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楼主: poisonsoup

【游戏资料】 从2008到2011 见证了我们的岁月

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发表于 23-10-2010 09:05 AM | 显示全部楼层
Demon Hunter有一招Fan of knives讓我想到dota的Phantom Assassin
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 楼主| 发表于 23-10-2010 09:14 AM | 显示全部楼层
應該是把amazon和assasin合體了
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发表于 23-10-2010 09:24 AM | 显示全部楼层
角色也全部確定了~應該很快就會公佈beta的時間~
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 楼主| 发表于 23-10-2010 09:29 AM | 显示全部楼层
這次beta一定要參加到!
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发表于 23-10-2010 09:31 AM | 显示全部楼层
Diablo III - A Hero Emerges



Immediately following the opening ceremonies and the announcement of Diablo III's demon hunter, the game's fifth and final playable class, the team took the stage to discuss the making of the new class, as well as an overall update on hero design, skills, and customization. In attendance was Game Director Jay Wilson, Art Director Christian Lichtner, Lead Character Artist Paul Warzecha, Lead World Designer Leonard Boyarsky, Technical Game Designer Wyatt Cheng, Lead Content Designer Kevin Martens, Lead Technical Artist Julian Love, and last but certainly not least, about 20,000 of their closest friends.

As many had guessed, the demon hunter fills out a gap in the hero archetypes by adding a ranged-weapon class to the Diablo III roster. In fact, a ranged class had always been the plan, but originally the demon hunter was called the ranger and took a woodland-hunter vibe. But as the other heroes were designed, created, and announced, the ranger began to lose its luster. It just wasn't stacking up to be as cool as the other classes, and so it went back to the drawing board.

When designing the class, some core ideas kept coming back and ended up driving much of the design. The class needed to be dark, mysterious, medieval/gothic, and most importantly feel like a ranged class. The name and idea of a demon hunter were born. Some early ideas included having an actual demon be a playable class, but it was quickly reinforced that heroes in Diablo need to be human. That idea evolved into the demon hunter having a demonic presence overtaking one of its arms, but this proved to feel too melee-oriented, since you'd constantly want to punch demons with your demonic arm. So with some of the more outlandish ideas out of the way, a slender, dark, sexy, gothic character began to take form in the demon hunter as it exists today.

The demon hunter has a unique vibe in that while it is a ranged class, it takes on some additional flavor from the use of gadgets, acrobatics, and shadow magic. The basic premise of the demon hunter sells the concept that it is a class of people who wait, stalk, and prey upon demons. Their sole purpose is to rid Sanctuary of the demonic threat, and they've spent time not only honing their minds and bodies to kill demons with dual crossbows, but also by laboring in a workshop creating gadgets to help get the job done. In addition, their thirst for the destruction of all demons is so great that they've invested themselves in the dark art of shadow magic to assist in their quest. The team showed videos of several of the demon hunter’s signature skills, which can be viewed over on the class page.

Demon Hunter class page - http://us.blizzard.com/diablo3/characters/demonhunter.xml

Taking a step back from the demon hunter, there have been numerous changes to classes in general, and the current state of class design and character customization was laid out in detail. Skills are at the core of what defines a character. Fast and flashy, slow and defensive, powerful but limited, and plenty of other permutations besides. These basic concepts that can help define a character all rely on the skill system. The Diablo III skill system has gone through a few iterations during the development process, and the latest and greatest was shown off at this BlizzCon. With seven skill slots to choose from, players will be able to mix and match skills from an ever-growing pool of abilities as they level. With the inclusion of skill runes, the number of combinations is almost beyond comprehension. Almost, because we took some time, did some math, and found out that the number of skill and rune combinations available in the game reaches an astronomical number of just under 97 billion. That's purely skill and rune combinations and doesn't factor in any of the other character customization systems.

Speaking of character customization, a few new systems have now been revealed. To cut down on the number of skills and focus on just active abilities, passives have been moved out of the main skill tree. There is now a secondary tree that contains nothing but passives, which are now called traits. Traits are individual passive abilities that you can spend points in to alter core attributes and mechanics. Trait points are gained every other level, which allows even these passive abilities a way to provide an exciting and noticeable increase in power or effect. Some examples of traits were given, and both their lore and mechanics described. An example for the barbarian, Inner Rage: "While most orders teach the merits of calming the seas of the soul, the guardians of Arreat have embraced the raging inner storm." This trait can have up to five ranks. It reduces the rate of Fury lost and increases Fury gained for hitting the same target.

Some of the specifics of the trait system aren't quite complete, with a laundry list of tasks and problems left to solve. The UI for the system isn't final; a more awesome version is in the works. The idea of gaining points every other level also isn't necessarily set, and while it's the current best solution, the search continues for a better one. Right now each class also has too many traits with too many ranks, causing the same overcrowding problem that splitting traits away from active skills was attempting to alleviate. Those are issues that will be worked on, iterated, and polished as the development process continues.

Another new feature was revealed, or rather shown, for the first time: the talisman. Charms in Diablo II were items that sat in your inventory, forcing players to choose between precious storage space and character power. Most people ended up filling their inventory with charms, and only leaving enough space to pick up one or two items. That's not an ideal system in a game with such a focus on acquiring loot, so the talisman system provides an elegant replacement, setting aside a dedicated space on the character sheet to place charms and gain their effect. Rather than choosing between inventory space and useful charm effects, you'll be making decisions about which selection of charms to put on your talisman.

The skill rune system made a welcome return, as the team unveiled the latest iteration on the concept. Runes provide a powerful avenue of character customization, as they can be applied to skills to substantially alter both their mechanical effects and the visuals associated with them – one example the team showed was the witch doctor’s Plague Toads skill, which with the application of different runes morphs into a rain of toads from above or a single giant toad able to swallow demons whole. Skill runes come in five loosely themed types: crimson, indigo, obsidian, golden, and alabaster, each of which is available in seven power levels. A level-one rune applied to the wizard’s Magic Missile skill fires two missiles, while the max-level rune turns it into a screen-filling barrage.

As also announced during the opening ceremony, the player-vs.-player (PvP) portion of Diablo III has now been revealed, and is known as the battle arena. These are small gladiatorial arenas specifically designed for fast and furious PvP combat. They focus on team-based combat (balancing for 3v3), using each player's character from the single player/co-op game, with a 'best out of' format. With almost 97 billion potential skill and rune builds, and then factoring in items, the talisman system, and traits, character balance isn't likely to lend itself to an eSport, and in fact the PvP for Diablo III has always been designed a side game intended purely for fun. We know you like killing each other, so that's what it's there to provide. Even though it's not a hardcore ranked system designed to determine the best in the world, there will be matchmaking to try to get players together of similar skill, and there will be a personal progression system that will reward your character for participating in PvP.

We'll be back tomorrow with a recap of the Crafting Sanctuary panel, where the designers, artists, programmers, and writers will provide insight into what it takes to create the world of Diablo III. See you then!


http://forums.battle.net/thread.html?topicId=27387871468&sid=3000

開來charm不能收起來了~invetory space也是有限制了~要在武器和charm做出選擇~
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 楼主| 发表于 23-10-2010 10:09 AM | 显示全部楼层
他讲的是。。
d2的时候常常要在inventory里做出选择,
通常人们都选择用charm来填满inventory增加能力
可是这不是他们的初衷

现在d3有talisman system可以放charm,要放什么charm还是需要做出选择
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发表于 23-10-2010 10:16 AM | 显示全部楼层
你忘了d3全部角色是可以選男女的嗎?
poisonsoup 发表于 23-10-2010 08:51 AM



    问题是....没有那个微细的差异阿,男女弓手,法师,战士等的性别差异
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发表于 23-10-2010 10:19 AM | 显示全部楼层
對,我知道,我的意思是不能只是注重收charm~也要放些裝備,然後打王後的裝備是隨機掉給人還是拿了後自行share?~

D2我沒什麼玩,其實也不是非常了解,之前的charm放哪裡的?
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 楼主| 发表于 23-10-2010 10:24 AM | 显示全部楼层
本帖最后由 poisonsoup 于 23-10-2010 10:31 AM 编辑

就是放身上的包包里 zzz..

浪廢地方。。可以又不得不放進去
屬性很重要


裝備的掉落應該是各人掉各人的裝備,可能不會掉落相同裝備
隨后可以自行交易

d2的搶裝備風气是看誰手快 ping好
法師站遠遠的永遠搶不到

這樣的結果是
后期只想SOLO ,沒人組隊..
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发表于 23-10-2010 10:35 AM | 显示全部楼层
就是放身上的包包里 zzz..

浪廢地方。。可以又不得不放進去
屬性很重要


裝備的掉落應該是各人 ...
poisonsoup 发表于 23-10-2010 10:24 AM


現在應該注重裝備了~
這樣也比較公平~不然法師貢獻最多DPS的每次都什麼屁都沒有~
這樣也更加加強玩家的凝聚力~才會有更多人組team殺王~
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发表于 23-10-2010 10:37 AM | 显示全部楼层
问题是....没有那个微细的差异阿,男女弓手,法师,战士等的性别差异
阿貝 发表于 23-10-2010 10:16 AM



其實我覺得就只是性別不同,男女都是一樣的~不可能男的比較多血,女的比較多mp吧~不過其實男女角色重要嗎?以後會出結婚系統?@@"
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 楼主| 发表于 23-10-2010 10:37 AM | 显示全部楼层
问题是....没有那个微细的差异阿,男女弓手,法师,战士等的性别差异
阿貝 发表于 23-10-2010 10:16 AM



    這個之前就討論過了
blizz不希望

因為性別擁有特殊能力而造成另外一個性別被冷落
好饒口啊!
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发表于 23-10-2010 10:39 AM | 显示全部楼层
終於...爬完71樓的貼了
也剛好第5個職業出現了
期待期待
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 楼主| 发表于 23-10-2010 10:42 AM | 显示全部楼层
本帖最后由 poisonsoup 于 23-10-2010 10:46 AM 编辑
現在應該注重裝備了~
這樣也比較公平~不然法師貢獻最多DPS的每次都什麼屁都沒有~
這樣也更加加強玩 ...
kira 发表于 23-10-2010 10:35 AM


你會看見boss要死的時候
全部人立刻跑去貼緊緊boss的身邊
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发表于 23-10-2010 10:55 AM | 显示全部楼层
paladin才是最強的DPS
poisonsoup 发表于 23-10-2010 10:42 AM



   我還以為是法師。。。希望d3是法師dps最強
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发表于 23-10-2010 11:03 AM | 显示全部楼层
是不是?给我猜中!因为之前的gameplay看到怪物跌弓出来,就可以知道了
HiBiKi1314 发表于 23-10-2010 11:01 AM



   算你厲害這樣也被你發現看了demon hunter的skill讓我對demon hunter有些興趣了,我要放棄monk了做個惡魔獵人 rf
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 楼主| 发表于 23-10-2010 11:05 AM | 显示全部楼层
我還以為是法師。。。希望d3是法師dps最強
kira 发表于 23-10-2010 10:55 AM



    之從v1.10patch,當hell mode的怪增加之后

法師就被廢了
只有特定几個地方好打


不過打寶還是法師比較好用
有teleport一路閃進去打boss
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 楼主| 发表于 23-10-2010 11:08 AM | 显示全部楼层
我要放棄monk了做個惡魔獵人 rf
kira 发表于 23-10-2010 11:03 AM



  




YOU ARE NOT PREPARED!
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 楼主| 发表于 23-10-2010 11:11 AM | 显示全部楼层
你做么?好像不接受事实酱
HiBiKi1314 发表于 23-10-2010 11:09 AM



    沒有啦

發現這個是一個梗 很好玩
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发表于 23-10-2010 11:12 AM | 显示全部楼层
之從v1.10patch,當hell mode的怪增加元素抗性之后

法師就被廢了
只有特定几個地方好打


...
poisonsoup 发表于 23-10-2010 11:05 AM



D3的怪還不知道有沒有這樣的抗性~可能會有怪也是皮厚血多攻擊高讓barbarian打到吐血而法師也可以輕鬆秒掉的怪~
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