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暗黑破坏神3神圣伤害可以有角色需要个性化

2019年02月03日 栏目:科技

《暗黑破坏神3》神圣伤害可以有,角色需要个性化导读:BND3版块有友提出,随着武僧这一神圣职业的加入,D3是否也会引入相应的“神圣伤害”

《暗黑破坏神3》神圣伤害可以有,角色需要个性化

导读:BND3版块有友提出,随着武僧这一神圣职业的加入,D3是否也会引入相应的“神圣伤害”类型呢?然后,对于拥有多种不同法术的巫师来说,又会有那些伤害类型呢? 对此 Bashiok 解释说,D3的伤害系统目前还未完成。 引用 Bashiok: Damage types aren't actually关键词:暗黑破坏神3

BND3版块有友提出,随着武僧这一神圣职业的加入,D3是否也会引入相应的“神圣伤害”类型呢?然后,对于拥有多种不同法术的巫师来说,又会有那些伤害类型呢?

对此Bashiok解释说,D3的伤害系统目前还未完成。

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)伤害类型系统其实还没有完全完工。很可能还会有几种单一或者组合伤害类型会被添加到系统中。举例来说,大家可能注意到了现在巫医的某几个技能会造成“黑魔法”类型的伤害。目前来说武僧的技能看来都是完全依靠武器来造成伤害,但这并不意味着以后不会出现一种“神圣伤害”类型。我们不愿见到由于伤害类型太多而导致玩家需要扛着大量不同的抗性装备四处奔波。解决这个问题的方法是有不少,反正我们的宗旨是,各种伤害类型因该是为游戏体验服务的,而不应该成为玩家的负担。

附:    目前已知的D3伤害类型:    Physical-物理伤害    Fire-火焰伤害    Cold-冰冻伤害    Lightning-雷电伤害    Poison-毒性伤害    Arcane-奥术伤害    Black Magic-黑魔法伤害

而另一边又有友再次提出了对D3全新的“属性点自动分配系统”(Auto-Attributes)的质疑。Bashiok在以一句“你说啥”把那位楼主削了人棍之后,还不忘往心窝里补上一刀。

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 nual 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:

那么楼主说了什么我就无视了,让我趁这个机会把事情说清楚。

一直以来有种观点认为,之所以我们会部分或者全面的在D3中引入这种自动加点系统,是因为这样的话游戏会更容易平衡。这种看法简直就是胡说八道。

退一万步说,如果手动加点系统真的那么好,那么我们就会完全以那种系统来平衡整个游戏。然而实际上,那个系统完全不是个好主意。D3必须要好玩,必须得成神作。我们不会为了自己的方便而去挑选某个系统或者做其他让游戏打折扣的事。不仅如此,我们的开发人员其实正做着完全相反的事情。这些家伙们想出来的东西,有时候需要超大的工作量去完成。然而那是为了让游戏变得更好,所以我们也就那样做了。手动加点系统终都没能证明自己比其他几种系统要好,而移除掉这个系统之后,我们得以引入其他让角色个性化更好玩的系统。

曾经还有反对自动加点系统的人说,我们能不能(自动与手动系统)两者兼得?我们对此的答案很明确:几种不同的系统混杂在一起,一点都不好玩。我们追求角色个性化,D3会有非常大程度的角色个性化。而这些,并不需要你点着鼠标慢慢去加属性点来实现。

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