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标题: 暴雪暗黑III官方发言人Bashiok表示DIII中将会出现某种受限的天赋重置系统 [打印本页]

作者: ruiyanchun    时间: 2008-7-29 08:41     标题: 暴雪暗黑III官方发言人Bashiok表示DIII中将会出现某种受限的天赋重置系统

暴雪暗黑III官方发言人Bashiok表示DIII中将会出现某种受限的天赋重置系统,并简述了一些关于血球功能及物品掉落机制等内容. 翻译版本可见
近日,暴雪暗黑III官方发言人Bashiok简单点评以下几点内容:
- 可能在暗黑III中出现的天赋重配(Respec)
- 生命血球的功能
- 物品掉落的机制
根据Bashiok的原话,暗黑III中没有推出肉盾和治疗职业的计划。虽然暗黑III不会和WOW一样让人随心所欲的进行天赋重配,但至少暗黑III中的天赋重配为玩家提供了一个选择。具体在暗黑III中如何进行天赋重配还没有定论 - 在游戏的整个开发过程中,这可能会发生变化。无论如何,这是一个不错的主意。

天赋重配:

Bashiok:
几乎可以肯定的是,暗黑III中必然会出现某种允许天赋重配的系统。但是,暗黑III中的天赋重配不会像WOW中的那样自由。我们不要这样的机制 - 让玩家因为错误,实验,或者因为在游戏的早期缺乏知识而被惩罚;我们也不要那样的机制 - 允许玩家对游戏里的人物做出快速的,彻底的,和一时兴起的各种改变。这不符合暗黑的感觉。我们希望暗黑中的天赋重配是介于两者之间的一种。

渴望再练一个以前玩过的职业仍旧会是游戏的一部分;拥有某种对人物进行天赋重配的能力则可能成为玩家另外的渴望。


Diablo III Community Manager Bashiok offered a slight comment on Talent Tree respec possibilities in Diablo III, health globes functionality, and Loot mechanics. There aren't plans for a Tank and Healer Classes according to Bashiok. Although Talent Respec won't 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.

Talent Respec

Quote:
Bashiok: There will almost definitely be some sort of system to respec; however, it isn't likely to be as liberal as World of Warcraft. We don't 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 don't think a system that allows immediate, complete, and at-a-whim changes to a character spec matches the feel of Diablo. It's 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.  

Health Globes

Quote:
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.

I'll set the scene. You're a barbarian, you're in the wilderness and after fighting wave after wave of ghouls, skeletons, demons, what have you, you're low on health. You're 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, you're 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 you're not just sitting there spamming potions, you're using your abilities and strategy to stay alive. Possibly most importantly, you're 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 they're likely to be on a cooldown of some type. They'll also likely restore health based on a percentage that's relative to your character. They may heal an instant amount, they may be the old over time type system. They're probably going to be filling an emergency-heal role more than anything though. -- post  

No Tank and Healer Classes?

Quote:
Fan said: They have literally said Diablo 3 will be "first and foremost a cooperative game". Which leads me to believe it's possible they add a talent tree for dedicated healers to one or several classes.

Bashiok: No. Not that classes won't 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 wouldn't 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 that's 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.  

Random Loot Mechanic

Quote:
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 you're killing faster, and this could translate to an exponentially increasing number of drops with each additional player in your party. However, it's balanced in such a way that the drop % is pulled back a bit with each additional player (I'm simplifying it, but that's 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 you'll never see items drop that you can't use. For instance, a Barbarian will never see a dagger that only a Witch Doctor can use. This isn't true. There is no effect, or at least no currently intended effect, to restrict which items which classes can or can't see for their respective drops. It's still intended that you could see an item that your class can't use. It's easy enough to drop the item, ask if anyone can use it, or just sell it off of course. -- post




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