遊戲資訊
暗黑破壞神3 Diablo 3
  • 發售: 2012-05-15 (PC)
  • 發行: 暴雪
  • 開發: 暴雪
  • 平台: PC Switch PS4 XboxONE
  • 類型: 動作遊戲
  • 語言: 簡中 英文 多國
《暗黑破壞神3(Diablo 3)》是由暴雪製作發行的一款動作角色扮演遊戲,是人氣系列《暗黑破壞神》的第三代正統作品。玩家可以在七種不同的職業中進行選擇,每種職業都有一套獨特的魔法和技能。玩家在冒險中可以挑戰無以計數的惡魔、怪物和強大的BOSS,逐漸累積經驗,增強能力,並且獲得具有神奇力量的物品。遊戲的資料片《暗黑破壞神3:死神之鐮》於2014年3月25日發售。

《暗黑破壞神3》神聖傷害可以有,角色需要個性化

BND3版塊有網友提出,隨著武僧這一神聖職業的加入,D3是否也會引入相應的“神聖傷害”類型呢?然後,對於擁有多種不同法術的巫師來說,又會有哪些傷害類型呢?

對此Bashiok解釋說,D3的傷害系統目前還未完成。

引用

Bashiok:

      Damage types aren't actually completely finalized. There's likely to be some additions, maybe some combinations. For instance people may have noticed that a few of the witch doctor skills refer to a damage type called "black magic". All of the monk spells seen relied purely on weapon damage as their base, but that doesn't mean there couldn't be a holy damage type. What we don't want is for players to carry around a ton of different resistance sets to deal with a large number of different types of damages. There's quite a few different ways to go about solving that, but just to be clear we want damage types to serve the gameplay and not require players to have to pursue complex or item-heavy solutions to it.

Bashiok:

(D3的)傷害類型系統其實還沒有完全完工。很可能還會有幾種單一或者組合傷害類型會被添加到系統中。舉例來說,大家可能注意到了現在巫醫的某幾個技能會造成“黑魔法”類型的傷害。目前來說武僧的技能看來都是完全依靠武器來造成傷害,但這並不意味著以後不會出現一種“神聖傷害”類型。我們不願見到由於傷害類型太多而導致玩家需要扛著大量不同的抗性裝備四處奔波。解決這個問題的方法是有不少,反正我們的宗旨是,各種傷害類型因該是為遊戲體驗服務的,而不應該成為玩家的負擔。

附:

目前已知的D3傷害類型:

Physical-物理傷害

Fire-火焰傷害

Cold-冰凍傷害

Lightning-雷電傷害

Poison-毒性傷害

Arcane-奧術傷害

Black Magic-黑魔法傷害

而另一邊又有網友再次提出了對D3全新的“屬性點自動分配系統”(Auto-Attributes)的質疑。Bashiok在以一句“你說啥”把那位樓主削了人棍之後,還不忘往心窩裡補上一刀。

引用

Bashiok:

    Let me take this opportunity to clear up one thing, potentially unrelated to whatever the OP said.

    There is a continuing idea that we have either said or stand behind the notion that auto-stats are either partially or in-whole being implemented because it makes the game easier to balance. That is completely false.

    If manual stat placement was or should become the best system for the game then we would balance for it - bottom line. But the fact is, it isn't the best system. The game needs to be fun, it needs to be awesome. We're not going to cut corners or try to make it easier on ourselves by choosing systems that are less work. In fact I'd say the exact opposite is true. Some of things these guys do requires an insane amount of work, but it makes the game better, and that's why it's done.

Manual stats ultimately provide no better or more interesting customization options than other systems, and in fact by removing it we're then able to implement systems which are better and more interesting ways of character customization.

    There's a last thread of "well why can't we have everything?" that auto-stat opponents hold to, and the simple answer there is that having a bunch of different systems all just sort of tossed in onto each other is not a clean or fun solution. We want a lot of customization, we'll have a lot of customization, clicking a button to allocate stat points in no way needs to be involved to make that true.

Bashiok:

那麽樓主說了什麽我就無視了,讓我趁這個機會把事情說清楚。

一直以來有種觀點認為,之所以我們會部分或者全面的在D3中引入這種自動加點系統,是因為這樣的話遊戲會更容易平衡。這種看法簡直就是胡說八道。

退一萬步說,如果手動加點系統真的那麽好,那麽我們就會完全以那種系統來平衡整個遊戲。然而實際上,那個系統完全不是個好主意。D3必須要好玩,必須得成神作。我們絕對不會為了自己的方便而去挑選某個系統或者做其他讓遊戲打折扣的事。不僅如此,我們的開發人員其實正做著完全相反的事情。這些家夥們想出來的東西,有時候需要超大的工作量去完成。然而那是為了讓遊戲變得更好,所以我們也就那樣做了。

手動加點系統最終都沒能證明自己比其他幾種系統要好,而移除掉這個系統之後,我們得以引入其他讓角色個性化更好玩的系統。

曾經還有反對自動加點系統的人說,我們能不能(自動與手動系統)兩者兼得?我們對此的答案很明確:幾種不同的系統混雜在一起,一點都不好玩。我們追求角色個性化,D3會有非常大程度的角色個性化。而這些,並不需要你點著滑鼠慢慢去加屬性點來實現。

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