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。
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! 網友: 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. 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。 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, 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.
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. 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. 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。 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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