原帖地址:
http://www.diii.net/n/687810/jay-wilson-from-leipzig-6
翻译:tremble
莱比锡上对JAY的访谈是德文的,不过这位猛男CaptainDingo将全部内容翻成英文作为回复发了出来.让我们先向他致以最高的敬意.
QUOTE:
Comments
CaptainDingo
8 hours ago
I tried to make the whole article more readable. Someone can post this on the forums too if I get credit for it (my wrists hurt now. :P)
注:
本文由CaptainDingo翻译与8小时前
我试着让整篇文章更具可读性.这篇文章可供转载,只需注上我的名字即可.(我的打字打的手腕都痛了.:P)
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DS: Can you tell us something about runes and their use in the form of rune words in the game?
Wilson: We haven't decided exactly what we want to do with runes, at least not so far. What I can say is that we don't intend rune words to be back from Diablo 2. Rune words were part of Diablo 2's crafting system. For Diablo 3, we have different plans, which we can't give the details on right now. It does still use runes, (translation too shoddy to finish.)
DS:能请你告诉我们一些关于D3符文以及符文之语的信息吗?
JAY:我们还没有决定如何处理符文,至少现在还没有.不过我现在可以说的是我们并没有让D2中的符文之语回归的意图.符文之语是D2中的一个经过精心设计的系统.但是对于D3我们有一个不同的计划,我们现在还不能透露其中的细节,不过这个新的设计仍然要用到符文,(下面的内容翻译机翻译的太粗糙了,因此剩下的内容无法辨识了)
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DS: What effect does monster level have in regards to the type of health orb dropped?
Wilson: Health orbs heal a percentage of life, so the more health the character has, the stronger the effect of the orb. We've implemented a system in order to accomplish this. At the moment, we intend healing orbs to heal 15% of health. So if you have 1,000 health, the orb regenerates 150 health, and if you have 100 health, the orb regenerates 15. On the other hand, we can have it so certain monsters, like bosses, drop several orbs, or drop orbs as its own health dwindles. So for example, there can be a chance for an orb to drop every time his health drops by 5%, or force orb drops at certain points in the fight. There are also opportunities for orbs to influence objects or skills. Orbs don't fill life instantly, they regenerate life.
DS:怪物的等级对于其掉落的血球的类型有何影响?
JAY:血球是按百分比回复生命的,所以角色捡到的血球越多,血球的效果越强.我们已经完善了血球系统.我们打算让一个血球回复百分之十五的生命值.所以如果你有1000生命值,那么一个血球将会回复150的生命,而如果你有100的生命,一个血球将会回复15点生命值.另外,我们可以令特定的怪物比如BOSS掉落数个血球,或者当其生命值减少时掉落血球.举个例子,每当BOSS的血量降低百分之五的时候将有几率掉落血球,或者在战斗的特定阶段强制掉落血球.同时捡拾血球也有一定几率影响你的目标或者技能.血球并不立即回复生命,而是逐渐回复生命.
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DS: Health orbs seem primarily useful for co-op play.
Wilson: Yes, co-op play is an important reason we developed the orb system. In Diablo 2, we had a design problem with player challenge. In higher levels, there were monsters with several immunities to attacks, making them almost impossible to kill. The reason why developers elected to use such extremes was because the player was basically almighty and by that point had nearly infinite access to health. He was able to get through every situation by either town portaling or running away. The only thing you can do is have a player that deals tremendous damage, and even that isn't challenging if you have unlimited healing possibilities. All that remains is the player simply has to charge in and kill. In Diablo 3, we're trying to create a system where the player actually has to make challenging attempts. If the player, for example, meets up with a horde of enemies blocking him from getting at a health orb, he must say to himself "I'll use my Teleport to get to the other side." Or "I'll use my ability to paralyze the monsters, then run over and get my health back." The system is rooted in what we're trying to do with everything in the game, and is important because we really wanted to change how we design monsters. We want them to be able to form a true barrier around players. These monsters will be very difficult to get around, don't do much damage, but the fact that it requires thinking to overcome will provide a challenge.
DS:血球的价值似乎主要体现在多人游戏中.
JAY:是的,我们开发血球系统的一个重要原因就是多人游戏.在D2中,我们在玩家挑战性的设计上存在一个问题.在较高级别的游戏中,游戏将会存在免疫不同攻击方式的怪物,这使得他们基本上不可能被杀死.
而开发者选择使用如此极端的设计的原因就是因为玩家基本上是全能的,并且因此拥有几乎无限的生命.玩家可以通过回城或是直接跑开来应付每一种情况.而设计者唯一可以做的就是是玩家面临秒杀的威胁,并且即使是如此在你有无限补血的可能性时也没有挑战性.这样的话,玩家只需要(在准备充分的情况下)冲入敌阵然后屠杀就可以了.在D3中,我们将尝试创造一个系统使玩家真正尝试去挑战.比如说,当玩家遇到一群敌人挡在了自己与血球之间,他一定会自言自语:"我要传送到另一边去."或者"我要用我的技能定住,然后冲过去回复生命."这个系统是D3设计理念的基础,而且这个系统很重要,因为我们确实很想改变我们设计怪物的方式.我们想让怪物能够真正成为玩家的阻碍.与这些怪物周旋将会非常难,这些怪物不会造成很大伤害,但是这些怪物需要通过思考去战胜,而这可以给游戏提供挑战性.
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DS: What function does shoulder armor provide? Are they considered an addition to defense?
Wilson: No, those and pants didn't exist as armor in Diablo 2, so in order to provide more visual variety and more items, we're including them. We're already making sure that the objects have appropriate attributes, such as endurance on shoes, enhanced life on chest armor, but that's more a matter of style, these attributes aren't set in stone. We wanted a greater variety of items and the opportunities that come from being able to make a unique looking character. A few people expressed a fear that the shoulder pads would become oversized like in World of Warcraft, but if they looked at the Witch Doctor, they'd see that his shoulder pads are, generally, quite small. On the other hand, Barbarians are supposed to be physically imposing, so we've opted for a more traditional Germanic barbarian look. Some wore enormous furs, and we tried to imitate this style. So our decision had nothing to do with World of Warcraft, we just wanted to include more items.
DS:肩甲将会有什么作用?增加肩甲仅仅是用来给人物增加防御力吗?
JAY:不是,肩甲和裤子在D2中不是独立的装备,所以为了提供更多的视觉效果和更过的道具,我们加入了这两种装备.我们还没有确定这两种装备是否具有专有属性,比如鞋子的耐力属性,胸甲的增加生命.不过这更多的是一种装备的类型问题,这些属性不是定死的.我们以前就想令道具的种类更多,也想给玩家一个创造具有独特外观的角色的机会.有少数人表示了对于D3肩甲会变成WOW中肩甲那般过大的担忧,但如果他们看过巫医的肩甲,他们会看到巫医的肩甲基本都是非常小的.另外,BB的身体被设定得非常强壮,所以我们选择了一个外形更具有德国传统风格的BB.有的BB会穿着巨大的毛皮,所以我们试着去效仿这种风格.所以我们做出的选择与WOW无关,我们只是想要加入更多的道具.
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DS: The Barbarian is indeed the exact same as the one in D2, only 20 years later. So what impact will it have on the story when I select a female Barbarian instead?
Wilson: I'm not sure if we've decided what we're going to do in regards to that. In general, we want to make sure that each class has their own unique background and history, and should also note that these stories won't differ between male and female versions. The Barbarians will of course have a few little things that need to be changed, but in large part, the genders are similar. We'll probably only change small textual things about the female Barbarian. The Witch Doctor will be treated as an outsider, being from foreign lands, but the Barbarian is very intimidating because of his size and strength. We want him to have a stronger feeling as a roleplaying game character by making him have a unique impact on the world and not be so generalized.
DS:D3的BB实际上与D2中的BB是同一个人,只是D3中的BB老了20岁.那么如果我选一个女性的BB,这会对剧情产生什么样的影响?
JAY:我不确定我们是否已经决定应该怎么处理这个问题.简单来说,我们希望令每个角色有自己独特的背景与历史.并且同时需要注意这些故事并不需要分为男女两个版本.一些与BB有关的东西当然需要改变.但是在大方向上,不同性别之间是没有什么区别的.我们可能会仅仅改动一点点与女BB有关的文本.而巫医将会被看作来自一个陌生大陆的局外人,而BB则因为他的体型与力量而令人生畏.我们希望通过让BB对世界有一个独特的影响,令他成为一个感觉更强壮的RPG的角色.而不是那么的平庸.