首席执政官 大天使
- UID
- 503997
- 主题
- 11
- 阅读权限
- 100
- 帖子
- 443
- 精华
- 1
- 积分
- 1362
- 金钱
- 14901
- 荣誉
- 94
- 人气
- 3
- 在线时间
- 605 小时
- 评议
- 0
- 帖子
- 443
- 精华
- 1
- 积分
- 1362
- 金钱
- 14901
- 荣誉
- 94
- 人气
- 3
- 评议
- 0
|
[2008-11-19] 暗黑3官方蓝帖回复2个
1、新的武器增强方式
原帖地址:http://forums.battle.net/thread.html?topicId=12454860146&sid=3000
官方回复:见原帖7楼(by Bashiok),蓝色字体
翻译:tremble @ D3·CN
New weapon enhancement 11/10/2008 07:27:14 PM PST
I would like to see "%slow an enemy on attack" reintroduced as "% to cripple".
I think this would be an awesome way to incorporate the Havok engine into the game...
Crippled arm= Graphically: Enemy arm becomes limp and dangles at its side/ on the ground. Effect on gameplay: Causes enemy to have a weaker attack/ spend more time casting spell.
Cripple leg= Graphically: enemy begins to limp. Effect on gameplay: Enemy moves slower.
Crippled head= Graphically: ???. Effect on gameplay: enemy is temporarily disoriented.
Thoughts?
【翻译】
新的武器增强方式 2008年11月10日 下午7点27分14秒
我希望见到“降低敌人攻击速度%x”表示为“%x的几率使敌人残废”。
我想这是一个令Havok引擎和游戏结合的很棒的方法。。。
残废手臂=视觉上:敌人的手臂立刻变得无力并在敌人身体的一侧摆动。对游戏的影响:导致敌人攻击力降低或者消耗更多的时间施法。
残废腿部=视觉上:敌人变瘸。对游戏的影响:敌人移动变慢。
残废头部=视觉上:???(不知怎么表示)。对游戏的影响:敌人暂时失去判断能力。
大家有什么想法?
Bashiok:
Been playing some Fallout 3? :) I just finished it last night, but it was sort of bittersweet as I sort of rushed through the end to ensure I could focus on Wrath. Yeah, I know, I play WoW. I'm a traitor or whatever. IT'S A FUN GAME!
:)
Anyway... It's a cool idea, but yeah, they probably won't be around long enough to actually get any use out of it. We're obviously putting a greater emphasis on varying mechanics on enemies and trying to make them interesting to fight and 'game', but the game is still about pulling your sword through a massive huddle of demons. Something as complex as a limb-specific crippling ability probably just wouldn't get enough screen time to make it worth it.
I could see it more as a potential mechanic for progress in a boss fight maybe? Something that's a bit more substantial in health/fight length and also size and visibility of something like a crippled limb. I don't know, it's cool, but whether it would actually work out or not is debatable.
【翻译】
你玩了辐射3吧?:) 我昨晚刚刚暴机,但是这个游戏过程可以说是苦乐参半,因为我为了确保把精力集中在巫妖王之怒上而匆匆忙忙的把游戏暴了机,我玩WoW。我是一个叛徒或其他什么的。不过辐射3是有趣的游戏!
:)
不管怎么样。。。你提出了一个很酷的点子,但是,由于敌人来也匆匆去也匆匆,你的想法就没有了意义。我们显然更强调敌人的多样化并且试着令与敌人的战斗或“游戏”更有趣,但是D3始终是一款让你斩杀大批恶魔的游戏。那些类似于令敌人的手手脚脚残废的能力似乎并不值得加入,因为敌人不会在屏幕上存活太长时间。
也许我能把它更多的看作一个有可能加入到boss战中的机制?boss的血条长度或者说战斗时间长度较长,boss的体积较大,所以像一只残废的肢体这样的细节也可以辨认,这些条件令你的想法的实现更为可行。我也不知到该不该加入你的提议,你的提议很酷,但是它在游戏中是不是能有好的效果是值得讨论的。
=====================================Diablo III is coming.=====================================
2、物品栏系统
原帖地址:http://forums.battle.net/thread.html?topicId=12645264729&sid=3000
官方回复:见原帖4楼(by Bashiok),蓝色字体
翻译:tremble @ D3·CN
Quick question about inventory system... 11/12/2008 06:20:44 AM PST
Hey everyone,
Just wanted to have some input. If anyone was at Blizzcon and can answer, it would be great...
As seen on screenshots, the characters start with 12 slots in inventory. Now many (including me) said that the new inventory system would allow us to carry lots more stuff than in D2. Now I'm starting to wonder if I wasn't wrong about that.
12 slots is a really low amount of space. Obviously, there was just so many large items you could carry in D2, like 6 or 8 slots items (armors, polearms, etc...). You could carry 3-4 of those depending on what you were already carrying (tomes, potions, etc...)
But for small stuff, like rings, amulets, elixirs, potions, you could carry 15 of those and still have room for a couple big items. Which wouldn't be the case in D3. I realize potions won't be such a big part of the game anymore, but all the small stuff like amulets, runes or other small stuff, that would now cause problem...
So in the end, I thought I wouldn't have to do all those trips to the city to sell stuff anymore, but it doesn't look like that right now, does it...
Anyone wants to comment this? Anything I overlooked?
【翻译】
关于物品栏系统的问题,请速答 2008年11月12日 上午6点20分44秒
大家好:
我就是想获得一些资料,如果参加过嘉年华的朋友可以帮我解答就太好了。
从D3的截图上可以看出,角色的初始物品栏有12格空间。现在许多人(包括我)都认为新的物品栏系统可以令玩家携带与D2相比更多的东西。可现在我开始怀疑我是不是想错了。
12格空间实际上很小。很显然,D2里你有那么多的东西要装在身上,比如占6格或者8格的装备(护甲,长杆武器,等等。。。)。这些装备你可以带3到4个在身上,具体带多少取决于你的背包中装了些什么(书,药水,等等。。。)。
但是对于小体积物品,例如戒指,护身符,练金药,药剂,你可以用15格物品空间来带这些东西,这样你还可以剩下不少物品空间来装几件大体积的物品。但在D3中就不同了。我知道药剂已经不是D3中的一个重要的部分了,但是所有的那些小体积物品,比如护身符,符文等等会让人很头疼。。。
这样一来,我本来以为我再也不用跑回城镇去卖东西了,但是现在看起来我想错了,不是么。。。
有谁想发表下自己的意见的?有什么我忽略掉的么?
Bashiok:
As others of have said you'll start with a smaller inventory size, and you'll be able to increase that by picking up bags. Right now these are drops off of monsters but there's potential to have them come from vendors, quests, etc. We're still going through UI revisions and changes, and some that includes inventory. We do like the ability to upgrade your character's storage capacity though. It gives it a comfortable RPG element.
We obviously don't want to create a situation where there's huge amounts of inventory space, there should be a choice as to what items you want to hold and carry. However, we also don't want to create a restriction that ends up hurting your ability to play effectively and have fun. I have seen quite a few people comment in various threads that a limitation on the ability to get back to town quickly and frequently will compound storage issues, and that would be true, if we hadn't already designed solutions for it.
Also keep in mind that alternative item storage such as a stash is still likely if not guaranteed.
【翻译】
就像其他玩家在回复中所说的那样,你一开始的物品空间比较小,而你可以通过获得背包来增加物品空间。现在背包只由敌人掉落,不过实际游戏中玩家有可能可以向商人购买背包,或者通过做任务获得背包。我们也在不停地对用户界面做出修改,包括对物品栏的修改。我们确实喜欢玩家的升级物品空间的能力,这种能力会给玩家舒适的RPG体验。
我们显然不希望造成玩家物品空间过多的情况,玩家需要选出自己想要的物品装在身上。然而我们也不希望创造出一个最终使游戏变得拖沓,无聊的限制。我在其它论坛并没有看到多少人认为限制玩家频繁回城会恶化物品储存的问题,如果我们没有在之前设计出解决方法的话,回城限制确实会恶化物品储存的问题。
另外,记住游戏中可能出现其它的物品储存处,比如一个隐秘储藏处。我不保证一定会有。 |
-
总评分: 金钱 + 15
查看全部评分
|