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标题: [推荐!] 圣诞节前夕出炉的暗黑破坏神3最新游戏视频及对Jay Wilson的采访 [打印本页]

作者: 很有粪量的人    时间: 2008-12-25 17:35     标题: 圣诞节前夕出炉的暗黑破坏神3最新游戏视频及对Jay Wilson的采访

原清晰版地址:(比较卡,点右下角可以全频播放)

youku地址:



tudou地址:

采访的对象Jay Wilson是暗黑3的总设计师.讲的基本是些废话:
Diablo II had stat spending. It wasn’t the most compelling customization. There was generally always a right answer. That’s not customization. We’ve got a rune system. Runes are items that drop off of enemies that you can use on skills. and they will allow you to completely change the nature of the skill. You can take a firebomb skill make it bounce to hit multiple targets. You can add damage to teleport so that you would make an aggressive attack spell.
We’ve designed the entire game to be played cooperatively. So a lot of our mechanics are really focused on co-op. if you pick up a health globe, any of your friends who are nearby gets a heal. We actually drop a lot more loot than in previous games since everyone is getting their own drops. If you see it on the ground it’s yours. We’re trying to get rid of some of the things that made people fight and not want to play together.
暗黑破坏神II可以分配属性点,但这并不是不可或缺的定制角色的方法。事实是,那并不算定制系统。我们已经拥有符文系统了。符文从怪物身上掉落,可以镶嵌在技能上并可以完全改变技能的特性。你可以让火焰骷髅技能打击到多个目标。你也可以给传送附加伤害,从而让它变成一个进攻法术。
我们将整个游戏设计得合作性很强。因此很多机制都与玩家之间的合作有关。当你拾取一个血球的时候,你的附近的队友将回复一定生命值。事实上我们让怪物拥有了很多掉落,远多于你在之前的游戏中看到的,这样大家就能得到自己的东西了。你在地上看到的东西就是你的。我们试图避免那些会让玩家不和的因素出现。
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作者: dkandalier    时间: 2009-1-8 15:29

顶!!!!
作者: hehe198504    时间: 2009-10-25 11:48






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