查看完整版本: [10/15]Bashiok 回答自动分配属性点问题 震惊的真相!

狂风摆渡 2008-10-15 13:50

[10/15]Bashiok 回答自动分配属性点问题 震惊的真相!

<h2>[10/15]Bashiok 回答自动分配属性点问题 震惊的真相!</h2>
                                               
                                               
                                                                                                                                                               
                                                        <div id="postmessage_51707" class="t_msgfont">首先关于取消手动加点的问题, Jay Wilson说取消是为了让开发小组更能预测到在某个等级某个职业的属性点<br>
会是如何的,并且能更强调装备上增加的属性点的作用,这也等于是玩家能够自己掌握的了。<div class="quote"><h5>引用:</h5><blockquote>Bashiok:
First let me state that the interview article has an error in that “You
still get attributes, and they will still be required for equipment
use” is incorrect. I’ve already let the Diii.net guys know. There are
no attribute requirements for items, that would essentially limit items
to specific classes which we don’t intend to do outside of actual class
specific items, like the Wizard’s off-hand orb for instance.<br>
=============================================================================<br>
<font color="blue">首先我要澄清报道的一个错误 “你可以得到属性点 并且装备对属性点依然有需求” 这个是错误的。 <br>
所有的装备都将是对属性点没有要求的, 那样会让装备和职业联系起来,我们不准备让任何除了职业限定装备之外的装备对属性点有要求, 比如巫师的副手水晶球。</font></blockquote></div>我看不出这有什么好处,所以理论上我只能认为这不是一个好主意<div class="quote"><h5>引用:</h5><blockquote>Bashiok: You missed probably the biggest positive, and if you watch the video interview he goes in to it a bit. <br>
To quote Jay “For the most part attribute spending in Diablo II was a
great way - when you didn’t know how to play the game - to break your
character. Most people didn’t know where to put them and when they
found out the answer was always kind of weird like “Put 5 points in
Energy and then all the rest of the points in Vitality.” <br>
<br>
To expand on it a bit more when you don’t know what you’re doing you’re
essentially lost, and you sort of spend points how you think you might
want to. When you finally have an idea of how a character should be
built, stat distribution generally comes in the form of “this is
exactly what you need for x build” and there’s little variation. At
that point it’s pretty easy to remove that system and instead offload
the potential build ‘requirements’ to something more interesting and
something that’s actually more engaging and fun.<br>
=============================================================================<br>
<font color="blue">你错过了最大的好处, Jay说过 “在大部分情况下,手动分配属性是暗黑2 当你不太会玩的时候 一个绝对能让你角色练废的地方, 大多数人不知道把点加到哪里,而当他们知道了回答以后基本上就是 把5点加到能量,其他全部加体力 这样子” <br>
<br>
展开来说 当你不知道你在做什么的时候 你想到加哪里就加哪里 你实质上已经输了。<br>
而当你最后有了这个角色到底怎么练的概念的时候,基本上属性点的分配就是 为了什么什么加多少点 也没有什么变化性。 那这样的话还不如去掉这个系统, 取消装备上的需求, 你想怎样就怎样,这样更加有意思不是吗<br>
</font></blockquote></div>之所以有关于这个争论的原因是角色的自制化是暗黑前作成功的要素, 如果把玩家对这方面的控制变成由系统自动分配,本质上等于是规定了玩家的角色要怎么练。这可是让玩家乐此不疲的反复尝试新的练法的很大一个部分<div class="quote"><h5>引用:</h5><blockquote>Bashiok:
Definitely agree. I’m going to give you a bit of a cop-out answer, but
we have quite a few game systems we haven’t even talked about. Those
aside, I would argue that the rune system - something we have announced
- adds quite a bit of customization, and in a more interesting way than
attribute distribution.<br>
=============================================================================<br>
<font color="blue">我同意。 虽然我有托词,但是我们有好些系统还没有公开过。 除了那些,比如符石系统,加入了自制化的特色,并且比手动分配属性点更有意思。</font></blockquote></div>装备没有属性点是小事,不过是个大概会毁了这个游戏的小事<div class="quote"><h5>引用:</h5><blockquote>Bashiok:
I don’t think it’s minor at all, character builds and customization is
a HUGE thing, and it’s important you be concerned with it. It’s
important that we be concerned with it, and customization and
differentiating one person from another is a pretty big deal. Being
able to try different things with the same class is a pretty big deal. <br>
<br>
At this point someone brings up that respecs are going to ruin wanting
to replay the same classes over and over again, and you’d be right, if
we weren’t already thinking about it and potential solutions.<br>
=============================================================================<br>
<font color="blue">我不认为这是小事, 角色的练法和自制化是个超大的事情,所以你才关心它。
我们也关心它,角色和角色之间的差异化是我们追求的东西。 同一个职业的不同练法是很重要的。
关于这点有人说允许重置技能会毁了那些想把一个职业反反复复练的人的兴趣, 这可能是对的,所以我们已经在考虑这个问题以及可能的解决方案了<br>
</font></blockquote></div>但是我们觉得物品上增加的人物属性比起 加技能,加致命一击,流血,抵抗,快速施法什么的根本不算什么<div class="quote"><h5>引用:</h5><blockquote>Bashiok:
Hrm, I’ll have to talk to the designers about this but I think you
might taking a little bit too much Diablo II experience and overlaying
it on Diablo III. Itemization and stat distribution and their relative
balance of attributes to unique stats (as you put it) is a bit of a
stretch at the moment. I’ll see what they have to say though. <br>
<br>
Hopefully I’ve clarified something at this point, the error in the
article seemed to be a decent piece of many people’s ire over the
situation so I hope that helped. Now, just to read the rest of the
thread… and the hundreds of others that have built up. <br>
=============================================================================<br>
<font color="blue">额。。关于这点我会去和设计师讨论一下,但是我觉得你说了太多暗黑2的东西并把它罩在了暗黑3上。<br>
物品属性和人物属性分配以及他们之间对于特殊属性(你说的那些)的平衡在现在来说大概太遥远了点<br>
<br>
不管如何我还是要强调&nbsp; &nbsp;<font size="7">暗黑3的装备没有属性点要求, 所以自动分配属性点 很好</font></font></blockquote></div></div>

巴哈姆特 2008-10-15 16:32

顶,真是爆料啊。。。
没属性点限制?那人物每次升级之后呢?每个职业人物的属性点分配都是一样的加么?
即使是一个职业,也会有很多的练法的,这样自动加点那岂不是人人都一样了?估计系统不会做成这样的吧。
还是职业的练法只体现在技能的选择上?这样也不好吧。。。
现在越看消息越是一头雾水了。。。
其实练废了人物又咋了,俺练过N个废人。。。:haixiu !tuzki10

九寨沟 2008-10-16 09:20

玩到后面,大家加点的方式基本一样,防止我们练废材

话是这样,少了一些探索的乐趣啊...

当年玩d2的,时候,网络还没普及的说,先是玩单机的,第一个人物nec,练地狱难度都打不通,可以想象有多废材
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查看完整版本: [10/15]Bashiok 回答自动分配属性点问题 震惊的真相!

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