《暗黑破壞神3》:在boss戰(zhàn)中的血球掉落
- 來(lái)源:d3.cn
- 作者:newtype2001
- 編輯:ChunTian
玩家:
顯然在一大堆怪物中間戰(zhàn)斗的時(shí)候,血球會(huì)一直掉,所以你不需要中斷你的戰(zhàn)斗。但是當(dāng)面對(duì)一個(gè)大boss的時(shí)候,旁邊沒(méi)有小怪可以提供血球。比如一個(gè)人打Siegebreaker那樣的猛獸,旁邊沒(méi)有血球,我們很可能像視頻中的野蠻人一樣被撕成兩半。。。
路人們?cè)诓聹y(cè)boss會(huì)在損血%若干的時(shí)候掉血球或者在被致命一擊擊中的時(shí)候掉血球。
Bashiok說(shuō):
路人甲:
什么這么說(shuō)血球會(huì)按照程序?qū)懞玫姆绞匠霈F(xiàn)?比如在boss只有30%血的時(shí)候躲避了他的攻擊或者boss擊中柱子然后柱子塌了于是釋放血球?
我真希望你不是這個(gè)意思。。。
生命回復(fù)在大多數(shù)時(shí)候需要是由玩家控制的而不應(yīng)該是有程序設(shè)計(jì)的事件。
(后面唧唧歪歪了一堆意思是游戲應(yīng)該有隨機(jī)性不應(yīng)該什么都是設(shè)計(jì)好了的否則玩一遍兩遍就沒(méi)意思了)
你們需要給玩家控制血球出現(xiàn)的方式而不是血球本身。
Bashiok說(shuō):
且不說(shuō)最終方式是什么 我看你是會(huì)嚴(yán)重反對(duì)和批評(píng)它了。。。
路人甲:
當(dāng)然我會(huì)反對(duì)。當(dāng)你談到"根據(jù)boss的行為提供生命回復(fù)"時(shí)我感覺(jué)不對(duì)。程序設(shè)計(jì)好的方式肯定不如比如說(shuō),把之前的血瓶或血球存起來(lái)然后在需要的時(shí)候拿出來(lái)用。
都用程序設(shè)計(jì)好了會(huì)失去可以重復(fù)玩的樂(lè)趣,如果你精確的知道什么時(shí)候閃開(kāi)一下,什么時(shí)候站到這個(gè)巖石左邊,然后向前走三秒撿血球等等。。這樣就不好玩了。
D2里就算我知道Diablo要放紅閃電或者冰冷攻擊,我也不知道什么時(shí)候多少次,這些不是程序設(shè)計(jì)好的,而不像WoW的boss那樣,你說(shuō)的感覺(jué)上像后者。
Bashiok說(shuō):
Quote:
I hope you're not calling that an interesting fight, or saying Diablo II was replayable because it had no mechanics beyond the boss' abilities.
In Diablo III we want at least some boss fights that aren't defined simply by having a creature with more health, unique art, and more powerful abilities. We want there to be something more to them, tell a story, have more unique mechanics that make sense for the boss.
As far as the original topic, when health globes could be delivered during a boss fight, there's really no limit for how they could be delivered. Take the King Leoric fight, they were delivered through creatures that he summoned, normal skeletons. Every boss could essentially have the same thing, normal enemies around him that can be killed for the potential at getting a health globe drop. Or, you could have something more interesting ... like a boss that does a special attack that has the ability to break open some large corpse storage tanks that are in his lair. The player has to lead the boss to the tank and try to invoke the special attack so he'll break the tank open, which unleashes some health globes. You could even treat the tank (code-wise) as a normal creature, meaning abilities and items could augment the number that drop and amount they heal, etc. giving some control to the individual player. If you don't need the health you can ignore the mechanic, but it could be a way for players to try to game the boss and make sure they can survive the fight. Totally hypothetical, we don't have a fight that resembles what I described, but it's a possible delivery system.
I disagree that having bosses that do something more than simply cast the spells they're given to cast kills replayability.
你意思是和Diablo打的過(guò)程很有趣,還是說(shuō)因?yàn)閎oss的技能沒(méi)有一個(gè)機(jī)制來(lái)控制才使得Diablo2很具有可重玩性?
D3中我們希望通過(guò)把boss設(shè)計(jì)成一個(gè)具有更多生命,特殊行為方式,更強(qiáng)大技能的生物來(lái)使boss戰(zhàn)不是那么簡(jiǎn)單。我們希望他們(不是那么簡(jiǎn)簡(jiǎn)單單的一個(gè)怪物)更有內(nèi)容,比如說(shuō)有一些說(shuō)得通的的獨(dú)有的機(jī)制。
至于本來(lái)的話(huà)題,如果在boss戰(zhàn)中血球可以運(yùn)輸,那么對(duì)運(yùn)輸這些血球的方式并沒(méi)有什么限制。比如說(shuō)打King Leoric的時(shí)候,血球是通過(guò)boss召喚的小怪來(lái)"運(yùn)輸"的。每個(gè)boss都可以有這種方式,身邊有普通的小怪可以提供血球。也可以有更好玩的事情,比如說(shuō),有的boss有一種特殊攻擊,可以擊開(kāi)它的洞穴里的存尸體的柜子。玩家就需要把boss引到柜子旁邊,試圖激發(fā)boss的這種特殊攻擊,柜子破了會(huì)掉血球,和普通怪物掉的血球一樣,你的技能和裝備可以影響血球掉落的數(shù)量和治療效果。如果你不需要回復(fù)生命那就可以無(wú)視這些機(jī)制。但是這樣的機(jī)制可以使玩家玩弄boss而且能夠最終戰(zhàn)勝boss。我說(shuō)的只是假設(shè),我們沒(méi)有真正的boss戰(zhàn)是我說(shuō)的這樣,但是這是一個(gè)可能的提供血球的方式。。
我不覺(jué)得讓boss除了簡(jiǎn)單的放一些技能之外還做點(diǎn)別的事情會(huì)影響游戲的可重玩性。
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