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《暗黑破坏神3》:在boss战中的血球掉落

时间:2009-06-15 18:51:19
  • 来源:d3.cn
  • 作者:newtype2001
  • 编辑:ChunTian

玩家:

  显然在一大堆怪物中间战斗的时候,血球会一直掉,所以你不需要中断你的战斗。但是当面对一个大boss的时候,旁边没有小怪可以提供血球。比如一个人打Siegebreaker那样的猛兽,旁边没有血球,我们很可能像视频中的野蛮人一样被撕成两半。。。

  路人们在猜测boss会在损血%若干的时候掉血球或者在被致命一击击中的时候掉血球。

Bashiok说:

路人甲:

    什么这么说血球会按照程序写好的方式出现?比如在boss只有30%血的时候躲避了他的攻击或者boss击中柱子然后柱子塌了于是释放血球?

  我真希望你不是这个意思。。。

  生命回复在大多数时候需要是由玩家控制的而不应该是有程序设计的事件。

  (后面唧唧歪歪了一堆意思是游戏应该有随机性不应该什么都是设计好了的否则玩一遍两遍就没意思了)

  你们需要给玩家控制血球出现的方式而不是血球本身。

Bashiok说:

    且不说最终方式是什么 我看你是会严重反对和批评它了。。。

路人甲:

  当然我会反对。当你谈到"根据boss的行为提供生命回复"时我感觉不对。程序设计好的方式肯定不如比如说,把之前的血瓶或血球存起来然后在需要的时候拿出来用。

都用程序设计好了会失去可以重复玩的乐趣,如果你精确的知道什么时候闪开一下,什么时候站到这个岩石左边,然后向前走三秒捡血球等等。。这样就不好玩了。

D2里就算我知道Diablo要放红闪电或者冰冷攻击,我也不知道什么时候多少次,这些不是程序设计好的,而不像WoW的boss那样,你说的感觉上像后者。

Bashiok说:

Quote:

      I hope you're not calling that an interesting fight, or saying Diablo II was replayable because it had no mechanics beyond the boss' abilities.

      In Diablo III we want at least some boss fights that aren't defined simply by having a creature with more health, unique art, and more powerful abilities. We want there to be something more to them, tell a story, have more unique mechanics that make sense for the boss.

      As far as the original topic, when health globes could be delivered during a boss fight, there's really no limit for how they could be delivered. Take the King Leoric fight, they were delivered through creatures that he summoned, normal skeletons. Every boss could essentially have the same thing, normal enemies around him that can be killed for the potential at getting a health globe drop. Or, you could have something more interesting ... like a boss that does a special attack that has the ability to break open some large corpse storage tanks that are in his lair. The player has to lead the boss to the tank and try to invoke the special attack so he'll break the tank open, which unleashes some health globes. You could even treat the tank (code-wise) as a normal creature, meaning abilities and items could augment the number that drop and amount they heal, etc. giving some control to the individual player. If you don't need the health you can ignore the mechanic, but it could be a way for players to try to game the boss and make sure they can survive the fight. Totally hypothetical, we don't have a fight that resembles what I described, but it's a possible delivery system.

      I disagree that having bosses that do something more than simply cast the spells they're given to cast kills replayability.

  你意思是和Diablo打的过程很有趣,还是说因为boss的技能没有一个机制来控制才使得Diablo2很具有可重玩性?

  D3中我们希望通过把boss设计成一个具有更多生命,特殊行为方式,更强大技能的生物来使boss战不是那么简单。我们希望他们(不是那么简简单单的一个怪物)更有内容,比如说有一些说得通的的独有的机制。

  至于本来的话题,如果在boss战中血球可以运输,那么对运输这些血球的方式并没有什么限制。比如说打King Leoric的时候,血球是通过boss召唤的小怪来"运输"的。每个boss都可以有这种方式,身边有普通的小怪可以提供血球。也可以有更好玩的事情,比如说,有的boss有一种特殊攻击,可以击开它的洞穴里的存尸体的柜子。玩家就需要把boss引到柜子旁边,试图激发boss的这种特殊攻击,柜子破了会掉血球,和普通怪物掉的血球一样,你的技能和装备可以影响血球掉落的数量和治疗效果。如果你不需要回复生命那就可以无视这些机制。但是这样的机制可以使玩家玩弄boss而且能够最终战胜boss。我说的只是假设,我们没有真正的boss战是我说的这样,但是这是一个可能的提供血球的方式。。

  我不觉得让boss除了简单的放一些技能之外还做点别的事情会影响游戏的可重玩性。

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