通常蓝蓝解疑帖~~ 在这儿,要跟各位同砚说一件比拟哀痛的事:文荒时期到了! 在这个时期,想找一篇有点意思的蓝帖不是件便利的事,今天运气还算不错,在论坛上有玩家就[暗黑3]内中是否还有脚色的专用武器这个问题咨询了B大。嗯,B大的回答,见下面~~ 以下为蓝帖时间~~ 网友: 在[暗黑3]内中,我们是否还能看到只能由某个特定脚色脚色才华使用的武器jjb比赛下载吗? Bashiok: We don’t want to bias the drop system into only giving you items you want or can use, it would be a trading and economic killer. We want to encourage trading and encourage people to see worth in items even if they can’t use them - give them to friends, use them for other characters, sell them, trade them, etc. 我们不想把掉落编制做成标的目的于掉落你想要的或许能用的货品,这种状态无疑干掉了游戏中的往来和经济体制。我们愿望去怂恿玩家之间的往来和区觉察这一货品的代价,纵然那个货品他们不能运用。你能够把它给你的伙伴,给其余一个游戏脚色运用,卖掉他们或许和其他玩家调换等等。 Along those lines but somewhat off-topic we do now have some restrictions on weapon types usable by each class. It’s been part of the game for a while now. Allowing every class to use every weapon type was actually going to require a huge amount of time and effort and it would have meant cutting out or cutting into other features. We evaluated really how often people would want to have their class holding a weapon type that (traditionally) contradicted their class-style versus that work going in to other features - specifically having a lot more skills and a lot more skill-rune effects. We made the obvious choice which is making sure there are a ton of awesome skills and rune effects to choose from. 目前来说,我们对待每种事迹能用的火器类型有肯定的限制。这个机制一时来说还存在在游戏中。允许每一个角色都能够运用总共的火器类型事实上是必要多量的时间和精力,并且这还意味着裁减了角色间的独特征。我们揣度了实际上玩家是期望自己的角色能运用(古代上)不吻合自己角色的装备,或者依然有其余东西----奇特是能拥有更多的技艺和技艺符文效果。我们做出了采选,那便是保证游戏中将罕有以吨计的灿烂技艺和符文效果来给玩家从中采选。 Because I can see the conclusions being jumped to RIGHT NOW in my old cranium - let me state that weapon types do not dictate stats. At least not wholly (barbarians can’t use staves so there’s no point in allowing fury related stats on them). We understand that the game is about variation, customization, and experimentation in class builds. We’re not World of Warcraft, we’re not looking to make weapon stats “optimal” for the types and classes that will use them. Which is to say, we’re not going to put specific stats in specific amounts on each weapon of a specific type because we’re making assumptions about what each class wants out of their stats. We want variation, and experimentation, and all that good stuff. These restrictions don’t affect those goals, it really just means you probably won’t see a wizard lugging around a two-handed axe. Kind of a bummer, but then think about what it affords us to work on with more and better looking skills, a more robust rune-skill system, etc. We want to spend our time and effort on what makes sense to making the game better. 得益于我的经验,关于这方面的结论已经浮现在我的脑海中了——让我来说说吧:火器的类型不会感化玩家角色的实在数值。至少不会完全决计(野蛮人不可以利用杖,因此没须要在杖上加上跟狠毒技术有关的属性).我们清晰这个jjb比赛游戏即是让你遵循情况去改革、定义你的角色,去测验考试更多的游戏方式。我们不是在重新做一个相似WOW类的游戏,我们不会让火器只会针对某一角色,或是使得该角色的优势更上一层。这即是说,我们不会在特定类型的火器上加上特定数量的特定属性,因为我们想清晰玩家除了人物属性的野蛮以外还想要什么?我们须要去改革也许测验考试一些新的用具,而火器类型的这方面管束并不会感化到我们的寻求。火器的节制,然而意味着你不会看到一个瘦小的巫师扛着一个强大的双手斧的情况显现罢了。听上去有点让人不爽,然而端正想想,结果是什么鞭策我们去寻求视觉成效更好的技术,更完善的符文体系以及等等之类的事件。我们指望将我们的时间和精神花费在使得游戏特别加倍有意思的事件上。
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