是把人套在原地那种?杀人的怕没有吧?博德2的禁锢术可是9级魔法,没有抵抗掉的话直接挂 ...

有个词缀是禁锢,不过效果只是套原地,而且只有3s左右,炼狱难度。。bg2的禁锢我记得可以反转的,人还是有救的。。dnd其实很难找到完全没救的情况,不过救过来 非常麻烦,花费巨大。。

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10#
发表于 2012-5-29 20:11:07 |只看该作者
没有最坑,只有更坑{:10_335:}{:10_335:}{:10_335:}

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11#
发表于 2012-5-29 20:15:46 |只看该作者

神界2 不是还算成功的吗?????

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12#
发表于 2012-5-29 20:27:12 |只看该作者
tianyamingyue 发表于 2012-5-29 20:09
有个词缀是禁锢,不过效果只是套原地,而且只有3s左右,炼狱难度。。bg2的禁锢我记得可以反转的,人还是 ...

那是你知道对方要用这个法术可以加防御系法术,防御魔法卷轴这些。但是由于DND游戏的魔法是记忆的,所以不知情的情况下你是不大可能有事没事给自己套个保护魔法,更别说整个游戏只有几张的防御魔法卷轴。打半身巫妖你会用是因为你知道他要放N多瞬发的禁锢术,所以你才会提前准备,我不记得自由术在高难度下管不管用,可能半神那里不管吧,记得不是太清楚。同理还有石化,直接把你的队友移走,这个应该有法术可以解除,然后你再找他对话再加入队伍。半神的话,如果没防御措施,应该是点一个就少一个,点主角直接挂。或者是我后来装了好多MOD把某些技能修改过也不清楚。反正吃过很多亏就是了。还有操作的话其实DAO的模式我觉得就很好了,现在只是说到这个视角问题,其实可以回归传统,操作的话给更多的弹性就足够了。

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13#
发表于 2012-5-29 20:28:05 |只看该作者
支持不错的游戏

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14#
发表于 2012-5-29 20:31:39 |只看该作者
本帖最后由 tianyamingyue 于 2012-5-29 20:35 编辑
NelsonYoung 发表于 2012-5-29 20:27
那是你知道对方要用这个法术可以加防御系法术,防御魔法卷轴这些。但是由于DND游戏的魔法是记忆的,所以 ...

所以才说那里是菜鸟杀手,什么都不懂就是一个死,没有其他可能。。但是会了,哼哼。。
自由术,就是那个9级法师应该有用。。因为这个法术好像就是专门反转禁锢术的,这个都没用 那法术有个什么存在价值?

dao其实卖的挺好的,vg说都有500w了,游戏虽然缺陷不少,不过总体质量上佳。。到了da2,哎。。反正看着da3我都觉得痛心,bioware不是没能力,真的是被星球大战ol me da并行开发和一年一作榨光了。。

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15#
发表于 2012-5-29 20:42:29 |只看该作者
tianyamingyue 发表于 2012-5-29 20:31
所以才说那里是菜鸟杀手,什么都不懂就是一个死,没有其他可能。。但是会了,哼哼。。

dao其实卖的挺好 ...

博德2的地牢,辐射2的试炼,当年的大杀器,很多人还没玩几分钟就被虐了,于是放弃... 还是低难度。能走出地牢的一般就会玩下去了,被虐是正常的,去网上看看帖子,讨论下战术,找找攻略多有意思。
SWTOR是单独的一个工作室,在美国奥斯丁,这个是因为EA整合了好多部门到BIOWARE名下,但是他们调了些人手去协助开发就是了。DAO当年好歹是EA收购前就基本开发好了的。经过DA2和ME3两次教训BIOWARE应该会吸取教训了,特别是这次ME3闹的很大,DA3到现在都没放出消息,今年不可能上,明年的话也是年底以后吧,这样2年办到3年的开发周期应该还行吧。

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16#
发表于 2012-5-29 20:44:46 |只看该作者
不是第三视角的话,会是像老滚那样的近距离可调第一视角的那种吗?

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17#
发表于 2012-5-29 20:48:22 |只看该作者
NelsonYoung 发表于 2012-5-29 20:42
博德2的地牢,辐射2的试炼,当年的大杀器,很多人还没玩几分钟就被虐了,于是放弃... 还是低难度。能走出 ...

不要说你了,我现在都玩不转bg。。dnd不是我的菜,衍生品也不是。。fo2的试炼没这么难吧,难道当时各个都开着最高难度去被虐。。。
反正我是觉得bioware真的要休息一下了,现在这开发进度 铁人都顶不住。。

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18#
发表于 2012-5-29 20:48:41 |只看该作者
这个倒有点象刷类游戏了~

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19#
发表于 2012-5-29 20:55:26 |只看该作者
tianyamingyue 发表于 2012-5-29 20:48
不要说你了,我现在都玩不转bg。。dnd不是我的菜,衍生品也不是。。fo2的试炼没这么难吧,难道当时各个都 ...

那种操作类的我不行,但是这种策略类的再笨还是会看攻略的嘛,而且S/L很方便,多死几次也过了,当年我可是打印了300多页的攻略的,没事就拿出来当小说一样看。
现在这堆算是新的了,都是trow收集的。
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20#
发表于 2012-5-29 21:02:08 |只看该作者
NelsonYoung 发表于 2012-5-29 20:55
那种操作类的我不行,但是这种策略类的再笨还是会看攻略的嘛,而且S/L很方便,多死几次也过了,当年我可 ...

晕,还有作弊吗?bg2有作弊码?

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