《暗黑破坏神3》技能树重大改动!

互联网 | 编辑: 2009-05-13 09:32:48转载 返回原文

暗黑技能树改动之一 

《暗黑破坏神3》终于又有消息了。Bashiok终于也出现了!一出现就带来了令人兴奋的消息!

有位自称新人的BN网友又问到了关于技能树加点限制的问题,对此Bashiok给出了关于目前一种新的技能树系统的详细信息。

Bashiok:

正如你你提到我在之前那个长长的回复中说到的那样,我们目前正在进行大量的反复修改。在BlizzCast上展示的那个从各个方面来说都只是个试验原型而已,我们在那个基础上还会做出许多的改动。

目前我们正在为一个与之前不同的技能树系统忙碌,这个改版的系统(是否可行)还需要经过测试与观察。当然这也还不是最终的方案,我们认为目前这个方案的一些特性满足了我们的要求,但是我们也可能改掉它。事实上,我敢跟你们打赌,这个东西肯定还要改进的。

那么,来说说目前的这个系统...很抱歉没有图片什么的所以你们只能凭空想像一下了。从根本上来说它们的样子也没变太多,不同的是你现在能同时看到全部3个技能树。拿野蛮人举例说,狂战士、战斗大师、武神3个技能树,现在不再分开在3个标签中显示,而是你一打开技能树菜单,就能见到全部这3个并排在一起。

这很重要,因为现在它们都是这个新的联合技能层级系统的一部分。之前的设计是,你得先在狂战士技能树中(的第一层级)用掉5个技能点,才能开始学狂战士技能树第二层级的技能,而现在不再有这种单一技能树的限制了。只要你在技能树第一层级用掉的技能点加起来有5点了,你就能开始学任意一个第二层级的技能了。

比如说,在狂战士技能中的“神智提升”技能上我用掉了两点,然后在武神技能中的“重击”上用掉了3点,那么我就用掉了加起来5个技能点了,现在我就可以学习任意一个第二层级的技能了。这种方案提供了角色培养方面极大的自由度,现在你真的能完全个性化的来培养一个角色了。你不用再为了学技能而加点,而是可以按照自己的喜好来加点。

这样的(技能树)系统无疑给玩家提供了大量的培养路线选择。这样的联合层级系统还有其他方面的好处。由于在这种系统中所有的技能树都是开放的,那么我们就可以很方便的把一些冗余的技能清理掉。一些重要的技能,比如减少伤害的技能,我们不用在刻意在3个技能树中都加入了。不管你之前是在哪个技能树中用掉了技能点,你都还能学到这些技能因此我们就可以把这些技能做得更专精于某一方面。还有一个好处是玩家可以想学什么技能就学什么技能,那些我们想让玩家们多学的技能也不例外。每个野蛮人都会想学“旋风斩”,那么为什么不学呢?现在的这种系统的一个巨大好处就是,我们不用再说“你是个'狂战士'型野蛮人,因此你不能学旋风斩”。你是个野蛮人!那么就按照你的喜好,把那些野蛮人标志性的技能都学了它!

还有一点重要的补充是关于技能等级上限的。目前我们的想法是大多数技能开始的上限都是5级。我们的计划是随着游戏的进行,玩家可以提升这个上限。估计最高可以提升到15级。这个系统还在很初级的阶段,但是事实就是选择并提升关键技能的等级对于上面说到的新联合技能树系统是很重要的。

于是我再重申一遍,这些东西都还在经历大幅度的改动。我们会不断对这些改动进行测试,虽然我们喜欢这个想法,但是完全有可以会出现种种问题或弊端,导致我们又把这个系统改掉。 

暗黑技能树改动之二

之后质疑的声音很快响起。首先是大家都很自然想到要问的问题。

网友:

如果改成那样了,那么还分技能树干嘛?你完全可以换成一个有更多层级的技能树...

Bashiok:

从本质上来说这就是一个单一的技能树。然而仍然分开叫并不是毫无意义。这样我们可以把作用相似的技能都放在一起,分类就比较方便了。而在你跟别人谈论的时候你也可以更容易形容你的培养路线:“哦,我是个偏重武神技能的野蛮人,还学了10/10的旋风斩”。

网友:

而这只会催生更多的垃圾培养路线,因为玩家们最终总会找出(经过数据计算得出的)最佳技能,然后全世界的人就都去学那几个技能了,因为它们可以想学什么就学什么。

我觉得这个实在是不太可行,老实说我一点都不喜欢它...

Bashiok:

总会有垃圾培养路线存在的。总会有特定的技能与装备搭配能最大化伤害输出,玩家们最终会找出它们的。这是不可否认的事实。我们只能尽力平衡游戏,来保证有尽量多的可行培养路线,来保证不会出现一种无敌的培养路线,或者说不会出现只有那种培养路线能通关的情况。这些都完全是游戏平衡性的问题。

然而不管怎么说,这样的(新的技能树系统)设置并不会增加或者减少垃圾培养路线的出现。新系统的影响只是会让培养路线更加多样化而已,它给多样化带来了巨大的可能性。

同时,你仍然需要把技能点都集中到相对少的几个关键技能上来,因为你需要更高的技能等级,而你肯定不会有足够的技能点把这些技能都升到15级。(现在明白我为什么之前说这很重要了吧?)

所以如果你想做一个全能型的野蛮人,没问题,当然是可以的。我会培养一个专精集中火力的野蛮人,提升了2~3个特定技能的等级上限,然后为了配合这些技能来搭配出一整套装备、符文,等等一切。有人可能会在其他的技能树中做着和我相似的事情,也有人可能会为了多样化或者提高生存能力而走全能化路线,还有人会只学狂战士技能,等等等等。

 关于PvP问题

然后有细心的网友想起了PvP的问题,对此Bashiok表示暂时还无可奉告。

网友:

可是如果你有更多选择的话,那么可能发生的一种情况就是你可以比以前花费更少的技能点就能培养出一个更强力的PK角色来。

然后关于多样化,只有在你们把游戏平衡得相当到位的情况下,才会真正出现多样化的趋势,否则的话PK场可能会被少数培养路线制霸

但是我相信你们知道该怎么做的,我相信你们能做好的。

Bashiok:

啊,这的确是个问题。由于目前为止我们都没有发布任何有关D3中PvP功能的信息,所以我现在还不能说什么,目前就让我们把有关PvP的问题先放一边。

详细原文之一

原文:

Bashiok:
As you mentioned and I had said in that rather lengthy post (http://forums.battle.net/thread.html?topicId=16137707438&postId=161356375740&sid=3000#48), we're under heavy iteration. The version shown off with BlizzCast was a prototype in many ways, and a jumping off point in others.

We're working with a modified skill tree system now of what we showed, under heavy testing and scrutiny. It's of course not final, the ideas it proposes are something we're happy with in their direction but they could very well change. In fact I would bet on them continuing to evolve.

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.

So, I could spend 2 points in Heightened Senses which is a berserker skill, and 3 points in Bash which is a Juggernaut skill, thus adding up to 5 points and granting me access to the second tier of skills for all of the trees. With this amount of freedom you can see how easy it is then to diversify yourself and your build. You're no longer gaining abilities through investment, but instead more through choice and personal preference.

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.

So, once again these are things that are still under heavy design and iteration. They're changes we're testing, and while we like how they play there are certainly issues or flaws that could cause an entire switch to something else. 

详细原文之二

Bashiok:
---Q u o t e:---------------------------------------------------------------------------------
    if you make it that way then what's the point in skill trees at all, you could've just made one tree with more tiers...
------------------------------------------------------------------------------------------------

Essentially it is a single tree. The separation does a couple things though. It groups similarly themed abilities, and it provides a nice separation. You can also quickly describe your build to someone else. "Oh I'm a jugger barb with 10/10 WW"

---Q u o t e:---------------------------------------------------------------------------------
    and this only encourages cookie cutter builds, cause players will eventually find out what the best skills are (mathematical approach), and exploit it, since they can freely choose the best skills
    i just don't see this working, and frankly don't like it at all...
------------------------------------------------------------------------------------------------

There will always be cookie cutter builds. There will always be the builds that when coupled with specific items put out the most damage, and players will find them. That's just a fact. The best we can do is balance to a point where there are as many viable builds as possible. That there isn't a single end-all-be-all. Or, that there isn't a build that is required to play the game. That all comes down to balance more than anything.

Regardless, this setup doesn't make the possibility of cookie cutters existence more or less possible. What it does is potentially makes them more varied though. There's a much larger possibility for variety here.

Also you're going to want to still focus on a relatively small amount of abilities as you're not going to be able to raise, or more importantly spend enough points, to raise all skills to a potential 15 point cap. (remember when I said that was an important part?)

So if you want to be the barbarian that spreads his points all over the place and is sort of jack of all trades, that's fine. And it should still work. I'll have my focus-fire barb where I've raised the caps on two or three specific skills, and built my entire set of gear, runes, etc. to feed those skills. Someone else may have done something similar but in different trees. Someone else may go the jack of all trades route for variety and survivability. Someone else may want to try a build that doesn't leave the berserker tree. etc. etc.

详细原文之三

Bashiok:
---Q u o t e:---------------------------------------------------------------------------------
    but if you have more to choose from you could make a potentially better cc build than you would be able with less skills.
    and the variety could work only if you balance it extremely well, otherwise most of the builds will lose battle to the ultimate cc build
    but you know what you're doing, and i'm sure you'll get it right
------------------------------------------------------------------------------------------------

Ah, there's the disconnect. Since we haven't announced any PvP features, and thus I can't talk about them, let's leave that out of the discussion for now.

http://forums.battle.net/thread.html?topicId=16903518463

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