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[2008-08-06]D3 News[暴雪官方回复玩家8个疑问]
原帖地址:http://www.battle.net/forums/thread.aspx?FN=d3-general&T=328862&P=2
官方回复:见原帖26楼(by Bashiok),蓝色字体
翻译:AiurTemplar @ D3CN
Hello. I'm glad to represent a big community of Russian Diablo players. We attentively read all the news available on coming Diablo III.
We gathered some questions and would like to hear possible answers from you.
These questions were taken from http://blizzard.ru/forum :)
翻译:你好,我很荣幸能代表一个大型俄罗斯暗黑破坏神社区的玩家们。我们仔细的研究了所有有关Diablo3的消息,然后收集了一些问题,希望能从您这里得到一些答案。
这些消息都来自:http://blizzard.ru/forum : )
Bashiok: Awesome! Thanks for translating this for our Russian speaking fans. :)
翻译:哇塞!谢谢你帮这位说俄语的玩家翻译成英语。: )
1. As we all know, one of the lead developers is Leonard Boyarsky. He is well known for working on such projects as: Fallout and Arcanum. May we suppose, that the world map in D3 will look like the one from Fallout or Arcanum so we will travel through it in a real time and encounter monsters?
翻译:我们都知道,主开发者之一是Leonard Boyarsky,他因开发《辐射》和《奥秘》等游戏而闻名。所以我们想知道,Diablo3的世界中我们是不是能像在《辐射》和《奥秘》中一样,即时地从一个地方旅行到另一个地方,顺便打倒路上的怪物呢?
Bashiok: Act transitions haven't really been discussed externally. It would be cool to have something a bit more engaging; however, I think the Diablo II style zoom-zoom to the next act ...worked.
翻译:最近没公开讨论过游戏中每一幕之间的切换问题。能用上那种方式当然很棒,然而,我觉得Diablo2那种每幕之间"唰"一下就切换完了的方式……很好用。
2. Will there be a risk of falling into the abyss or off the bridge being knocked or pushed by the monster?
翻译:我们会不会摔进坑里或者从桥上掉下去?能不能把怪物从高处推落?
Bashiok: No. Unless it's part of a special event or something.
翻译:不能。除非是个特殊事件啥的。
3. Would it be possible to filter games by any installed game mod if there will be an Open Battle.Net in D3?
翻译:装了mod的D3是不是无法玩开放的Battle.net?
Bashiok: We've never supported and don't intend to support "mods" for Diablo II or III.
翻译:我们从来不支持也不打算支持暗黑2或3的所谓“mod”。
4. Its clearly understandable that there will be some forest landscapes (like jungles around Kurast) in D3. Will the forest landscapes reflect the atmosphere of an ancient, deep and sombre forest? Or there will be just pre-made paths, like in Diablo II?
翻译:我们知道D3中会有一些森林地貌(例如库拉斯特周围的从林),那么这些森林会是有一种幽暗、古老、深邃的氛围,还是就像Diablo2一样已经事先铺好路了呢?
Bashiok: We haven't announced/shown any locations beyond those on the website.
翻译:除了网站上现有的以外,我们没有公布或者展示过任何更多的场景。
5. In the gameplay movie we saw a final battle with a boss, where with his brutal strength he bit the player's head off. Can such situation be possible while playing Diablo 3? For e.g.: after reaching some breakpoint (critical point) in character's health, the boss smashes the hero with some unique ability?
翻译:在游戏视频中最终打了一个BOSS,他的怪力能一巴掌把玩家的脑袋打飞。这种情景在玩Diablo3的时候会实现么?举个例子:当玩家的生命低于某一数值的时候,BOSS会不会发动一些独特的大招直接干掉玩家?
Bashiok: That's what we would like to do. We'd like it that when a player dies to a boss we may have a special/random event or death animation specific to that boss. So if you're going to die or have died to a boss, there's a random chance that you'll see something other than a normal death. That's the dream any way.
翻译:这就是我们想要做的。我们想让每个BOSS都有独特/随机的事件或者动画来表示他是怎么弄死玩家的。就是说如果你快被BOSS干掉了,你有机会体验一些新鲜的死法,而不是简单的眼一闭腿一蹬。不过话说回来,这只是一个想法。
6. Will there be the alternation between day and night? If so, will it influence the game in some way? E.g. different mobs at night and day (some mobs that can be met only during day/night etc), character's skills or weapon will gain additional mods (to enhance attack and damage etc)?
翻译:有没有日夜的交替?如果有的话,这会对游戏造成什么影响?比如,会不会有些怪物只在晚上出没?白天晚上会不会遇见不同的怪?玩家的武器性能或者是外观在早晚会不会有不同?
Bashiok: Not that I know of.
翻译:据我所知不是这样。
7. Will it be possible to see the total bonuses given by the weapons, armor, etc on the screen without calculating them manually? E.g. will there be any screen that will show that all your stuff gives +20 to str and 5 to dex etc
翻译:有些由不同装备同时加强的属性会不会被直接的显示出来一共是多少?还是我们依然得自己去计算?比如会不会有窗口显示,你的所有装备一共加20力量5敏捷,之类的?
Bashiok: The UI is still under some design revision, but currently in Diablo III you can open your character sheet, and when mousing over a stat it lists what your total stat is and then breaks it down to base stat plus any modification. So for instance Vitality may list: "24 (22+2)" if you've got something giving you +2 to Vitality.
That's the current design any how, but I don't see any reason for it to change.
翻译:用户界面依然在修改中,但现在的Diablo3当你打开角色面板时,你把鼠标悬停在某个属性上就会看到基础数值是多少,加成是多少。比如你的生命值(vitality)是"24 (22+2)",就说明你基础数值是22,哪件装备或buff啥的给你+了2点生命,一共24。
尽管这是现在的设计,但是我看不到有任何改变它的理由。
8. Which question would you like to ask yourself and then answer? :)
翻译:如果让你自己来提问的话,你会问什么?答案是什么?: )
Bashiok: What's your favorite thing about playing Diablo III right now?
- Blood sprays. They never get old. Zombies seem to just be chock full of the stuff.
翻译:问题:现在的Diablo3里你最喜欢啥?
答案:血沫飞溅。这玩意永远很爽。看见僵尸我就想去把它砸到爆浆。
=====================================Diablo III is coming.=====================================
[2008-07-30]D3 News[暴雪官方回复玩家2个疑问]
1、New Screenshot(新的屏幕截图)
原帖地址:http://www.battle.net/forums/thread.aspx?fn=d3-general&t=322793&p=1
官方回复:见原帖59楼(by Bashiok),蓝色字体
翻译:北斗

I think the light is way better in this screenshot. Really nice.
What do you think ?
翻译:我认为这张截图中的灯光好多了。真漂亮!
你们觉得怎么样?
Bashiok: It isn't Diablo III.
I'm guessing it's from another game or someone took the time to actually create it, which would be pretty cool. So no ideas where it's from then?
翻译:这不是暗黑破坏神三(的截图)。
我想这是另一款游戏的截图,或者是某人抽时间创作的,不过做得还挺不错的。那么没人知道这是从哪儿来的吗?
2、Are you going to play single player first?(你会先玩单人游戏/单机玩吗?)
原帖地址:http://www.battle.net/forums/thread.aspx?fn=d3-general&t=311483&p=1
官方回复:见原帖43楼(by Bashiok),蓝色字体
翻译:生物学教授 @ D3CN
I am torn between gettin online and havin fun and playing single player...i mean i looove multi but if one of those guys has any lead time in game play he better not rush through and spoil the boss fights and areas...
i started d2 backup havent played it in like 2 years and i joined a game and some idiot just waypointed through and beat the bosses and left the rest of us stuck with nothing to do...i would tend to play with a group of friends over random people i guess... i found d2 to be irritating because whoever started the game the quests revolved around them so if they had beat some then you cant get them even though you can defeat the bosses etc
翻译:我在是进行联网游戏还是独享乐趣间徘徊……我的意思是我爱死了多人游戏了,但是要是有个哥们网络超时,他还是最好不要在BOSS站的时候来搅局……
我备份了D2,几乎有两年没碰它,我加入了一个游戏,有些白痴通过传送点冲到BOSS那把它们都干了,剩下我们不知所措。我更愿意和朋友们一起玩,而不是随机抽取的在线玩家。有时D2令我恼火,因为他们建立游戏后就开始完成任务,如果他们把怪杀了,即使你也有能力干掉那些BOSS,你也无可奈何,等等……
Bashiok: One thing that seems to be a fairly consistent experience for a lot of people when they first picked up Diablo II was their introduction to Battle.net. And it wasn't generally a positive one.
Most people, including myself, went home and installed the game and started playing. Over maybe a few weeks or months they've finished the game maybe a few times, they had a ton of fun, but they keep playing and trying to find more items.
One day while loading up the game they notice the "Battle.net" button and decide to click it... and, their characters aren't there. They have to start over. Any of us would have gladly played on Battle.net (in passworded games if necessary) just to have that online/trading option for their character available to them. It felt like a lot of wasted time to find the actual game, which was on Battle.net.
While "starting over" is something almost every Diablo II player is going to do any way, the lack of on-screen instruction or indication as to what the different systems meant left a bad taste.
To help avoid that type of situation we're going to try to find ways to encourage Battle.net character creation first and foremost.
翻译:有一种情况很常见,就是很多人一提起暗黑2就想到了battle.net。有时还是负面看法。
大多数人,包括我自己,回家装上游戏就开始玩了。一般过几个星期或者几个月后,他们已经几次通关,他们享受到了很大乐趣,但仍然为了寻找更多的物品而继续游戏。
当某天在读取游戏的时候他们发现了“battle.net”按键,决定点击试试……然后,他们的角色并没有出现在那。他们要重新开始。玩家都会非常乐意在战网上玩游戏,只需要让他们已经拥有的人物具有在线交易能力。而之前感觉像是浪费大量的时间才寻找到了真正的游戏乐趣——战网。
“再开一局”是暗黑2玩家的必经之路,缺少屏幕上的显著指示来说明单机和战网的不同是一个糟糕的感受。
为了帮助玩家避免那样的状况,我们将设法鼓励玩家首先在战网上建立角色并且一直玩战网。
=====================================Diablo III is coming.=====================================
[2008-07-28]D3 News[暴雪官方回复玩家2个疑问]
原帖地址:http://www.battle.net/forums/thread.aspx?fn=d3-general&t=310419&p=1
官方回复:见原帖19、23楼(by Bashiok),蓝色字体
部分翻译:papercutzg @ D3CN
Weapons marks on boss.
1、
I think it would be cool if we could see marks on boss when a mellee character slice him with a sword or an axe etc....
Not exacly where you hit him but exemple :
this is hes life bar [ - Diablo - ]
when hes life is at [ - | Diablo - ]
we can see that the boss have sword marks and axe marks or that he look tired and he walk slower etc till he die...
I think it could add some realistic aspect to the game and more fun killing bosses.
Bashiok: For boss fights we don't really want to just start throwing "damage decals" on them. It can very easily be too subtle if you're fighting a smaller boss or one that has odd geometry to it, and it can also end up that no matter the flavor, style, and cool look to a boss you just end up fighting a big gory mess.
翻译:我们并不想在所有的BOSS战中使用“伤害贴图”。如果在面对一个较小的或是体型单薄的BOSS时这样做,而且无论BOSS有多帅、多酷、多有型,你都只会看到那些贴图——你只会在一团血肉模糊的的混乱中,结束战斗。
Also we think that we can go a lot further than just simple decals and get something much cooler out of a boss fight. So what we hope to do for at least the bosses where it makes sense is to show more apparent and visually noticeable damage states. Instead of a blood splatter they may actually lose a limb, or a piece or armor, or - like the Thousand Pounder - may transform in some dramatic way changing how the fight progresses. We want to go a lot further than just showing sword slashes and instead use dramatic and noticeable (which can be difficult in a game like this) ways to indicate a boss' current state.
翻译:而且我们想通过让这些BOSS的动作更加丰富、攻击更加多样,让BOSS战更加得让人过目不忘。不同于以往仅仅是鲜血飞溅,BOSS们有可能被砍掉一只胳膊、或被打得掉下盔甲,或者(像【千斤坠】那样)以独特的方式变身(译者:好像是那个大胖子一顿大锤乱舞,然后浑身发亮)来表明战斗的进程。让BOSS们更加独特的动作来“告诉”玩家他们的状态,而不是仅仅看着他们挥舞着手里的兵器。
Speaking of battle damage though, and I don't think this came across in the gameplay video or any of the screenshots as of yet, but when an enemy dies a critical death it actually drenches your hero in blood if you're within proximity of the spray. It's awesome.
翻译:到战斗的破坏,它还没在任何视频或截图中出现过。但可以透露一下:当一个敌人被致命一击打中并死掉时你的英雄又恰巧在旁边,那么你的英雄将被敌人的鲜血染红——非常酷!
2、
Wow, that's awesome, I guess I was thinking too conservatively after all.
The thing is though, is that theoretical boss going to be a lot easier without the addition of that (assumed) helpful limb? I guess that could be really cool if it's a particularly difficult and taxing boss fight. As in, if you can make it start droppin' limbs you'll really feel like you're making progress. That sounds like it'd be incredibly satisfying.
Bashiok: It was just an example I made up, I don't know if the loss of a limb would actually happen or make sense for a fight. :)
=====================================Diablo III is coming.=====================================
[2008-07-23]D3 News[暴雪官方回复玩家7个疑问]
原帖地址:http://www.battle.net/forums/thread.aspx?FN=d3-general&T=304483&P=2
官方回复:见原帖37楼(by Bashiok),蓝色字体
翻译:北斗
校对:查理、牛蛙
1、有选择性答疑
Well since you asked....I'm sure some of this will probably go into the realm of revealing rather than clarifying but...
翻译:那么既然你问起....我确信有一些内容除了释疑外,很可能会涉及到内情的透露,但是...
Bashiok: I'll clarify what I can then, and cut out what I can't or don't want to. ;)
翻译:到时我会尽我所能来答疑,但会去掉我不知道或不想说的内容。; ) (一脸坏笑)
2、八仙过海,各显神通
-Whether all classes will have an ability to traverse obstacles like the Barbarian did, or if they will have to use alternate routes.
翻译:是否所有人物都有野蛮人那样的穿越障碍的能力,或是其他人物都得绕道而行?
Bashiok: While the crumbling bridge could be taken quite literally, it was intended to get the idea across that Diablo III will have more interactive and responsive environmental hazards. Of course if such obstacles existed in the way they were displayed every class would need some way to proceed. At this time we aren't announcing any additional class abilities though.
翻译:尽管崩塌的桥梁比较容易躲避,但这个主意(桥梁崩塌)是被有意安插在暗黑破坏神三中,以使其拥有更多互动式的环境威胁。当然,如果这样的障碍存在于所演示的道路中,那么每个角色都需要通过某种方式得以前进。可是目前我们还不能透露任何其他职业的技能。
3、演示视频中的地下城
-Is the demo dungeon really Tristram Cathedral? The screenshots are under the Tristram entry on the website, but it's got a different name in the demo. Is it really a test dungeon all around, including the name? Is it akin to the mini dungeons of Diablo 2, same texture set, randomly generated and individually named.
翻译:演示视频中的地下城真的是崔斯特瑞姆大教堂吗?官网中的屏幕截图截自崔斯特瑞姆入口的下方,但是它在演示中却有着一个不同的名字。这个地下城包括它的名字真的只是为了演示所作的吗?它是否跟暗黑破坏神二的小型地下城类似,有着相同的结构设置、随机生成(的地图)且单独命名?
Bashiok: It used the same "tile set" as the Tristram Cathedral dungeon including a specially made entry room. It was a static and specifically crafted dungeon especially for the demo, so yes it includes the look for Tristram Cathedral, but it's not a true piece of the game as you would play through it.
翻译:它使用了跟崔斯特瑞姆大教堂地下城一样的“贴图设定”,包括一个特别制作的前室。它是专门为演示所制作的一个固定的、特别绘制的地下城。因此,它看起来像是崔斯特瑞姆大教堂,但并不是你将玩到的正式游戏的一部分。
4、新人物无可奉告
-I've read comments from different developers that the remaining character classes will be entirely new, others indicating there are other classes that have been re-envisioned and revamped. Which is it? Fans are commonly assuming at least the pure caster like the Sorc will return. The Lore guys have also made a point of emphasizing the look and attitude of "veterans" from D2.
翻译:我读了不同游戏开发者的评论,他们说剩下的人物角色将是全新的;但其他人指出另外一些角色已被重新设计和修改。哪个是对的?爱好者们普遍认为至少像女巫那样的纯法师会再现。资深玩家也强调其对暗黑破坏神二中的老将(会再现)的看法和态度。
Bashiok: Hey, are you kind of kid who reads the last page of a mystery first? Who pesters the magician to tell you his tricks? Who sneaks downstairs to peek at his Christmas presents? Nooooo... of course you're not. That's why I'm noooot goooonna teeeeell yoooou!
翻译:嘿,你是那种先读推理小说最后一页的小孩吗?是那种缠着魔术师让他告诉你他的小把戏的小孩吗?或是偷偷溜到楼下提前拆看圣诞礼物的小孩吗?不——你当然不是。这就是我无——可——奉——告——的原因!
5、职业限定装备
-Characters can use any and all types of items, barring class specific ones (if I remember an early post you made correctly.) Yet no requirements are listed on the items in the demo. Too early to see the complete package, or change in item requirements?
翻译:除了某些有职业限定的装备外,任何人物可以使用所有类型的物品(如果我没记错的话,这是你以前发帖说过的)。而如今在演示视频中,物品上没有列出相关需求。是早期演示版未做好无法看到,还是物品需求已经改变?
Bashiok: What I said was: "... we don't plan nor have any armor items at the moment that are class specific - although the bonuses and stats may be better suited to a certain class - anyone can pick up any chest/shoulder/leg/etc item and wear it. However, there are some weapons/off-hand items that are class specific."
翻译:我曾说过:“...目前,我们并未计划要做任何有职业限定的装备物品——尽管如此,某一职业可能(从装备中)获得更好的附加属性及参数——任何人都能捡起并穿上胸部/肩部/腿部/等的装备物品。尽管如此,有些武器/副手物品还是有职业限定的。”
No changes to this yet, there just weren't any drops that were class specific. We essentially "hand placed" every drop that happened in the video. We knew people were going to dissect and scrutinize every detail, and everything that drops in that video was purposefully and specifically chosen to be dropped... everything.
翻译:这点仍未改变,即任何掉落的物品不会有职业限定。演示视频中每件掉落的物品都是我们特意“手动放置的”。我们知道大家会仔细地观察和剖析每一个细节,因此那个视频中所掉落的每件物品都是我们特意专门挑选出来的... 每件物品。
Fun fact: I played as the female barbarian for the recording.
翻译:有趣的事实:我在录制的视频中操控女野蛮人。
6、特定视觉效果应用
-The awesome biting off of heads and such...does it relate to game play in some way, or is it a visual effect?
翻译:头被咬掉等几幕真可怕... 它会以某种方式出现在游戏中吗?还是只是个视觉效果?
Bashiok: Well the way we imagined the final fight going down when thinking about the flow of the presentation was to have a few heroes killed off, and thought it would be cooler to see someone get ripped in half by a giant demon than just fall down. While it was an event made for the presentation it could definitely be worked in to the actual end-product. We try not to spend time on anything that can't be incorporated in some way. If there's a mockup or some cool flavor added in somewhere to show something off, we want to build it so that it can actually be used.
翻译:这个嘛,在考虑游戏的表现流程时,我们设想让少数几个英雄在最终的战斗中被干掉。我们觉得看着某个英雄被巨大的恶魔撕成两半比仅仅只是倒下会更酷。虽然这只是为了演示所制作的一个事件,但它肯定可以被插入到最终完成的游戏中。我们设法避免把时间浪费在任何不能以某种方式整合到游戏中的设计上。如果在某处演示中为了展示某些效果而出现了一个模型或一些比较酷的要素,我们就要把它建好并应用到游戏中。
7、固定的野外场景
-Outdoor environments. Are they for the most part randomly generated like the dungeons? I've been getting the impression there are more static areas , excluding cities, in the outdoors as opposed to the dungeons.
翻译:野外场景。它们是否也像地下城那样大部分是随机生成的?在我的印象中,除了城市以外,野外场景大多是固定的,这点与地下城相反。
Bashiok: They're for the most part static. With the outdoor environments we felt we could get a lot more out of them by crafting large and visually impressive scenes, which random map generation really just doesn't allow for all that well. By that same token one of the main goals with Diablo III is to flesh out Sanctuary, to make it feel more like you're in this living and breathing world. With towns shifting around everywhere you do sort of lose a sense of cohesion, and an attachment to the places you're visiting.
翻译:它们大部分是固定的。对于野外场景,我们觉得可以通过手工绘制大幅的、视觉上令人印象深刻的场景,来得到更多随机地图所无法表现的完美效果。出于同样的原因,暗黑破坏神三的主要目标之一就是充实避难所,使其成为让你感觉身临其境的真实世界。在各个城市的切换中,你不会觉得它们是被硬拼起来的,你会喜欢上你所在的地方。
On a very slight technical note - for random map generation you're essentially creating a bunch of rooms that can all fit together in various ways. It works quite well for a dungeon which is essentially a series of rooms any way. For an outdoor environment though it tends to make it either fairly bland, or fairly linear just by how the edges have to line up. You're either running zig-zag patterns to find the map edges, or you're running down a narrow pathway. Neither are extremely compelling, and at the same time you're losing the visual grandness that could come from a fully hand-crafted and artistically realized environment.
翻译:就技术而言,你可以用随机地图生成大量房间并通过各种方式拼接在一起。尽管这招用来建立一个由许多房间组成的地下城很不错,但如果将此法用到野外场景的制作中,由于边角得拼接起来,会使场景变得平淡无奇且线条分明。你将奔跑在一个可以找到地图边角的充满锯齿的场景中,或一条狭长的通道中。这些都是不能让人接受的,同时你也将失去本可以通过全手工绘制的、精美逼真的场景而带来的盛大的视觉享受。
That said, the outdoor areas aren't completely static.
翻译:然而,野外场景也不是完全固定的。
=====================================Diablo III is coming.=====================================
[2008-07-21]暴雪官方回复玩家4个疑问(D3游戏演示释疑)
原帖地址:http://www.battle.net/forums/thread.aspx?FN=d3-general&T=304483&P=1
官方回复:见原帖3楼(by Bashiok),蓝色字体
翻译:北斗
1、不死亡灵会回来复仇(8:13——GameplayTrailer视频中的时间,下同)
Here are some smaller information I gathered from watching Diablo 3's gameplay video. Some may be obvious but have not been posted, so here it goes!
Undead Comes Back for Revenge

At 8:13 of gameplay, an already dead creature comes back to life. A zombie of the undead!
Bashiok: This is the detached torso of a Walking Corpse. After death the torso of the Walking Corpse has a chance to survive, detaching itself and crawling after the hero.
翻译:这是一个行尸的残体。在行尸死亡后有一定概率幸存(成为爬行尸,详见该帖),并缓慢地向英雄爬行。
2、小生物(不死之谜)(14:09)
Critters

14:09 of Gameplay - Besides from there being cute bunnies in Diablo 3, critters don't die. Man, I always liked killing critters in starcraft. This image is the Witch Doctor throwing a random fire ball which directly hits a critter, but the critter recieves no effect.
Bashiok: This was unfortunately a bug that existed in the build that was being used to record the gameplay video. Those critters die, and there's nothing more satisfying than seeing a bunny corpse flung across the screen. It just wasn't working for the demo, which stinks.
翻译:很不幸这是演示版中的一个程序缺陷,被录制到了游戏试玩视频中。那些小生物已经死亡,并且没有什么比看到一只小兔子的尸体在屏幕中横飞更令人满意的了。只是在演示版中它不起作用,真糟糕!
3、领队在新人加入前不死(15:25);冰冻(15:30)
Leader doesn't die until new spawns come?

15:25 of Gameplay - That same leader of the post above this one, leads the Witch Doctor and Barbarian to the hill where it was the supposedly "nasty trap" they got caught into. But this leader was not able to get hit or damaged in any way until after the new enemy spawns came.
Frozen

15:30 of Gameplay - The Witch Doctor and Barbarian are frozen by the same group leader. It shows 2 red effects on the bottom left of the screen, one looking image looking like a time thing (forgot what its called lol) which may show how long the effect lasts or just slows target down, and second being ice image, which is for the completely frozen effect. Also when frozen, your whole skill bar goes red. (Frozen effect seems dangerous for Hardcore players !)
Bashiok: It was a scripted event to pretty much have a cool way to introduce the female Witch Doctor and Barbarian, so yeah, it wasn't necessarily indicative of something that would show up in the actual game.
翻译:这是一段已编好的事件,用来介绍女性巫医和野蛮人,是一种比较酷的方法。因此嘛,它并未暗示在真实游戏中会出现什么。
4、跳跃/闪避?(16:53)
Jumping/Dodging?

16:53 of Gameplay - During the end of gameplay, the Siegebreaker Assault Beast boss makes his entrance by slamming through the wall, charging against the players. They all jumped. Either its automatic jump reflexes, which seems kind of weird, or theres a jumping button.
Another part when the jumping is really seen as, what's really going on?

The Siegebreaker charges at the Witch Doctor at 17:38 of gameplay. The Witch Doctor cleary dodges the attack somehow. I would assume, this cannot be automatic reflexes because that would make no sense. Just let him stomp on the damn player, or are the players really dodging somehow?
Bashiok: This is a knock back effect when the Siegebreaker would use its "charge" type ability. It effectively damages your character and pushes them away from the charging path.
翻译:当攻城兽使用“冲锋”型技能时,会产生一种击退效果。它能有效地对你的角色造成伤害,并将冲锋路线上的人推开。
[ 本帖最后由 beidou_7 于 2008-11-20 19:07 编辑 ] |
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