暗黑破坏神3翅膀掉落里面,杀怪掉落的生命之球掉...

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当前位置:>>>《暗黑破坏神3》中技能点重置和血球以及物品掉落
《暗黑破坏神3》中技能点重置和血球以及物品掉落
时间:编辑:游乐园小编来源:网络
游乐园分区版主:charliell 整理分享
  暴雪社区经理谈D3,原文来自,我把全文翻译如下,翻得不好请见谅,也希望大家指出翻译中的错误~
  感谢D3cn& Necromancer和Rogland的部分翻译
  Diablo III Community Manager Bashiok offered a slight comment on Talent Tree respec possibilities in Diablo III, health globes functionality, and Loot mechanics. There arent plans for a Tank and Healer Classes according to Bashiok. Although Talent Respec wont be as flexible as in World of Warcraft, it may offer an alternative. How this will be implemented, is still unknown. It may change throughout development cycles. Regardless, it sounds like a good idea.
  暴雪社区经理Bashiok就D3中技能点重置的可能性、血球(就是打怪后掉落能补血的那个)的作用以及拾取物品掉落的机制作了一番简单的评论。从Bashiok口中我们得知并没有Tank或是治疗职业的计划。D3中的技能点重置不会像WOW中的洗天赋那么灵活,但这能够提供多一种选择。但是如何实现仍然是个未知数。这一设计可能在游戏研发过程中被改变,但听起来的确是个好主意。
  Talent Respec
  Bashiok: There will almost definitely be some sort however, it isnt likely to be as liberal as World of Warcraft. We dont want to lock a player into a system that punishes them for mistakes, experimenting, or lack of knowledge early on in the game. We also dont think a system that allows immediate, complete, and at-a-whim changes to a character spec matches the feel of Diablo. Its likely to be somewhere in between.
  That said we still feel like the desire to play the same class again that you may have played before is still a part of the game, and with some ability to respec could potentially require other incentives.
  Bashiok:& D3中几乎肯定会有某种类似WOW洗天赋的系统;然而,这个系统的自由度可能低于WOW。我们不希望将玩家置于一个这样一个系统中:由于玩家犯了错误(加错技能点)或是在游戏早期缺乏相关知识而受到惩罚。当然我们也不会允许可以短时间内彻底地或者由于一时冲动而改变人物技能属性的重置系统--那不是暗黑破坏神的风格。其实这次的技能重置系统是介于以上两者之间的。
  我们仍然认为重新建立以前你使用过的人物进行游戏仍将是游戏的一个部分,而新的技能重置系统可能会满足玩家的对游戏的更多样要求。
  Health Globes
  Bashiok: The health globes are actually, in my opinion, really cool. Playing the game and actually seeing what types of strategy they encourage, you can start to see what they add and how they make the combat more interesting.
  Ill set the scene. Youre a barbarian, youre in the wilderness and after fighting wave after wave of ghouls, skeletons, demons, what have you, youre low on health. Youre out of potions, and after using a strategic leap out of the fray you turn around and seismic slam the skeletons charging you. Two of them drop health globes, but the globes dropped behind the skeletons that are still advancing. If they reach you, youre not going to survive. Are you able to leap safely to snag the globes before they can tear into you? Can you throw out another slam and try to remove the remaining enemies? How can you survive? You have a fraction of a second to decide.
  The health globes help to create situations just like this, where youre not just sitting there spamming potions, youre using your abilities and strategy to stay alive. Possibly most importantly, youre encouraged to keep fighting, and not just run away.
  With random spawns, random drops, and of course the randomness of combat, the health globes add to creating situations that are just more... interesting, and in my opinion, fun.
  On the side of potions, they still exist, but theyre likely to be on a cooldown of some type. Theyll also likely restore health based on a percentage thats relative to your character. They may heal an instant amount, they may be the old over time type system. Theyre probably going to be filling an emergency-heal role more than anything though.
  Bashiok:在我看来,血球是非常棒的。你在玩游戏的同时可以看到怎样的战术是制作者们所鼓励的,你会慢慢发现制作者增加的内容使战斗变得更加有趣。
  我来假设一个场景。你操作野蛮人,在野外杀退一波又一波的食尸鬼、骷髅和怪物之后,你的生命值很低。药剂已经使用殆尽了,你使用了野蛮人跳脱离了战斗,然后你转过身,用地动波解决了包围你的骷髅。其中两个骷髅掉落了血球,但是血球被那些冲向你的骷髅挡住了。如果他们近身,你将必死无疑。你能够在骷髅攻击你之前用跳安全地拿到血球吗?你能够再次使用地动波解决剩余的敌人吗?你只有几秒的时间来作出决定。
  血球能创造这样的情况,在这样的情形下,你不再仅仅是坐着喝血瓶,你使用人物的技能和战术来使角色生存。最重要的是,制作者鼓励你继续战斗而不是逃跑。
  而就血瓶而言,它们仍会被保留,但是会有一定的冷却时间。血瓶可能以百分比的形式恢复角色的生命值,它们能立即恢复一定的生命值,也可能是类似D2的恢复效果。D3中的血瓶将扮演一个紧急治疗的角色。
#p#副标题#e#
  No Tank and Healer Classes?
  Fan said: They have literally said Diablo 3 will be &first and foremost a cooperative game&. Which leads me to believe its possible they add a talent tree for dedicated healers to one or several classes.
  Bashiok: No. Not that classes wont benefit from each other in various ways, Barbarian shouts being good party buffs, etc. but every class is essentially a demon-killing DPS class. We have no intentions to create a tank, or healer, etc. Every class will play their own way, and while some may take direct hits easier than others, it certainly wouldnt define their role within a party. Everyone should be kicking in heads at the same time.
  Diablo III having a strong emphasis on cooperative play is really building upon one of the best parts of Diablo II, and thats charging through dungeons with other people. Our focus is on removing the frustrations that existed with grouping, and adding new features that encourage everyone to stick together and fight as a party.
  Fans:据说D3里会强调团队协作的重要性,还会额外为某种职业设计一种专业的补血天赋树?
  Bashiok: 不会的,其实大多数职业已经可以相互弥补了,例如野蛮人能通过战斗怒吼来给队友buff,事实上每个职业都是可以solo的,我们也认为根本没必要专门设置一个tank或者补血职业。每个职业都可以独立生存,都具备solo能力。
  另外D3也在D2的精华上更加强调了团队协作,我们也在不断的改进团队协作机制,降低团队协作的挫折,鼓励每个人跟朋友一起组队探险。
  Random Loot Mechanic
  Currently - while in a party each player will see their own drops from each kill.
  This could mean that after killing a zombie I see a sword drop, and you may see a shoulder slot item drop. Or I see nothing drop, while you got an axe.
  Obviously while in a group youre killing faster, and this could translate to an exponentially increasing number of drops with each additional player in your party. However, its balanced in such a way that the drop % is pulled back a bit with each additional player (Im simplifying it, but thats what it boils down to). This keeps it from being almost detrimental to not play with a full party, while still giving a nice increase to the amount of drops if you do.
  From this system it seems quite a few people got the impression that youll never see items drop that you cant use. For instance, a Barbarian will never see a dagger that only a Witch Doctor can use. This isnt true. There is no effect, or at least no currently intended effect, to restrict which items which classes can or cant see for their respective drops. Its still intended that you could see an item that your class cant use. Its easy enough to drop the item, ask if anyone can use it, or just sell it off of course.
  目前,在团队里每个玩家在杀死一个怪物后会看到单独的掉落品(即只属于他本人)
  这意味着,比如解决了一个僵尸,我看见掉落了一把剑,但是你看到掉落一个肩膀装备。或者我看见什么都没有掉落,而你获得了一把斧头。
  显然,在团队里你清怪速度快,或是每额外增加一个队员,掉落物品的数量都会以指数形式增加。当然,我们作了平衡,每增加一个额外的队员,掉落的几率都会有所下降。这就避免了由于团队人数不满而产生的不利局面,同时团队人数满额也能获得更多的掉落品。
  从这个系统不少玩家会可能会认为你永远不会得到你无法使用的物品。比如,一个野蛮人不会看到只有巫医才能使用的匕首掉落。其实并不是这样。至少目前还没有规则限制哪些职业看到哪些武器的掉落。我们的打算是让你可以看到你的职业所无法使用的装备。你可以简单地扔掉这些你无法使用的装备,或者问队友是否需要。当然,你也可以卖掉。
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RT。 拜求具體解釋。。
14:02 上传
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勇士, 积分 577, 距离下一级还需 123 积分
勇士, 积分 577, 距离下一级还需 123 积分
吃个血球+4640生命
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骑士, 积分 902, 距离下一级还需 598 积分
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说实话这个属性特别没用。。。
http://cn.battle.net/d3/en/profile/%E9%98%9F%E9%95%BF%E5%88%AB%E5%BC%80%E6%9E%AA%E6%98%AF%E6%88%91-5881/hero/
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这个在地狱最少要有1-2w血球回血。血球回血基础量挺少的。
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Linxiao 发表于
吃个血球+4640生命
就是純字面意思么?&&那感覺4640量很少啊。。
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卖萌的大肉叔 发表于
就是純字面意思么?&&那感覺4640量很少啊。。
按照现在的理解没错 就是少啊 所以要多吃几个
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新兵, 积分 210, 距离下一级还需 90 积分
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这个在地狱最少要有1-2w血球回血。血球回血基础量挺少的。
血球回血不是按照百分比的么。。25%~30% 還是多少。。
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为什么我觉得+4600很多呢。。。。
一件装备就能多加4600的说
http://cn.battle.net/d3/en/profile/%E6%95%91%E8%B5%8E%E6%8C%BD%E6%AD%8C-5197/hero/
主题好友积分
领主, 积分 3339, 距离下一级还需 2661 积分
领主, 积分 3339, 距离下一级还需 2661 积分
为什么我觉得+4600很多呢。。。。
一件装备就能多加4600的说
http://cn.battle.net/d3/en/profile/%E6%95%91%E8%B5%8E%E6%8C%BD%E6%AD%8C-5197/hero/
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Powered by>>>>你不知道系列:精英掉落进度球位置研究结果
你不知道系列:精英掉落进度球位置研究结果
17:31:01 条 来源:凯恩 作者:名字要友善
  我真心怀疑设计密境进度球的仁兄是一个身坚智残的家伙。
  不管大密还是小米,每次打完了精英还得去捡那几个球,真是有一种满地找牙的感觉。更可气的是那些球的落地位置,真是异乎寻常的诡异,经过缜密的分析我发现一些奇怪的现象。
  首先,我们进入了小米:
  在杀掉了一组精英后,出现了这样的情况,
  然后是这样的
  这样的
  这样的
  甚至还有这样的
  跟我屏幕一样大几乎。总之很少见到这样的(最理想的情况)。
  然后,我们再来到大密:
  杀掉一组精英后依旧是
  这样的
  这样的
  这样的
  依旧是很少见到掉成一堆的 。
  下面,我做出了如下猜想:
  1、我们假设掉落的装备(衣服裤子手套帽子,刀***剑戟斧钺钩叉等等一切装备)重量是一样的,那么在精英倒地以后,装备掉落的位置应该是在同一个很小的范围(参照物体在下落过程中受到空气动力学若干狗屁定理以及伽利略定律的共同作用),而实际情况也印证了我的假设,而BOSS和开箱子掉落的装备几乎就在一个点上。
  2、如果密境里的进度球质量要比装备重,那么它们落地的位置,应该比装备还集中,显然实际情况不是这样的,所以我们可以确定,进度球的质量是比各种装备的平均质量轻的。
  那么问题就来了:在我们假设密境里没有风的情况下,当一个金光闪闪的王大锤(为什么选王大锤呢?因为它是最高的怪物,而为了更形象的表达我的猜想,我进步一假设各种装备是从王大锤的嘴里掉出来的&&高大的怪物,最高的掉落点,最大的掉落距离,并符合满地找牙的形象。)被一个浑身散发着电光的和尚一脚踹飞时,较为沉重的各种装备全部掉落在王大锤的脚下,那么一起掉落点较轻的进度球合理的掉落范围是散落在落地装备外围的地方,我们按照一次掉落三个进度球来计算,那就算不是等边三角形,也不应该出现这样的情况
  所以我觉得密境里其实可能是有风的,在风的作用下,较轻的进度球会被吹的到处乱飞,但是问题又来了,就算乱飞,也不至于飞成这样的吧,
  这特么也太离谱了。
  在我百思不得其姐,又翻阅了大量科幻教科书和知音故事会等一系列高端著作后,我惊奇的发现:原来在精英被我们搞死的同时他们的灵魂脱体而出,强大的灵魂里形成了旋风,并影响了其周围的空间,携带的进度球四处乱飞了起来。
  好了,扯淡到此结束,其实我只想说:设计密境进度球的仁兄是一个身坚智残的家伙!你就不知道把进度球直接加到精英上么?《暗黑破坏神3》中技能点重置和血球以及物品掉落
  No Tank and Healer Classes?
  Fan said: They have literally said Diablo 3 will be &first and foremost a cooperative game&. Which leads me to believe its possible they add a talent tree for dedicated healers to one or several classes.
  Bashiok: No. Not that classes wont benefit from each other in various ways, Barbarian shouts being good party buffs, etc. but every class is essentially a demon-killing DPS class. We have no intentions to create a tank, or healer, etc. Every class will play their own way, and while some may take direct hits easier than others, it certainly wouldnt define their role within a party. Everyone should be kicking in heads at the same time.
  Diablo III having a strong emphasis on cooperative play is really building upon one of the best parts of Diablo II, and thats charging through dungeons with other people. Our focus is on removing the frustrations that existed with grouping, and adding new features that encourage everyone to stick together and fight as a party.
  Fans:据说D3里会强调团队协作的重要性,还会额外为某种职业设计一种专业的补血天赋树?
  Bashiok: 不会的,其实大多数职业已经可以相互弥补了,例如野蛮人能通过战斗怒吼来给队友buff,事实上每个职业都是可以solo的,我们也认为根本没必要专门设置一个tank或者补血职业。每个职业都可以独立生存,都具备solo能力。
  另外D3也在D2的精华上更加强调了团队协作,我们也在不断的改进团队协作机制,降低团队协作的挫折,鼓励每个人跟朋友一起组队探险。
  Random Loot Mechanic
  Currently - while in a party each player will see their own drops from each kill.
  This could mean that after killing a zombie I see a sword drop, and you may see a shoulder slot item drop. Or I see nothing drop, while you got an axe.
  Obviously while in a group youre killing faster, and this could translate to an exponentially increasing number of drops with each additional player in your party. However, its balanced in such a way that the drop % is pulled back a bit with each additional player (Im simplifying it, but thats what it boils down to). This keeps it from being almost detrimental to not play with a full party, while still giving a nice increase to the amount of drops if you do.
  From this system it seems quite a few people got the impression that youll never see items drop that you cant use. For instance, a Barbarian will never see a dagger that only a Witch Doctor can use. This isnt true. There is no effect, or at least no currently intended effect, to restrict which items which classes can or cant see for their respective drops. Its still intended that you could see an item that your class cant use. Its easy enough to drop the item, ask if anyone can use it, or just sell it off of course.
  目前,在团队里每个玩家在杀死一个怪物后会看到单独的掉落品(即只属于他本人)
  这意味着,比如解决了一个僵尸,我看见掉落了一把剑,但是你看到掉落一个肩膀装备。或者我看见什么都没有掉落,而你获得了一把斧头。
  显然,在团队里你清怪速度快,或是每额外增加一个队员,掉落物品的数量都会以指数形式增加。当然,我们作了平衡,每增加一个额外的队员,掉落的几率都会有所下降。这就避免了由于团队人数不满而产生的不利局面,同时团队人数满额也能获得更多的掉落品。
  从这个系统不少玩家会可能会认为你永远不会得到你无法使用的物品。比如,一个野蛮人不会看到只有巫医才能使用的匕首掉落。其实并不是这样。至少目前还没有规则限制哪些职业看到哪些武器的掉落。我们的打算是让你可以看到你的职业所无法使用的装备。你可以简单地扔掉这些你无法使用的装备,或者问队友是否需要。当然,你也可以卖掉。
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