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《暗黑破壞神3》神圣傷害可以有,角色需要個性化

時間:2009-09-04 17:13:36
  • 來源:U9
  • 作者:newtype2001
  • 編輯:ChunTian

BND3版塊有網(wǎng)友提出,隨著武僧這一神圣職業(yè)的加入,D3是否也會引入相應(yīng)的“神圣傷害”類型呢?然后,對于擁有多種不同法術(shù)的巫師來說,又會有哪些傷害類型呢?

對此Bashiok解釋說,D3的傷害系統(tǒng)目前還未完成。

引用

Bashiok:

      Damage types aren't actually completely finalized. There's likely to be some additions, maybe some combinations. For instance people may have noticed that a few of the witch doctor skills refer to a damage type called "black magic". All of the monk spells seen relied purely on weapon damage as their base, but that doesn't mean there couldn't be a holy damage type. What we don't want is for players to carry around a ton of different resistance sets to deal with a large number of different types of damages. There's quite a few different ways to go about solving that, but just to be clear we want damage types to serve the gameplay and not require players to have to pursue complex or item-heavy solutions to it.

Bashiok:

(D3的)傷害類型系統(tǒng)其實還沒有完全完工。很可能還會有幾種單一或者組合傷害類型會被添加到系統(tǒng)中。舉例來說,大家可能注意到了現(xiàn)在巫醫(yī)的某幾個技能會造成“黑魔法”類型的傷害。目前來說武僧的技能看來都是完全依靠武器來造成傷害,但這并不意味著以后不會出現(xiàn)一種“神圣傷害”類型。我們不愿見到由于傷害類型太多而導(dǎo)致玩家需要扛著大量不同的抗性裝備四處奔波。解決這個問題的方法是有不少,反正我們的宗旨是,各種傷害類型因該是為游戲體驗服務(wù)的,而不應(yīng)該成為玩家的負(fù)擔(dān)。

附:

目前已知的D3傷害類型:

Physical-物理傷害

Fire-火焰?zhèn)?/p>

Cold-冰凍傷害

Lightning-雷電傷害

Poison-毒性傷害

Arcane-奧術(shù)傷害

Black Magic-黑魔法傷害

而另一邊又有網(wǎng)友再次提出了對D3全新的“屬性點自動分配系統(tǒng)”(Auto-Attributes)的質(zhì)疑。Bashiok在以一句“你說啥”把那位樓主削了人棍之后,還不忘往心窩里補(bǔ)上一刀。

引用

Bashiok:

    Let me take this opportunity to clear up one thing, potentially unrelated to whatever the OP said.

    There is a continuing idea that we have either said or stand behind the notion that auto-stats are either partially or in-whole being implemented because it makes the game easier to balance. That is completely false.

    If manual stat placement was or should become the best system for the game then we would balance for it - bottom line. But the fact is, it isn't the best system. The game needs to be fun, it needs to be awesome. We're not going to cut corners or try to make it easier on ourselves by choosing systems that are less work. In fact I'd say the exact opposite is true. Some of things these guys do requires an insane amount of work, but it makes the game better, and that's why it's done.

Manual stats ultimately provide no better or more interesting customization options than other systems, and in fact by removing it we're then able to implement systems which are better and more interesting ways of character customization.

    There's a last thread of "well why can't we have everything?" that auto-stat opponents hold to, and the simple answer there is that having a bunch of different systems all just sort of tossed in onto each other is not a clean or fun solution. We want a lot of customization, we'll have a lot of customization, clicking a button to allocate stat points in no way needs to be involved to make that true.

Bashiok:

那么樓主說了什么我就無視了,讓我趁這個機(jī)會把事情說清楚。

一直以來有種觀點認(rèn)為,之所以我們會部分或者全面的在D3中引入這種自動加點系統(tǒng),是因為這樣的話游戲會更容易平衡。這種看法簡直就是胡說八道。

退一萬步說,如果手動加點系統(tǒng)真的那么好,那么我們就會完全以那種系統(tǒng)來平衡整個游戲。然而實際上,那個系統(tǒng)完全不是個好主意。D3必須要好玩,必須得成神作。我們絕對不會為了自己的方便而去挑選某個系統(tǒng)或者做其他讓游戲打折扣的事。不僅如此,我們的開發(fā)人員其實正做著完全相反的事情。這些家伙們想出來的東西,有時候需要超大的工作量去完成。然而那是為了讓游戲變得更好,所以我們也就那樣做了。

手動加點系統(tǒng)最終都沒能證明自己比其他幾種系統(tǒng)要好,而移除掉這個系統(tǒng)之后,我們得以引入其他讓角色個性化更好玩的系統(tǒng)。

曾經(jīng)還有反對自動加點系統(tǒng)的人說,我們能不能(自動與手動系統(tǒng))兩者兼得?我們對此的答案很明確:幾種不同的系統(tǒng)混雜在一起,一點都不好玩。我們追求角色個性化,D3會有非常大程度的角色個性化。而這些,并不需要你點著鼠標(biāo)慢慢去加屬性點來實現(xiàn)。

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