电脑大家应该不怎么陌生吧!现在电脑已经普及到大多数人的家庭之中了,电脑的用途非常地广,不同年龄段、不同行业的人对电脑的用处不同。但是对于很多的年轻人来说电脑最大的用途就是玩游戏了。电脑游戏大家肯定玩过吧!它可以使人上瘾。
这次的蓝帖可以认为是上次我发过的帖子的一个延续,不了解的同学点击链接来学习一下吧:[暗黑破坏神3]技能树不是天赋树! 网友: 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. 我是一名优秀的新丁,但是我尽可能研究了技能树的方方面面。从我所收集到的信息来看,每个技能可以加上5个技能点,然后达到5个技能点就可以开启下一层的技能。(大多数信息来自Blizzcast 8)我看到Bashiok在一个帖子中说那不是最终结果,以后会再改进的。因为个人的技能定制是游戏的很重要的部分,所以他们会不断向里面添加东西的。我觉得他说得很好,将所有的可能性都考虑上了。 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点是,技能效果可以突破加点的限制。实际中我们预想,在开始的时候大多数技能上限是5点。作为级数的一种形式我们计划让玩家增加技能上限。可能最大值会超过15点。这个仍然是一个在设计的系统,但是选择和增加技能点的原始上线对于加点系统来说是很重要的。 玩游戏可以在很大程度上让大家放松放松,但是我建议大家不要把过多的时间投入到工作当中,因为这样的话大家很有可能上瘾,这样不利于大家的工作或者是学习。 |
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