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《暗黑破壞神3》技能樹新動向

《暗黑破壞神3》技能樹新動向

更新時間:2023-03-22 文章作者:未知 信息來源:網絡 閱讀次數:

電腦大家應該不怎么陌生吧!現在電腦已經普及到大多數人的家庭之中了,電腦的用途非常地廣,不同年齡段、不同行業的人對電腦的用處不同。但是對于很多的年輕人來說電腦最大的用途就是玩游戲了。電腦游戲大家肯定玩過吧!它可以使人上癮。

《暗黑破壞神3》技能樹新動向 

    這次的藍帖可以認為是上次我發過的帖子的一個延續,不了解的同學點擊鏈接來學習一下吧:[暗黑破壞神3]技能樹不是天賦樹!
    以下為藍帖時間~~

網友:
    I'm new and a bit late to the gaem but I think I've researched as much as I can on the skill trees. From what I gather skills can have up to five points in them and five points is required in a tier to advance downward. (most of this information came from blizzcast 8) I read a post by bashiok saying that it isn't final, itteration, that customization is a big part of the game and they won't stop adding it.So I think he did a good job of covering all possible exits. :P

     My question, or rather observation, is that the requirement to spend 5 skill points to advance down a new tier doesn't actually allow for that much customization. It also makes people focus on specific trees as a whole (because theyre investing their points) instead of being able to mix and match. So you may have trees 1, 2, and 3. In the end there are only so many potential builds you can get out of this.
1, with some of 2
2, with some of 1
2, with some of 3
etc etc

    我是一名優秀的新丁,但是我盡可能研究了技能樹的方方面面。從我所收集到的信息來看,每個技能可以加上5個技能點,然后達到5個技能點就可以開啟下一層的技能。(大多數信息來自Blizzcast 8)我看到Bashiok在一個帖子中說那不是最終結果,以后會再改進的。因為個人的技能定制是游戲的很重要的部分,所以他們會不斷向里面添加東西的。我覺得他說得很好,將所有的可能性都考慮上了。
    我的問題,或者是觀察得到的是:要開啟下一層技能需要5點的設定有點不完全考慮到玩家的個人技能定制。另外,這個設定使得人們必需關注技能樹的整體加點(因為要留點開啟下一層技能),而不是混合和比較。在最后,你只能搭建出這樣的一個技能樹:
1,以及部分2
2,以及部分1
2,以及部分3
等等……

    We're assuming that you get one skill point per level, with 99 levels you could pretty much reach the bottom of each tree by the end of the game. But that's spending in a very linear fashion. Only spending enough points to max out one skill from each tier. It's unlikely those would be optimal builds whatsoever. If they are, that's a separate problem. But more than likely the "X with some of Y" I proposed above is more likely.
     So, I'm curious, is this lack of customization something anyone else is worried about? I don't doubt they understand how these things work, and it's not done, but it just stucked out to me I guess as a problem. 
    我們來假設一下:如果你每一級獲得一個點數,那么到游戲最終你到達99的時候,你當然可以將技能樹里面的最終技能都加上。但是這種加點方式是非常線性的。我們加足夠的點的目的只是為了開啟下一層的技能。如果真的是這樣,那么這個將會是個很大的問題。但是我猜“X以及部分Y”的形式會更有可能出現。
    所以,我很好奇,其他人又沒考慮到這點呢?我不懷疑他們有他們的想法,而且這個技能樹的設定還沒完全,但是我想在這點上,我真的遇到了問題了。


Bashiok:    
    As you mentioned and I had said in that rather lengthy post, we're under heavy iteration. The version shown off with BlizzCast was a prototype in many ways, and a jumping off point in others. We're working with a modified skill tree system now of what we showed, under heavy testing and scrutiny. It's of course not final, the ideas it proposes are something we're happy with in their direction but they could very well change. In fact I would bet on them continuing to evolve.
    就像你所說的那樣,我曾經發過一個長貼。我們現在繁重的修改工作之下,之前在Blizzcast上展示的圖像在很多方面只是一個藍本,是一個跳板。 現在我們正在做一個修改版的技能樹,并且進行繁重的測試和檢查。當然,這個技能樹不是最終版本。不過它的發展趨勢使得我們很高興,當然他們還是很可能會改變的。事實上,我打賭它還是會改進的。

《暗黑破壞神3》技能樹新動向

    So, the system we have now... you'll have to just picture it without any visual representation, sorry. They're not radically different visually except that the trees are all viewable at the same time. Taking the barbarian trees (berserker, battlemaster, juggernaut) and not tabbing them, but having them all viewable simultaneously. Side by side. This is important due to how they are now apart of a unified tier progression. Instead of spending 5 points in the berserker tree to then begin spending points in the second tier of the berserker tree, the new design allows you to spend wherever you like. As long as your points in the first tier of skills adds up to five, the next tier for all trees is unlocked.
     
    So, I could spend 2 points in Heightened Senses which is a berserker skill, and 3 points in Bash which is a Juggernaut skill, thus adding up to 5 points and granting me access to the second tier of skills for all of the trees. With this amount of freedom you can see how easy it is then to diversify yourself and your build. You're no longer gaining abilities through investment, but instead more through choice and personal preference.
    嗯,現在的系統……你現在就可以不借助任何畫圖工具就畫得出來,但是如果你沒有確定你的加點分布的話,技能的效果的區別是看不出來的。以野蠻人技能樹(狂戰士、戰斗大師、毀滅)為例,你無需來回切換,可以同時看到他們在一起,并排顯示。 他們現在是屬于同一個層次的。相對之前的你需要在狂戰士技能樹投入5點技能點,才能開啟下一層技能。現在是你想怎么加都可以,只要你的第一層技能加滿5點了,下一層技能就會解鎖。
    所以,我可以在狂戰士技能樹的高度警覺上加2點,在毀滅技能樹的重擊上加3點,這樣就有5點了,然后就可以允許我在所有這些樹的第二層加點。擁有這么大的自由度的加點方式,你會看到建立一個屬于你自己的人物是如此簡單。你不再會通過加點來增加能力,而是通過選擇和個人偏好獲得更多好處。

    It certainly diversifies the types and amounts of builds available to players, that's obvious. This style of a unified tier approach also helps in a few other areas though. Since all of the trees are open we can clean up the trees a lot more, removing redundant abilities. We don't have to throw in skills that are important, such as damage mitigation, all over the place. You will always have access to those skills no matter where you're spending, so they can instead be focused into a few key skills. Another way it helps is by allowing players access to the skills they want, and the skills we want them to have.

    Every barbarian is probably going to want whirlwind. And why not? What this tree style allows for, and one reason we're pretty keen on it, is that we aren't saying "You're a 'berserker' barbarian, you can't have whirlwind". Instead, you're a barbarian,pick the key skills that define you and your character as you want them to be.
    顯然,這樣會使得玩家而言配置的數量和種類都變得多樣化。這種統一的層級模式在其他方面都有用處。因為所有的技能樹都開放了,所以我們可以使得我們的技能樹更加清晰明確,主要通過對沒什么用處的技能采取不加點的方式。當然我們不必要將那些重要的技能拋棄,例如比如傷害減免。不管你怎么加點都會遇到這些技能,所以他們可以被看做關鍵技能。另一方面是這種加點方式讓玩家可以得到自己想要的技能,以及我們想讓他們得到的技能。
    每個野蠻人都喜歡旋風斬。為什么不呢?這個是技能樹系統所提供的,同時我們喜歡看到的是:我們不會說“你是一個狂戰士系野蠻人,所以你不能擁有旋風”。你是野蠻人,點擊你自己的技能設定,創造屬于你的角色。

    One important addition to this is the skill caps themselves. Currently we're envisioning the majority of skills to be capped at 5 points, to begin with. As a form of progression we're planning for players to be able to increase the point caps of skills. More than likely to a maximum of 15. It's a system that's still under heavy design, but the fact of choosing and increasing key skills beyond their initial cap is important to this new unified tier system.
    So, once again these are things that are still under heavy design and iteration. They're changes we're testing, and while we like how they play there are certainly issues or flaws that could cause an entire switch to something else..  

    另外要增加很重要的一點是,技能效果可以突破加點的限制。實際中我們預想,在開始的時候大多數技能上限是5點。作為級數的一種形式我們計劃讓玩家增加技能上限。可能最大值會超過15點。這個仍然是一個在設計的系統,但是選擇和增加技能點的原始上線對于加點系統來說是很重要的。
    再次說明,上述說的設定都仍然在繁重的設計和修改中。他們的改變同樣改變著我們的測試,即使我們很喜歡他們的一些實際效果,但是很可能一點問題或瑕疵就會讓結果完全變成另一個樣子 。

《暗黑破壞神3》技能樹新動向



玩游戲可以在很大程度上讓大家放松放松,但是我建議大家不要把過多的時間投入到工作當中,因為這樣的話大家很有可能上癮,這樣不利于大家的工作或者是學習。

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