《暗黑3》游戏截图
《暗黑破坏神3》的MF系统还没有完全做好,还没有一个完整的物品生成库,所以我们无法动手调整平衡性来让MF不再失控。我们可能会用替代办法来解决MF的问题,不过如果硬要透露一点消息的话,我想从状态属性上下手应该足够了。
如果各位有留意暴雪的官方twitter,会发现[暗黑3]的开发小组的最新动态。而现在开发小组的最新动态是开发到了游戏第三幕。这是否说明游戏开发的完成度比较高进而期待游戏发售日期将近?可惜,B大的蓝帖狠狠给我们泼了冷水,不过也可以看出开发小组都[暗黑3]那近乎苛刻的自我要求:
Bashiok:
The game isn't being developed in a linear fashion so us saying we're working on things in Act III doesn't really mean anything in regards to how much of the game is finished.
Since we're constantly evolving the tools and processes for creating the various assets for the game (and just plain getting better at it), it's best to have as wide a perspective as possible. Otherwise we'd probably paint ourselves into a corner. All of the work being produced at the end of the game would look far and above better than the stuff that was produced at the beginning, and so we'd probably have to go back and redo a lot of that work.
游戏的开发并不是按照一幕幕地线性开发的。所以说虽然我们现在正在制作第三幕的场景,但是这并不代表游戏已经完成到何种程度。
因为我们不断改进现有游戏编辑器来让游戏自动生成更多的场景(同时也希望将游戏场景的效果更好),我们的目标是使得场景能尽可能地广阔。否则,光是创造场景就可能让我们应付不来。在游戏开发完成后,现在所付出的努力都会让游戏变得比公布之初好出百倍,因此我们有时候会回头去重制游戏的一些部分。
最近网上纷纷传言《暗黑破坏神3》将采用技能的威力会随着使用次数的增多而增强的设定。面对网友的流言,B大站出来澄清事实——这种老点子我们不会用!
Bashiok:
I'm guessing you're saying this because I quoted one guy on twitter proposing this type of skill system and I said that it was a popular guess.
(本文来源于图老师网站,更多请访问http://m.tulaoshi.com)Well, I think I can pretty safely say that we would never use that type of skill system.
It works for some games, it just wouldn't work for us. We're dropping too many items, we're moving too fast, and we're opening up too many avenues for customization and re-customization.
我想你们在传言这样的事,是因为我在twitter引用了一位网友论述这方面系统的文字,而当时我说这是一个挺流行的猜想。
我想我现在可以很肯定地告诉你们,我们将不会使用这样的一套技能系统。
(本文来源于图老师网站,更多请访问http://m.tulaoshi.com)这种技能系统或许在一些游戏中表现不错,但是它对于我们来说是没用的。我们已经丢弃了很多有创意的项目,我们远远超前于他人,在角色定制和重定制方面我们是开拓者。
作为一部史诗级的游戏大作,《暗黑破坏神》系列有着非常宏大的故事背景历史,而这些历史事件是以编年史的形式记录下来的。虽然[暗黑]系列是神作,但是也免不了存在编年史混乱的问题。最近有网友就列出一堆编年史矛盾之处,而B大则虚心受教,并且透露游戏开发团队开始着手解决编年史混乱问题:
Bashiok:
We've known about some of the inconsistencies for a while, and there's an ongoing project to convert a lot of our internal documents to a standardized dating system to help correct them. Hopefully to be completed soon.
Meanwhile, the timeline on the website is infallibly canon. Everything else falls to it for correct dates.
我们在很早之前就已经知道在编年史上存在一些矛盾之处,现在修正游戏背景年代记录的工作正在进行中,主要以游戏历史时间为线索理顺游戏中的故事文档。希望这项工作能尽早完成。
同时,我们将以官网公布的时间线为准。所有的事件都是以它为线索安排的
如果有一天,有人告诉你《暗黑3》中将不会再存在经典的技能树设定,你会觉得是件好事还是坏事呢?最近在暴雪的官方twitter中爆料说[暗黑3]将取消技能树的设定,一时间各种猜想纷纷而至。但是无论怎么说,从B大的蓝帖中,可以感觉到现在的开发团队是信心满满啊:
Bashiok:
People sure are running wild with interpreting what it could be, which is fun for us to read at least. :)
We'll see how it works out. It's still really only been tested in ideas and theory and messy whiteboard scribblings. Might be that it just doesn't work and we go back to the system we had post-Blizzcon, which in reality worked just fine. But we think we can one-up it a bit.
We've been iterating the entire time so really the newest tweet about trees going away wasn't the first hint, but it certainly contained a more concrete change in its text.
Oct 14th - "Skill system currently undergoing a new functionality and UI iteration. Nothing too radical... but it will be rad. Brosef."
在取消了技能树之后,玩家们肯定会对以后的游戏进行猜测。对我们而言,阅读大家做出的猜测是一件挺有乐趣的事。:)
以后我们会知道新的系统会是怎样的。但是在现阶段这个构思仅仅停留在一些无序的想法和理论的层面上。最后或许我们想出来的东西并不是很有用,如果这样的话我们重新回之前的方案中,那个方案效果还不错。不过我相信我们能做出一个我们想要的东西出来。
在这方面,我们已经说过不少次了,所以在twitter上说的要移除技能树的消息并不是我们最近才暗示的,不过在内容上的确是逐渐清晰起来。
在10月14号的时候,我们说过:“技能树系统现在在功能和UI上进行一系列的变动,虽然不会触及最底层的东西...但是的确会有所改变”
有玩家翻看了在09暴雪嘉年华的录像,发现在游戏中人物间是可以相互穿越的,因此这位细心的玩家就向B大提问这个问题,B大的回答如下:
Bashiok:
For the co-op game allowing players to clip through each other just makes for a better and more enjoyable experience. You're already dealing with enemies surrounding you and blocking movement, there's no reason for your friends to do the same.
Of course clipping wouldn't be able to work the same way in PvP situations, but we're not talking about that yet. :)
在试玩版的游戏中,游戏中的角色是可以相互穿越的,因为这样可以让玩家享受更好和更多的游戏体验。在游戏中,你周围已经有足够多的敌人们来扮演包围和阻碍你的行动的角色了,因此在试玩版中,你的伙伴没有理由为你添堵。
当然,在PVP的时候这套穿越的把戏大概就不能用了。不过这方面我们还没开始谈论呢。:)
如果游戏的真实性(不可穿越)和可玩性(可以穿越)两者要选其一,各位朋友你们会选什么?
间好的公司,应该是以用户为中心的公司。色盲人群眼中的世界是如何的?估计我们很少去关注,但是[暗黑3]却细微定考虑到了他们的需求:
Bashiok
There are people on the development team that are colorblind so it's something we're constantly aware of. Aside from that though as a company we're always interested in making our games as accommodating as possible. World of Warcraft for instance added a color blind mode which helps clarify item quality levels through text and not just color, whether Diablo III will need that option or not - it may.
在我们的游戏开发团队中就有一些人是色盲的,所以在制作游戏的时候我们都会不时地考虑到色盲玩家的游戏体验。除此以外,作为一家公司,我们总是希望尽可能地适应玩家们的要求。在[魔兽世界]仲,我们就添加了色盲模式,在此模式下我们是使用文字来描述物品品质等级,而不是常用的通过颜色区分。[暗黑3]中是否也存在色盲模式的选项?那是极有可能的。
都说细节决定成败,暴雪神话的建立不是没有道理的!