My question, or rather observation, is that the requirement tospend 5 skill points to advance down a new tier doesn't actuallyallow for that much customization. It also makes people focus onspecific 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 canget out of this. 1, with some of 2 2, with some of 1 2, with some of 3 etc etc 我是一名优秀的新� 。俏揖】赡苎芯苛思寄苁鞯姆椒矫婷� 。
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Blizzcast8)我看瞪躠shiok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 。
我的问题,或者是观察得到的是:要开启下一层技能需要5点的设定有点不完全考虑到玩家的个人技能定制 。
另外,这个设定使得人们必需关注技能树的整体加点(因为要留点开启下一层技能),而不是混合和比较 。
在最后,你只能搭建出这样的一个技能树: 1,以及部分2 2,以及部分1 2,以及部分3 等等…… We're assuming that you get one skill point per level, with 99levels you could pretty much reach the bottom of each tree by theend of the game. But that's spending in a very linear fashion. Onlyspending enough points to max out one skill from each tier. It'sunlikely those would be optimal builds whatsoever. If they are,that's a separate problem. But more than likely the "X with some ofY" I proposed above is more likely. So, I'm curious, is this lack of customization somethinganyone else is worried about? I don't doubt they understand howthese things work, and it's not done, but it just stucked out to meI guess as a problem. 我们来假设一下:如果你每一级获得一个点数,那么到游戏最终你到达99的时候,你当然可以将技能树里面的最终技能都加上 。
但是这种加点方式是非常线性的 。
我们加足够的点的目的只是为了开启下一层的技能 。
如果真的是这样,那么这个将会是个很大的问题 。
但是我猜“X以及部分Y”的形式会更有可能出现 。
所以,我很好奇,其他人又没考虑到这点呢?我不怀疑他们有他们的想法,而且这个技能树的设定还没完全,但是我想在这点上,我真的遇到了问题了 。
统一的层次结构" TITLE="暗黑破坏神3技能树最新动向统一的层次结构" /> Bashiok: As you mentioned and I had said in that rather lengthy post,we're under heavy iteration. The version shown off with BlizzCastwas a prototype in many ways, and a jumping off point in others.We're working with a modified skill tree system now of what weshowed, under heavy testing and scrutiny. It's of course not final,the ideas it proposes are something we're happy with in theirdirection but they could very well change. In fact I would bet onthem continuing to evolve. 就像你所说的那样,我曾经发过一个长贴 。
我们现在繁重的修改工作之下,之前在Blizzcast上展示的图像在很多方面只是一个蓝本,是一个跳板 。
现在我们正在做一个修改版的技能树,并且进行繁重的测试和检查 。
当然,这个技能树不是最终版本 。
不过它的发展趋势使得我们很高兴,当然他们还是很可能会改变的 。
事实上,我打赌它还是会改进的 。
So, the system we have now... you'll have to just picture itwithout any visual representation, sorry. They're not radicallydifferent visually except that the trees are all viewable at thesame time. Taking the barbarian trees (berserker, battlemaster,juggernaut) and not tabbing them, but having them all viewablesimultaneously. Side by side. This is important due to how they arenow apart of a unified tier progression. Instead of spending 5points in the berserker tree to then begin spending points in thesecond tier of the berserker tree, the new design allows you tospend wherever you like. As long as your points in the first tierof skills adds up to five, the next tier for all trees isunlocked. So, I could spend 2 points in Heightened Senses which is aberserker skill, and 3 points in Bash which is a Juggernaut skill,thus adding up to 5 points and granting me access to the secondtier of skills for all of the trees. With this amount of freedomyou can see how easy it is then to diversify yourself and yourbuild. You're no longer gaining abilities through investment, butinstead more through choice and personal preference. 嗯,现在的系统……你现在就可以不借助任何画图工具就画得出来,但是如果你没有确定你的加点分布的话,技能的效果的区别是看不出来的 。
以野蛮人技能树(狂战士、战斗大师、毁灭)为例,你无需来回切换,可以同时看到他们在一起,并排显示 。
他们现在是属于同一个层次的 。
相对之前的你需要在狂战士技能树投入5点技能点,才能开启下一层技能 。
现在是你想怎么加都可以,只要你的第一层技能加满5点了,下一层技能就会解锁 。
所以,我可以在狂战士技能树的高度警觉上加2点,在毁灭技能树的重击上加3点,这样就有5点了,然后就可以允许我在所有这些树的第二层加点 。
拥有这么大的自由度的加点方式,你会看到建立一个属于你自己的人物是如此简单 。
你不再会通过加点来增加能力,而是通过选择和个人偏好获得更多好处 。
统一的层次结构" TITLE="暗黑破坏神3技能树最新动向统一的层次结构" /> 概念图 It certainly diversifies the types and amounts of buildsavailable to players, that's obvious. This style of a unified tierapproach also helps in a few other areas though. Since all of thetrees are open we can clean up the trees a lot more, removingredundant abilities. We don't have to throw in skills that areimportant, such as damage mitigation, all over the place. You willalways have access to those skills no matter where you're spending,so they can instead be focused into a few key skills. Another wayit helps is by allowing players access to the skills they want, andthe skills we want them to have. Every barbarian is probably going to want whirlwind. And whynot? What this tree style allows for, and one reason we're prettykeen on it, is that we aren't saying "You're a 'berserker'barbarian, you can't have whirlwind". Instead, you're abarbarian,pick the key skills that define you and your character asyou want them to be. 显然,这样会使得玩家而言配置的数量和种类都变得多样化 。
这种统一的层级模式在其他方面都有用处 。
因为所有的技能树都开放了,所以我们可以使得我们的技能树更加清晰明确,主要通过对没什么用处的技能采取不加点的方式 。
当然我们不必要将那些重要的技能抛弃,例如比如伤害减免 。
不管你怎么加点都会遇到这些技能,所以他们可以被看做关键技能 。
另一方面是这种加点方式让玩家可以得到自己想要的技能,以及我们想让他们得到的技能 。
每个野蛮人都喜欢旋风斩 。
为什么不呢?这个是技能树系统所提供的,同时我们喜欢看到的是:我们不会说“你是一个狂战士系野蛮人,所以你不能拥有旋风” 。
你是野蛮人,点击你自己的技能设定,创造属于你的角色 。
One important addition to this is the skill caps themselves.Currently we're envisioning the majority of skills to be capped at5 points, to begin with. As a form of progression we're planningfor players to be able to increase the point caps of skills. Morethan likely to a maximum of 15. It's a system that's still underheavy design, but the fact of choosing and increasing key skillsbeyond their initial cap is important to this new unified tiersystem. So, once again these are things that are still under heavydesign and iteration. They're changes we're testing, and while welike how they play there are certainly issues or flaws that couldcause an entire switch to something else.. 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 。
再次说明,上述说的设定都仍然在繁重的设计和修改中 。
他们的改变同样改变着我们的测试,即使我们很喜欢他们的一些实际效果,但是很可能一点问题或瑕疵就会让结果完全变成另一个样子 。