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Bashiok关于鼓励玩家组队的看法

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作者:Bashiok · 更新:2009/7/15 · 收藏本文 · 【字体:
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Bashiok recently posted quite a few responses to some questions that were raised by members on the Battle.net forums in regards to Blizzard encouraging people to play games together rather than going off on single-player missions.
Bashiok最近回应了几个会员在战网论坛发布的关于暴雪鼓励玩家组队游戏的问题.

Quote:
"The distance limitation you're speaking of in being considered an active participant already exists in the game.
关于活跃参与者的有效范围已经在游戏中存在.

The item benefit of playing together is due partly to the per-player item drops, but also increase in items-per-minute ratio due to
groups killing faster than a single player. The amount of items dropping with each additional player is slightly higher than if those
players were to just play in their own games. Now, that's slightly deceiving because we're talking about the entire pool of drops, but
actually each player sees and receives an equal portion, so in this case we're looking at the drops as if they were shared completely
freely within the group. This may not be the case for all items or groups.
组队游戏的好处不仅每个队员都有各自的物品掉落,而且还提高了每分钟物品掉落的比率因为队伍杀怪远比单人杀得快.掉落物品的数量会比单人游戏稍微提高一点.这个有一点蒙骗行为,因为我们当说整个游戏库的物品掉落时,每个玩家都会看到和获得相等的部分.

Still, if you have three friends and you're all buddy-buddy with each other and sharing everything, the benefit of playing together for
item drops is noticeable. If you're all being very stingy and not sharing anything, or just throwing out the crap, you'll still see a
slight increase just from killing speed.
当你有三个朋友并肩杀怪并分享所有物品,组队游戏的物品掉落好处是非常显着的.如果你非常吝啬,只扔差的装备,你的物品掉落也会稍微高点,这只体现在杀怪速度上.

But anyway, with all that in mind, there is already of course a distance limit in which you'll be considered an active participant in a
monster kill to be able to receive a drop from it. If you're out of range and someone in your party kills something, you don't get a
drop from it. It's a very obvious solution to deal with a very obvious issue. The range is fairly forgiving.
无论如何,只有活跃在有效范围内的参与者在杀怪后才获得物品掉落.如果你不在有效范围,你的队友杀了怪,你是不会获得物品掉落的.有效范围是相当宽大的.

So instead our focus turns to helping groups help themselves through various mechanics to keep everyone together. But those are
specifics for another time though."  
因此我们的焦点应放在通过不同的组合来保持队伍的完整.这是另外的话题了.

He then went on to respond to more user questions:
他然后还回应了其他玩家的问题:

"By the sounds of it, being an "active participant" simply means you have to be within a close proximately of the monsters on death, but that does not mean that you will actually need to help in any way, shape, or form in killing it."
作为一个活跃的参与者意味着你只需要处在接近怪物死亡的地方,但这不意味着你要帮忙参与杀怪中.

Quote:
"If you did need to damage every enemy in order to get a drop from it we would essentially be requiring all players who wanted to play
in groups build their characters for AoE damage. It would then be enforcing the exact opposite of teamwork. Everyone would be going
crazy trying to do as much damage to as much as possible so they could try to get a drop off of it.
如果你真的想杀死全部敌人来获得所有物品掉落,我们需要在队伍中的所有人物学习和使用区域作用魔法.这就跟我们强调的全队合作相反了.每个人都会尝试杀死最多的怪物来获得最多的物品掉落.

We could then rename the game to Antithesis of Fun."  
这样我们可以将游戏命名为对立的乐趣.

"Correct me if I'm wrong, but isn't that the exact same thing that is happening in Diablo II baal runs, where there are 1 or 2
Hammerdins killing everything and the rest of the players is composed of leechers doing nothing more than picking up the drops?"
纠正我如果我说错了.在D2杀巴尔中,不是只有1到2个锤子PAL在杀怪,其他的都在等物品掉落而什么也不做.


Quote:
"There's nothing wrong with the idea of friends running other friends through the game. Have a friend with a higher level character?
Cool, have him help you through the game if you want. That doesn't mean we won't have some limitations or slight impedances, for
instance we probably wouldn't want it to figure out to be the best way to level, but the general idea of friends helping friends is a
positive aspect and something we want to retain as best as possible."  
让朋友帮助通过并没有问题.你可以让一个高级别的人物帮助你通过.这不代表我们不会作出一些稍微的限制,例如我们不希望让他们掌握升级的最好方法,但是朋友间帮忙的概念是正确的,这也是我们希望保存的一个亮点.

"The problem I personally have is just those that do nothing but leech, or the players that do absolutely nothing to contribute to the
party but is shared equally in the rewards. Again, the example of baal runs in Diablo II comes to mind. In baal runs, we often see AFK
naked characters wielding nothing but Ondal's Wisdom for the 5% to Experience Gained sitting in the corner or within that distance that you were talking about for Diablo III inorder to "earn" the rewards without actually doing anything. Sometimes they are not even AFK, so they run around and pick up the drops, and again, this sounds like it could be done in Diablo III, with or without bots. Maybe it's just
me, but I have never thought that leeching or having leechers follow me around all day doing nothing but picking up the loot from my
kills was a whole lot of fun."
我个人认为的问题是我不想他们什么也不做,什么贡献也没有就获得同样的物品掉落.再一次如D2杀巴尔的例子,我们常常看到一些没有装备的玩家,什么盾牌也没有,拿着+5%经验的奥恩德的智慧躲在角落,在D3中将会是躲在有效范围内以获取物品掉落.有时他们还或跑来跑去,到处捡掉落的物品.这个也可以使用在D3中,无论有没有BOT.或许这只是我,但我从来没有想到有一些玩家整天跟着捡我杀死怪后掉下的物品是一种乐趣.


Quote:
"Players joining your games that do something to annoy you will always be a problem as long as you allow them to. So really the simple solution here is to not play in publicly open games.
一些玩家进入你的游戏做一些令你惹恼的事是一个非常头痛的问题.因此最简单的解决方法是不进入公共的游戏.

But, from a game feature side, it sounds like what you're actually asking for are game moderation options. Such as the ability for the game creator or game participants to kick, ban, squelch, etc. And maybe those are some possibilities, maybe, but they themselves could easily be turned around and used as griefing tools themselves.
但从游戏方面来看,你需要一些适度的选项.例如游戏创建者或者参与者可以踢,禁止或者镇压其他玩家等.这是可能实现的,但是这些功能会很容易被用在其他问题上.

There are solutions. I don't think it's a problem that warrants a lot of time at the moment though."
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