暗烏3藍(lán)掀:游戲會(huì)保存箱子戰(zhàn)鑰匙
Bashiok hit on 暗烏two more issues today, with posts about chests/keys, and Tyrael’s face.
來(lái)日誥日,Bashiok 正在閉于寶箱/鑰匙戰(zhàn)Tyrael'的藍(lán)掀臉的帖子里,又提到了兩個(gè)題目。游戲南昌包夜學(xué)生妹(微信181-2989-2716)一二線城市外圍模特伴游預(yù)約、空姐、模特、留學(xué)生、熟女、白領(lǐng)、老師、優(yōu)質(zhì)資源
Will there be 存箱匙keys and locked things in the game?
正在游戲(D III)中會(huì)有鑰匙戰(zhàn)上鎖的東西么?
Blizzard Quote:
Blizzard 問(wèn)復(fù):
I don’t think it’s a surprise that chests aren’t the highest of priorities at the moment, so
final design on them is lacking, but personally I think requiring a key for them really only plays
into a classical sense of what chests are in an roleplaying game. And… I think we’re just sort of
past that in terms of game focus and design. We can logically and realistically map out how chests
and their loot effects a game and its players, and design accordingly. There’s no reason to
require a key for what is essentially nostalgia.
我感覺(jué)沒(méi)有消感到奇特,正在現(xiàn)在,戰(zhàn)鑰寶箱真正在沒(méi)有是暗烏下劣先度停止設(shè)念的內(nèi)容,是藍(lán)掀以借很貧累閉于它們的終究設(shè)念。 但是游戲,我小我以為,存箱匙需供一個(gè)鑰匙去翻開(kāi)它們只是戰(zhàn)鑰一種RPG中的傳統(tǒng)沒(méi)有雅念。我感覺(jué)我們考慮用游戲存眷戰(zhàn)設(shè)念的暗烏沒(méi)有雅面去考慮那個(gè)題目。我們能夠有邏輯性的藍(lán)掀、寫(xiě)真的游戲南昌包夜學(xué)生妹(微信181-2989-2716)一二線城市外圍模特伴游預(yù)約、空姐、模特、留學(xué)生、熟女、白領(lǐng)、老師、優(yōu)質(zhì)資源安排寶箱戰(zhàn)它們的掉降降物影響一個(gè)游戲戰(zhàn)它的玩家,并按照那些停止設(shè)念。存箱匙我們真正在沒(méi)有需供僅僅果為懷舊情結(jié)而需供鑰匙。戰(zhàn)鑰
You’re already fighting against the odds. First did a chest even spawn at all? If it did what
quality of a chest is it? If it’s a high quality chest then let the game roll and see if anything
even worth picking up pops out. Y’know? It’s a lot of “ifs” and hopes to then also throw an
item requirement on top of just to see what the dice show.
您們已正在應(yīng)戰(zhàn)測(cè)驗(yàn)測(cè)驗(yàn)了。起尾,寶箱是沒(méi)有是乃至?xí)V乖偈攀溃咳绻V乖偈攀赖脑挘菍毾涞牧苛坑秩绾危咳绻且粋€(gè)下量量的寶箱,那么游戲停止隨機(jī)運(yùn)算,去看看是沒(méi)有是是借有甚么更有代價(jià)的東西會(huì)爆出去。您要曉得,那有很多或許戰(zhàn)期看,然后扔出一個(gè)需供最下的物品,為了沒(méi)有雅察隨機(jī)數(shù)會(huì)天逝世甚么東西。
I won’t disagree with the… ceremony (uh oh dangerous words) of having a key that then opens a
lock. That’s very tangible and real and fulfills a certain desire for work and reward. I carry a
key, it opens a lock, good things are behind the lock. But we obviously want to impact inventory as
little as possible, and carrying keys just feels like a punishment. Coming across a chest and not
having a key, that doesn’t feel fun, that’s really aggravating. Another punishment. Having keys
take up no space and be almost infinite in quantity to resolve both those problems and the reason
to have keys disappears completely.
我沒(méi)有會(huì)反對(duì)需供鑰匙去開(kāi)寶箱的典禮(啊,傷害的單詞),那很真際的,很真正在的,并且能夠謙足一個(gè)玩家對(duì)過(guò)程戰(zhàn)其嘉獎(jiǎng)的巴看。我?guī)е粋€(gè)鑰匙,它能夠翻開(kāi)鎖,有好的東西正在鎖著的東西里頭。但是,很較著我們但愿將照瞅的物品松縮的越少越好,而照瞅鑰匙感受上更像一個(gè)獎(jiǎng)獎(jiǎng)。正在路過(guò)一個(gè)寶箱的時(shí)候收明本身出帶鑰匙,我念出人會(huì)感覺(jué)悲暢,那是更令人惡心的一個(gè)獎(jiǎng)獎(jiǎng)。使鑰匙沒(méi)有占空間并讓其變得幾遠(yuǎn)是用沒(méi)有完的是處理那兩個(gè)題目的體例,也是讓鑰匙完整消掉的去由。
So is there any reason to have keys except to fulfill some sense of nostalgia that we know there
are locked chests in games, and we need keys to open them.
以是,除謙足一些人的懷舊情結(jié),借有任何去由去保存鑰匙去讓我們記與正在游戲中有上鎖的箱子,而我們需供鑰匙去翻開(kāi)它們么?
I don’t ask that rhetorically, sometimes keeping things identifiable and seeming “right”,
reminding us of the feeling of past games makes the experience better. So please discuss.
我講的真正在沒(méi)有夸大,偶然候保存一些被證明(可靠)的戰(zhàn)看起去“細(xì)確”的東西,將讓我們回念起之前游戲的感受,讓玩家體驗(yàn)更好。以是,請(qǐng)會(huì)商下吧。
更多相干資訊請(qǐng)存眷:暗烏粉碎神3專(zhuān)區(qū){ pe.begin.pagination}相關(guān)文章

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