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BlizzCast 8 Q&A D3相关及翻译

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作者:Shellbird · 更新:2009/4/6 · 收藏本文 · 【字体:
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原文:http://eu.blizzard.com/blizzcast/archive/episode8.xml
译者: shellbird
Bornakk: Welcome to the next Q&A portion of BlizzCast. We have our Diablo 3 Game Director Jay Wilson, welcome to the show!
Bornakk:欢迎进入BlizzCastQ&A的下个环节。我们请出的是D3游戏管事Jay Wilson,欢迎来到秀场!

Jay Wilson: Thank you very much.
Jay Wilson: 非常感谢

Bornakk: We have a couple Q&A questions for you today. The first one is from Daleks on USEast. Will shrines be making a return to the world of Sanctuary in Diablo 3?
Bornakk:我们今天为你准备了些Q&A提问,第一个问题来自USEast服务器的Daleks,神殿是否会在D3的庇护所世界中出现?

Jay Wilson: Well there are some aspects of shrines that we liked, experience shrines I think are probably the prime example everyone uses.
Jay Wilson: 咳,有些神殿功能是我们大家都喜欢的,每个人都会用到的经验神殿我看就是个突出的例子

They're fun because they drive the player forward.
它们有趣在能驱使玩家更深入游戏

Monster shrines are sometimes fun because they bring out a rare that you didn’t know or weren’t expecting that could come from any direction and that’s cool.
怪物神殿有时很有意思,因为它可能在任何地方变出个你没见过的或者没想到的稀有怪物,这可真cool

But for the most part, the pure mechanic of shrines, a random powerup that just appears in the world for no reason, we don’t really want to litteraly bring that back.
但是就总体而言,神殿这个机制从根本上说就是一个提供给玩家的随机的能力提升.而这个机制本身和D2的世界毫不相干.我们确实不想糟粕不分地把这个也带回(到D3)来

What we are going to try to do is integrate a lot of the best things of shrines into our quest and event systems so that when you encounter a random quest or random event that has a story context within the game it either rewards you like a shrine would reward you or something that is actually built into the gameplay of the quest. So while technically no shrines are not coming back verbatim, we are trying to bring back kind of the best things of them in a different form.
我们正打算做的是把神殿的大量精华思想整合到我们的任务和事件系统,这样,当你在游戏中遇到了一个有着故事情节的随机任务或者随机事件,也许将得到一个类似神殿效果的buff奖励或者一些融合在任务过程中的玩意儿。所以,一方面严格说来不会照本宣科地搬来神殿,同时我们也努力尝试把它们中优秀的思路用不同的形式带回到游戏中

Bornakk: So you'll still have the randomness and spontaneity of it.
那就是说你们保留了它的随机性和被动性(想了半天,觉得翻成被动也许比较好)
那么说你们在新机制中保留了神殿的随机和直观 - tremble 的版本

Jay Wilson: Exactly, and really they are kind of there to change up the gameplay and add a little factor of randomness, but we felt that very few of the shrines actually did that accomplish that goal...
Jay Wilson: 确实,而且它们(指新机制)确能稍微加快游戏进程并为游戏增加些许随机因素,但是我们认为神殿并不能真正做到这点-达到(影响游戏进程)这个层次

Bornakk: Stamina shrine?
Bornakk: 耐力神殿呢?

Jay Wilson: Yeah, stamina shrine lets you run a long time. Skill shrine made you a little bit more powerful. We feel like we can take the best and put them within actual events that are a lot more fun and have a lot more gameplay to them. [ 04:01 ]
Jay Wilson: 是的,耐力神殿能让你长时间跑动,技能神殿让你稍稍猛一点。我们想取其精华并将其放置到实实在在的、更有乐趣、也能为玩家带来更多游戏内容的事件中

Bornakk: Alright, great. The next question is from David Nishball in Fairfield, Connecticut. Will buildings and towns be enterable, like Atma's Bar was from Diablo 2’s second act?
Bornakk:好的,不错,下一个问题来自Connecticut州Narefield的David Nishball:所有建筑以及城镇都是可以进入的吗,就像D2中第二幕的Atma's Bar(译注:Atma中文版一般译为亚特玛,Atma's bar就是鲁高因右下角那个酒吧,传送门上去一点点,pass ACT2的时候得走过去和Atma谈话)那样?

Jay Wilson: There probably will be some buildings, my guess is not too far off from how many were enterable in Diablo 2.
Jay Wilson: 也许会有一会建筑(可进入),我估计数量上和D2中那些可进入的建筑相差不远

Most towns we don’t make all the buildings enterable, it’s just a ton of art to create for very little reason. Most people tear through the towns at lightning speed, so they don’t have a desire to go into the individual buildings. But we do have some specialty buildings that I’m sure we’ll go inside of throughout the quest course of the game. [ 05:41 ]
绝大部分的城填中的建筑并非都是可以进入的,这样做只是事倍功半地大量消耗美工,大多数人闪电般路过城镇,他们并不想进入某个建筑一探究竟(译注:这B扯淡都不脸红,我觉得大多数人都想跑进各个房子去瞧瞧,哪怕只是进去踢掉一个瓦罐儿),但是我们确实有一些为了完成游戏任务进程而必需进入的特别建筑

Bornakk: Okay. The next question is from James on USWest. Will there be a diverse selection of items that are viable for the end-game or will it follow the WoW-type style where there is more like one end-all-be-all set for each class?
Bornakk: OK,下个问题来自USWest的James,是否有多种多样的"终级"装备选择,还是走每个职业"一套打天下"的WOW风格?


Jay Wilson: It’s definitely diverse and it’s diverse on a lot of different fronts. When you think about Diablo 2, all the different ways you can build your character, we really expanded all the ways you can customize your character by adding in the rune system.
Jay Wilson: 决对是多元化的,而且多元在不同方面。想想D2,所有各式各样培养角色的手段,我们实际上还在此基础上加入了符文系统来进一步充实你的角色培养路线

Not only can you completely customize your skill set, much more so than you can in game like most MMOs like World of Warcraft, because of that, the items you want are based upon the skill set that you’ve chosen or the type of build that you are trying to create.
你能做到的,比在像WOW那样的MMO中所能做到的要多得多,甚至能完全自定义技能设置,正因如此,你所渴求的装备是基于你的技能选择或者跟据你为你的角色制定的预期类型而定的

And items, one of the things we are trying to do is focus on this even greater element of defining your build. So really it's up to the player on what kind of stats they want on their character, but we're definitely not shooting for a, "oh here's the barbarian armor", there is a set and when you get the full set you're done. That's just not very Diablo and it's not really the kind of gameplay we're going for. If anything we’d like the item set to be a lot more diverse than it was in Diablo 2.
至于装备,一件我们正在至力干的事就是在这个影响你的角色制定的重大元素上投入更多精力。真的,装备取决于玩家对其角色的预期,但是我们决对不会搞出这么个东西“噢!这个个BB甲!”也不会搞出这么一个套装,当你凑齐一套,你就飞升了。这样似乎不太Diablo,但这确实不是我们想要的游戏体验。如果说还有什么是我们想在套装上实现的,就是让它们比在D2中更加多样化。

Bornakk: Always something to collect right?
Bornakk: 总会有所追求是吧?

Jay Wilson: Exactly, always a new build to try out. [ 06:19 ]
Jay Wilson:完成正确,总会想做新的尝试


Bornakk: Right, exactly. The last question we have today is from James Wichtowsky. Have you settled on a particular color scheme for item drops?
Bornakk: 好好好,今天最后的问题来自James Wichtowsky.你们已经设定好掉落物品的颜色了么?

Jay Wilson: We've kind of gone round and round on color scheme. I know with World of Warcraft when they decided on a color scheme to fit quality, they were taking that from Diablo 2 and other MMOs, but they chose a color set that they felt was easier to read.
Jay Wilson: 我们对色彩方案作过多种尝试。我知道WOW采用颜色来区分品质,这招就是他们从D2以及其它MMO中学拿来的,但最终,他们使用了一套他们认为易于辨识的方案

We actually tried to emulate that for awhile, I think actually our announcement build or maybe our BlizzCon build was actually using a color scheme very similar to World of Warcraft and we generally found we just didn’t like it, it didn’t feel Diablo. So something as simple as that didn’t feel Diablo anymore.
开始我们曾模仿过那套色彩,我想我们当初的发布版本也许还包括BlizzCon版本就用的是一套和WOW非常相似的色彩方案,而我们一帮子人都觉得不爽,它一点也不Diablo,反正就觉得完全没Diablo味了。

Color scheme is pretty solid right now, it follows very closely to the Diablo 2 color scheme.
现在色彩方案已基本确定,它非常接近D2的色彩设计

We slightly shifted some of the hues to help, especially with color blindness, to try and get some of the more problematic combinations.
我们为了帮助辨识——特别为了色盲,还努力找出了那些容易混淆的东西,对其稍微的调整了色调。

We took out, for example, uniques were gold, we’ve changed their color I think we did purple which is a bit of a nod to World of Warcraft but the problem was gold and yellow were really close. Even though the gold lettering was unique and everything it was often very difficult to tell the two apart. So we just did that not to get away from Diablo but to try and fix that kind of readability issue.
我们的改动,比如唯一物品是暗金色的,我们把它的颜色改成紫色似乎是在向WOW示好,而实际上是因为暗金和亮黄(亮金)实在太近接了。即便暗金的字体也是独立唯一的,我们依然很难分辨出两者。于是我们采取了一套即不太偏离暗黑基调,同时又修正了一些可读性问题的方案。

What we found is that if we try and get too far from Diablo it doesn't feel right, so right now magic items are blue, rare items are yellow, unique items I think they're purple I'm operating off memory here but they might be different actually because I think we use purple for something else for an item type we haven’t announced yet. Then if we do set items they'll be green, we haven't made a call on set items yet.
我们发现(色彩)如果远离Diablo的风格会感觉很糟,所以,现在魔法物品是兰色,稀有物品是亮黄(亮金),唯一物品我想会是紫色——我记忆中是这样但是他们很可能最终会有所改变,因为我们有可能把紫色赋给一种目前还没有公布的新物品品种。如果还有套装,那么它们会是绿色,不过我们目前还没有涉及到套装具体设计。

Bornakk: Okay, well that’s all the questions we have for today, thanks for coming in Jay.
Bornakk: 好啦,这些就是今天的全部问题啦,多谢捧场,Jay

Jay Wilson: My pleasure.
Jay Wilson: 我的荣幸~

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