骨灰玩家
3DM城管大队队长
  
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bashiok在官方论坛对于我们以前非常感兴趣的一个话题进行了回复。在游戏中通过造成伤害而改变怪物的外型是件非常让人兴奋的事情,可是正如他的回答一样,往往怪物都不会在战斗中存活太多时间,那么这样是否有意义?请看原贴:原帖地址:点击查看
玩家帖子:
1.New weapon enhancement 11/10/2008 07:27:14 PM
I would like to see "%slow an enemy on attack" reintroduced as "% to cripple".
I think this would be an awesome way to incorporate the Havok engine into the game...
Crippled arm= Graphically: Enemy arm becomes limp and dangles at its side/ on the ground. Effect on gameplay: Causes enemy to have a weaker attack/ spend more time casting spell.
Cripple leg= Graphically: enemy begins to limp. Effect on gameplay: Enemy moves slower.
Crippled head= Graphically: ???. Effect on gameplay: enemy is temporarily disoriented.
Thoughts?
新的武器增强方式 2008年11月10日 下午7点27分
我希望见到“降低敌人攻击速度%x”表示为“%x的几率使敌人残废”。我想这是一个令Havok引擎和游戏结合的很棒的方
法...
残废手臂=视觉上:敌人的手臂立刻变得无力并在敌人身体的一侧摆动。对游戏的影响:导致敌人攻击力降低或者
消耗更多的时间施法。
残废腿部=视觉上:敌人变瘸。对游戏的影响:敌人移动变慢。
残废头部=视觉上:???(不知怎么表示)。对游戏的影响:敌人暂时失去判断能力。
大家有什么想法?
bashiok回复:
Been playing some Fallout 3? I just finished it last night, but it was sort of bittersweet as I sort of rushed through the end to ensure I could focus on Wrath. Yeah, I know, I play WoW. I'm a traitor or whatever. IT'S A FUN GAME!
Anyway... It's a cool idea, but yeah, they probably won't be around long enough to actually get any use out of it. We're obviously putting a greater emphasis on varying mechanics on enemies and trying to make them interesting to fight and 'game', but the game is still about pulling your sword through a massive huddle of demons. Something as complex as a limb-specific crippling ability probably just wouldn't get enough screen time to make it worth it.
I could see it more as a potential mechanic for progress in a boss fight maybe? Something that's a bit more substantial in health/fight length and also size and visibility of something like a crippled limb. I don't know, it's cool, but whether it would actually work out or not is debatable.
你玩了辐射3吧?:)我昨晚刚刚暴机,但是这个游戏过程可以说是苦乐参半,因为我为了确保把精力集中在巫妖王之怒上而匆匆忙忙的把游戏暴了机,我玩WOW。我是一个叛徒或其它什么的。不过辐射3是有趣的游戏!:)
不管怎么样,你提出了一个很酷的点子。但是,由于敌人来也匆匆去也匆匆,你的想法就没有了意义。我们显然更强调敌人的多样化并且试着令与敌人的战斗或“游戏”更有趣,但是D3始终是一款让你斩杀大批恶魔的游戏。那些类似于令敌人的手手脚脚残废的能力似乎并不值得加入,因为敌人不会在屏幕上存活太长时间。
也许我能把它更多的看作一个有可能加入到boss战中的机制?boss的血条长度或者说战斗时间长度较长,boss的体积较大,所以像一只残废的肢体这样的细节也可以辨认,这些条件令你的想法的实现更为可行。我也不知到该不该加入你的提议,你的提议很酷,但是它在游戏中是不是能有好的效果是值得讨论的。
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