《暗黑破壞神3》:在boss戰中的血球掉落
玩家:
顯然在一大堆怪物中間戰鬥的時候,血球會一直掉,所以你不需要中斷你的戰鬥。但是當面對一個大boss的時候,旁邊沒有小怪可以提供血球。比如一個人打Siegebreaker那樣的猛獸,旁邊沒有血球,我們很可能像影片中的野蠻人一樣被撕成兩半。。。
路人們在猜測boss會在損血%若乾的時候掉血球或者在被致命一擊擊中的時候掉血球。
Bashiok說:
路人甲:
什麽這麽說血球會按照程式寫好的方式出現?比如在boss只有30%血的時候躲避了他的攻擊或者boss擊中柱子然後柱子塌了於是釋放血球?
我真希望你不是這個意思。。。
生命回復在大多數時候需要是由玩家控制的而不應該是有程式設計的事件。
(後面唧唧歪歪了一堆意思是遊戲應該有隨機性不應該什麽都是設計好了的否則玩一遍兩遍就沒意思了)
你們需要給玩家控制血球出現的方式而不是血球本身。
Bashiok說:
且不說最終方式是什麽 我看你是會嚴重反對和批評它了。。。
路人甲:
當然我會反對。當你談到"根據boss的行為提供生命回復"時我感覺不對。程式設計好的方式肯定不如比如說,把之前的血瓶或血球存起來然後在需要的時候拿出來用。
都用程式設計好了會失去可以重複玩的樂趣,如果你精確的知道什麽時候閃開一下,什麽時候站到這個岩石左邊,然後向前走三秒撿血球等等。。這樣就不好玩了。
D2裡就算我知道Diablo要放紅閃電或者冰冷攻擊,我也不知道什麽時候多少次,這些不是程式設計好的,而不像WoW的boss那樣,你說的感覺上像後者。
Bashiok說:
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打的過程很有趣,還是說因為boss的技能沒有一個機制來控制才使得Diablo2很具有可重玩性?
D3中我們希望通過把boss設計成一個具有更多生命,特殊行為方式,更強大技能的生物來使boss戰不是那麽簡單。我們希望他們(不是那麽簡簡單單的一個怪物)更有內容,比如說有一些說得通的的獨有的機制。
至於本來的話題,如果在boss戰中血球可以運輸,那麽對運輸這些血球的方式並沒有什麽限制。比如說打King Leoric的時候,血球是通過boss召喚的小怪來"運輸"的。每個boss都可以有這種方式,身邊有普通的小怪可以提供血球。也可以有更好玩的事情,比如說,有的boss有一種特殊攻擊,可以擊開它的洞穴裡的存屍體的櫃子。玩家就需要把boss引到櫃子旁邊,試圖激發boss的這種特殊攻擊,櫃子破了會掉血球,和普通怪物掉的血球一樣,你的技能和裝備可以影響血球掉落的數量和治療效果。如果你不需要回復生命那就可以無視這些機制。但是這樣的機制可以使玩家玩弄boss而且能夠最終戰勝boss。我說的只是假設,我們沒有真正的boss戰是我說的這樣,但是這是一個可能的提供血球的方式。。
我不覺得讓boss除了簡單的放一些技能之外還做點別的事情會影響遊戲的可重玩性。