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原帖:http://www.diii.net/blog/comments/bashiok-explains-diablo-3-skill-tree-design/
翻译:Beside @ Blizzard.CN
Bashiok clarified some fan feedback concerning the resemblance between the Diablo III skill tree and World of Warcraft talent trees. He defended the concept and pointed out the differences, and the purpose behind this decision.
Bashiok: I should stress that what everyone was allowed to see was a behind the scenes glimpse at where the UI is now. BlizzCast specifically serves that purpose, and by showing unfinished work we take the risk of people critiquing our work before it’s done. To that same effect though it’s an amazing way of getting feedback, but that doesn’t change that it should be understood to be unfinished work. Moving on…
The Diablo III skill tree is a skill tree and not a talent tree because you learn all of your skills from it.
You aren’t given new abilities every other level from a trainer. There’s no expectation that you’ll have some specific ability at some level. There’s no role requirements that dictate where you have to spend points to hurt monsters. The points you spend determine exactly how the character is built, how it functions, and what it’s able to do.
So, people are comparing the trees for a few reasons and using these reasons as negatives. I’ll try to cover them all.
1. “They look similar.“ Yes, they do. They’re both downward expanding trees, they both have icons that you can spend points in, they both have arrows that determine expansion into other skills.
These were all features also in the Diablo II trees.
2. “It’s unoriginal.“ I agree. It’s only after 10 (?) or so working concepts of various other skill tree designs that we were able to arrive at the conclusion that this is a system that works and achieves the goals that we want to achieve (we showed those failed designs at BlizzCon btw). There’s no point in trying to put in something new and complex just for the sake of originality. When people play the game will they remember that it’s not new, or that it’s not fun?
I want to heavily stress again on this point that the skill trees are not finished, we’re still in the process of heavy iteration and experimentation.
3. “Point requirements to advance down the tree is lame.“ One of the main problems with the Diablo II trees was point hoarding, which was the act of holding on to all of your points until you are able to reach a skill you want to put points into. This may not be an issue to some players just because it’s so easily dismissed as ‘part of the game’, but from a designer perspective it’s a huge failure. You are giving the player a reward and they are hoarding those rewards because they have nothing enticing to spend them on. This was attempted to be remedied through a patch by introducing synergies, unfortunately they caused their own issues. World of Warcraft looking at the Diablo II trees for inspiration saw this flaw but took a different approach in solving it, instead implementing a point requirement to advance down the tree. The player now has to spend points to advance, and with that comes the ability to provide more impacting and meaningful places to spend them.
4. “Cookie cutter builds!“ Again these are skill trees, not talent trees. Every single ability you can cast/use is learned through spending points in the tree. This allows, in comparison, for a huge amount of customization. Now, that doesn’t escape the truth that there will always be builds considered to be the best, but that’s more an issue of balance, not skill tree layout design.
Also on that point, and I’ve said it before, character customization is a core design goal of the game. It’s one of a few, and that means that we’re not going to release the game unless we’re happy with the amount of customization available.
So, hopefully that touches on most of the main points being used over and over again as a reason to hate the skill tree. Once again I want to ask that you approach the game with a question rather than a statement. If you follow up “I don’t like this” with “I wonder why they decided to do it that way” then we can have a conversation. If you’re just making a statement the best I can do is read it. There’s no way for me to comfortably reply to a post that has no intention of learning about the game.
对于部分玩家反馈暗黑III的技能树与WoW相似的事情,Bashiok进行了澄清。他对技能树的概念进行了辩解,并且指出了其中的不同,以及这个决定背后的目的。
Bashiok:我应该强调一点,现在大家应该看看现在的UI幕后的一点真相。BlizzCast特别传达了这个目的,同时,展示我们的未完成作品时我们在工作完成之前冒险让人们评判。同时,尽管这种反馈方式让人吃惊,但是须知的事这是未完成的作品。继续……
暗黑III的技能树就是技能树,而不是天赋树,因为你所有的技能都是从上面习得的。
你在任何等级都不会从一个训练师那里得到新的能力。所以不用期望能在某个等级获得特殊能力。没有任何角色要求命令你在哪投入点数才好杀怪。你所投入的技能点直接决定角色如何发展,如何奏效,以及做所能做的事情。
那么,人们通过一些负面的理由对技能树进行比较。我将一一解释。
1、“看上去他们很相似。”是的,确实是。他们都有向下扩展的树,都有你可以投入点数的图标,都有决定技能发展的箭头。
他们在暗黑2里也是这样。
2、“它不够新颖。”我同意。这只是10(?)张或者多少的技能树概念图之后的作品。这张图在我们的讨论总结看来达到了目的,并且达成了我们想要达成的目标(我们在BlizzCon展示了失败的作品)。我们无需为了新颖试着加入新的东西或是组合。当人们玩游戏的时候,他们会记得这个系统不新颖,还是不好玩呢?
我要再次着重强调,技能树系统尚未完成,我们依旧在不断返工和实验之中。
3、“向下加点的点数需求是站不住脚的。”暗黑II的一个主要问题是存点,就是那种为了在你要加的技能上加点而留着大量点数的行为。对部分玩家来说,这不算什么问题,因为它很容易被看成“游戏的一部分”,但是对设计师而言,这是一个巨大的失败。你将点数作为奖励给了玩家,但是他们却留着点数,因为没有有吸引力的技能可加。我们尝试在补丁中用技能间的协同效果进行补救,不幸的是造成了它们自己的问题。魔兽世界受到了暗黑II技能树的启发,看到了它的不足,但是用另一种方法解决了。它用点数需求来控制向下加技能。玩家们现在不得不花费足够的点数来向下加技能,这样玩家可以花费点数来学到更多强力技能了。
4、“分割配点!”再次说明这是技能树,不是天赋树。每个你能释放/使用的技能都是通过在技能树上加点获得的。作为对比,这带来了很大的定制自由。现在,并不能说这个方案是最好的,但是更加平衡。
同时要说的,也是曾经说过的是,角色的多样定制化是游戏的一个核心设计目标。这只是第一步,这意味着我们不会在满意定制化的程度之前放出游戏。
嗯,希望我谈到了大部分你们拿来憎恨技能树的理由。我还要说,你们用问题来接近游戏,而不是陈述。如果你们还是说“我不喜欢这个”加上“我想知道他们怎么能这么做的”,我想我们应该谈谈。如果你们能好好陈述,我最需要做的就是好好看看。我没有任何理由回复一个不认真了解游戏的帖子。

[ 本帖最后由 beidou_7 于 2009-4-10 13:49 编辑 ] |
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