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Game版 - [蓝贴] 游戏设计师Travis浅谈暗黑3未来改动趋势
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相关话题的讨论汇总
话题: 玩家话题: players话题: items话题: 词缀话题: 游戏
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m**u
发帖数: 6452
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http://bbs.d.163.com/thread-172511237-1-1.html
今天,暴雪的游戏设计师 Travis Day 在给玩家的回复中详细谈了暗黑3游戏未来改动
的趋势。他从游戏挑战性、物品和拍卖行、角色个性化、物品掉落数量过多、找到属于
玩家自己的物品、技能多样性、锻造系统、社交功能等多个方面对游戏当前状况和未来
发展趋势进行了分析。
他的回复提到,暗黑3未来可能增加更多强大的新词缀,来改善现在玩家将三攻装备作
为唯一追求的局面。他还提到传奇物品可能加入更多实用的效果,例如一双可以无视碰
撞体积穿越怪物的传奇靴子。在角色个性化方面,Travis Day 说在后续的版本中玩家
将能改变装备的外形。他还说到巅峰等级系统可能在未来迎接一次巨大的改变,玩家将
能通过新的巅峰系统更加自由地提升角色的战斗实力,不过这将是一个长远的计划,短
时间内不会与玩家见面。
原文地址
很感谢你能挤出时间把你的想法如此详细地告诉我们。这篇帖子中有非常多值得关注的
话题,我想向大家分享一下我们的看法。请耐心阅读。
挑战性
游戏的挑战性具有很高的价值;如果玩家脸滚键盘就可以完成全部的游戏,那么他们一
定不会有什么成就感。我想大部分人都同意,游戏在发售之时太具有挑战性,难度过高
。依靠那时的装备和职业很难打通炼狱难度,这样的高难度在很大程度上逼迫玩家在拍
卖行花费大量的时间。当玩家处于这样的高难度环境中,他们很自然地找到克服它的方
法,这通常意味着单纯地依赖最强大的物品和技能。很不幸这让很多玩家失去了游戏中
原本应有的“乐趣”。我们已经采取了一些措施来改善这个问题;整体降低炼狱的难度
,提高部分不常用的技能的效果来增加游戏的多样性,增加怪物威能,允许玩家设置令
他们感到愉悦的难易水平。对于游戏的挑战性,我认为最正确的方式就是让它具有可选
择性,比如某些玩家愿意挑战难度更高的游戏,而有些玩家则更愿意享受更轻松的游戏
体验。
物品和拍卖行
物品是一个非常有深度也非常敏感的话题,所以我会尽最大的可能向大家提供一些我们
对它的见解。一直以来我们都收到玩家关于去掉“垃圾”词缀的建议,还有一项建议则
是把所有的好词缀放在一个共享列表里,使他们不会同时在一件物品上出现。表面上看
这两个提议都不错,不过这样的物品系统并不是我们想要的。我曾经在以前的文章中讨
论过“垃圾词缀”的话题所以在这里我就不多说了,不过我们可以让这些词缀变得对某
些玩家有用。拾取距离对巫医的作用就是个很好的例子。这里特别要提到的是伤害反射
词缀,我想所有人都会同意它目前的效果平淡无奇,不过我确信,我们对包括反伤核心
机制、相关职业主动和被动技能进行足够的修改之后,它将创造一个新的游戏风格。
暴击几率,暴击伤害和攻击速度这一组词缀是相互独立的,虽然它们给玩家带来了更多
选择,但是最终玩家还是会选择那些三个属性同时存在的物品。我认为这个问题有一些
潜在的原因,在做出阻止这三个词缀同时出现在物品上的极端改动前,我们应该慎重考
虑。第一个原因并不是因为三攻的物品太好了,而是因为三攻的物品是现在唯一的极品
。当然玩家会希望在同一件装备上尽可能同时获得这些除了主属性以外唯一的三个攻击
属性,来直观地增加伤害。在这里我不想去谈主属性作用机制的好坏,我想说的是通过
大量的测试,统计和分析后,最终我们认为现在主属性的作用机制对于暗黑3非常合适
。我想关于物品问题的进一步解决方案应该是加入更多让玩家感兴趣的词缀,促使玩家
思考一个问题,“在物品有限的六个词缀中,最理想的是哪些”。当一副完美的手套有
着“核心属性,体能,全抗,暴击几率,暴击伤害,攻击速度”这六个词缀,而你再也
无法想象会有什么其他的词缀可以替换时,问题就严重了。在游戏中加入更多的词缀而
不是限制原有词缀的出现,将增加游戏的自由度,玩家可以更好地打造属于他们自己的
独特角色,这正是我们希望看到的。如果手套也能随到诸如百分比增加范围伤害,击中
生命恢复,技能增强词缀或其他你想要的词缀,那么玩家就不会再认为三攻是他们唯一
的追求了。
说到三攻物品,就不得不谈谈拍卖行,因为拍卖行的存在,想要获得这些三攻物品实在
是太简单了。基本上,我并不反对这些玩家极度渴望的三攻物品存在,但是当获得这些
物品成为必然结果的时候,问题就来了。如果拍卖行从来都没有存在过,玩家就不会对
三攻物品的存在感到沮丧,感到沮丧的原因将会是运气不够好没能找到自己的三攻物品
。所以总体来说,我认为问题的正确解决办法不是暴力的从游戏中移除三攻物品,而是
除了三攻以外,在装备的词缀上给玩家更多的选择。我认为你对于词缀的想法很酷,之
前我们花了很多时间讨论我们可以为装备增加什么样的未曾出现过的犀利效果。在你的
这些想法上我们甚至可以更进一步。对于未来物品系统,我们投入了大量精力,也有不
少很棒的想法。为了让大家更清楚地理解我们改动的方向,我举个简单的例子,透露一
下我个人最喜欢的点子。想象一下有这样一双传奇靴子,上面写着“使你变得虚无,可
以自由穿越敌人”。不过现在还很难说这个点子以后是否会被砍掉,不过我们想尽自己
所能,让传奇物品成为能让玩家心跳加速的东西。
角色个性化
你所谈到的“涅法雷姆能力属性”其实是兜着圈子暗示我们该重新启用暗黑2的技能模
式。在那个年代旧技能系统确实很有趣,但是我认为用今天的眼光来看它的确有点过时
了。在那个时候,人们为了尝试不同的 build 练了成吨的角色。虽然那时候我也有很
多美好的回忆,但是我记得,通常的结果是在我投入大量时间让一个“超酷新角色”成
型时,它让我彻底地失望。
今天不同的网站页面和和玩家分享的帖子让当年重练人物的方式黯然失色。你读到了别
人分享的帖子,认为那个 build 看起来很酷,然后你自己也尝试了一下,或是糟糕,
或是非常好用。暗黑3今天的技能系统鼓励玩家尝试更多不同的 build ,而不再“惩罚
”那些敢于创新的人。和暗黑2唯一的不同点在于,如果最终你的想法没有达到预期的
效果,也不用花上几十个小时重新练一个废角色。
个性化的角色很有趣。人们总是想表现得与众不同,而我们想给玩家提供更多的途径来
达到这个目的。我们讨论了很多想法,并且有一个改进系统的长期计划来帮助它实现。
其中之一是我之前所说的,加入一个允许玩家变更角色外观的系统。另一个我们从未提
及的,则是改变巅峰系统的运作方式,在角色的实际战斗能力方面向玩家提供更多的个
性化选择。这个系统的细节还在设计中,短时间内还不会与玩家见面。我们同意个性化
是很重要的,我们希望可以给玩家提供更多途径来展现自己,来另自己的角色和朋友或
者论坛上的其他人区别开来。
物品掉落数量过多
对于这个问题,我将在下周的关于物品系统的博文中详细讨论。简单的说,我们同意现
在物品的掉落数量太多了,并计划减少玩家看到物品的频率。同时采取将措施提高你所
能看到物品的品质,最终的结果是玩家将看到少量更好的物品,而不是成吨的你不想看
到的垃圾。
传奇和套装物品
我已经在本文中提到了这个问题,也将在下周的物品博文中详谈。就说一句吧,我们同
意你的观点,我们想要传奇装备跟上游戏改动的步伐。
找到属于玩家自己的物品
每当我们谈论起暗黑破坏神的核心,还有我们所希望游戏体验,绝对不会是“我们想让
玩家去打金然后从拍卖行买装备”。拍卖行确实对暗黑3产生了巨大的影响,我们也在
不断地讨论它。不过我们讨论的话题通常是“我们如何才能让玩家找到属于自己的物品
,而不是去拍卖行购买”。新的锻造配方和恶魔精华的加入在一定程度上改善了这一状
况,为了更好地解决这个问题,我们还有很多长期的想法和计划。我们的最终目的是让
玩家找到属于自己的装备,这样游戏才更有趣。暂时还没能做到的原因有以下几点。一
是暗黑3装备的内在随机性。二是拍卖行的存在几乎完全抹杀了玩家间面对面的交易。
三是当玩家捡起应该另他们兴奋的装备,大多数时候他们反而更加失望,因为总觉得这
件装备还不够好。这些问题都很严重,我们希望能尽快解决它们。
技能多样性
这是我们正在不断努力提高的部分。确实,现在有很多符文和技能并不让人满意,不过
回顾我们发布的补丁,你就会发现,我们正在不断地增强它们的平衡性。一方面我们设
计符文为了提高游戏的乐趣和效果。另一方面,我们试图加强符文间的竞争,但是玩家
通过数学计算总是能找出收益最大的那个。有些情况则是,某些技能或是技能组合过于
强大,几乎掩盖了所有的其他选择。旋风斩/冲刺/战斗暴怒就是一个很好的例子。我们
确实有些很酷的想法,但我不想在这里讨论设计的细节。这并不是一个一夜之间就能解
决的小问题,但我们相信,我们将在之后的时间里不断改善这种状况,大家将会在每一
个补丁的发布中看到我们正在为此努力。
锻造
锻造系统的设计初衷和最终产物并不一定是一致的。某些玩家并不热衷于锻造系统,其
中的原因可以列出一张长长的清单。这不仅仅是因为拍卖行的存在。如果可以直接购买
你想要的装备,为什么还要去打造那些随机的东西?我们正在不断探索新的想法,让锻
造系统更加贴近游戏,并企图让它在整个游戏的物品系统里占有更重要的地位。我们曾
讨论过让玩家控制成品的一部分属性,或是在不改变词缀的前提下,让玩家通过锻造系
统刷新装备上词缀的随机数值,诸如此类。随着时间的推移,这个系统应该会在暗黑3
的游戏体验中发挥更大的作用。
社交功能
这个部分还有很大的提升空间。说实话,以前我与我的兄弟还有其他两个好朋友合作作
战时,我总觉得他们的存在降低了我的 farm 效率,而 farm 则是暗黑系列的核心乐趣
所在。从那时候开始,我们做出了一些改动来加强合作模式的游戏体验,例如减少了合
作模式中怪物的血量,移除了怪物的伤害加成。总之,我们需要对游戏部分和非游戏部
分的社交功能进行加强。我们想要让玩家更容易找到那些志同道合的战友,我们尝试在
不久的将来实现这个功能。
结论
我回头读了这篇文章很多次,大脑已经开始融化了。暗黑破坏神团队充满着难以置信的
激情,并正在不断努力让这个我们热爱的游戏变得更好。这篇文章中有很多话题,我希
望它们消除你的疑惑,我也希望自己这辈子都不用再写这么长的回复了。
Thanks for taking the time to put your thoughts on paper for us. There are a
lot of topics here that deserve attention and I want to share our views on
them with all of you. Stay a while and listen.
Challenge
Challenge is certainly something that has value; players can’t feel a sense
of accomplishment if everything in the game can be face rolled. I think
many people would agree that, at launch, the game was too challenging. It
was very difficult to progress through Inferno depending on your class or
items and the challenge was a large part of the reason players felt like
they were driven to the AH in the first place. When you present players with
difficult content they will find a way to overcome it which usually means
using only the most powerful items and abilities. The unfortunate side
effect is it also drives players away from the play styles they feel are “
just fun”. We have taken steps to improve this problem a number of ways;
reducing the overall difficulty of Inferno, improving the potency of
underused skills to allow players more diversity in their gameplay, and
introducing Monster Power to allow players to set the game to a level which
they feel is enjoyable. I think the right way to introduce challenge is to
make it optional, for example having difficult content for the players that
enjoy it without penalizing the players who prefer a more relaxed gameplay
experience.
Items and AH
Items are a topic with a tremendous amount of depth and also a very
sensitive subject, so I’ll do my best to provide some of our insights into
the matter. Removing “bad” affixes is certainly a suggestion that surfaces
from time to time, another suggestion is to group all the good affixes into
a shared category so that they can’t all roll on the same item. I think on
the surface those sound good but the reality of what they would do to the
itemization isn’t what we want. I addressed the topic of the “bad”
affixes in a prior post about items so I won’t go into too much more detail
here, but I think it’s well within our ability to make those affixes
compelling for some people, Pickup Radius and Witch Doctors are a good
example of this. Specifically as it relates to Thorns, no one will disagree
that in its current state is pretty lackluster, but it supports a play style
that I’m sure we can capture with enough alterations to both the core
mechanic and some supporting class abilities and passives.
As it relates to bucketing affixes so Crit Chance, Crit Damage, and Attack
Speed are mutually exclusive, yeah that would add more choice to item
selection, but it would be artificial. I think this issue has some
underlying causes that we should look at before going to the extreme of
preventing them from existing on the same item. One of the first reasons
trifecta items are an issue isn’t that they are so good; it’s that they
are the only thing that is good. Of course you want the only three stats
that increase your character damage in a meaningful way on the same item,
because there are ONLY three stats that increase your character damage in a
meaningful way other than your primary stat. I don’t want to derail this by
getting into why primary stats were introduced or debate whether they are
good or bad. I do want to say that Diablo 3 has been through much iteration
during which a vast number of approaches to stats and items were tested and
in the end we felt primary stats were the right thing for Diablo 3. I think
a better approach to this issue is to introduce more affixes that players
are interested in, so there is a sense of tension over what the six affixes
are on your “ideal gear”. When a perfect pair of gloves is “Core Stat,
Vit, Res All, Crit Chance, Crit Dmg, Attack Speed” and you can’t even
imagine another stat you would want instead of one of those, we have a
bigger problem. Introducing more choice instead of less and giving players
more ways to feel like they are customizing their character is what we want
to see. If gloves also had the ability to roll +% School Damage, +Life on
Hit, Skill specific affixes, plus a couple more things you want, than
players may find themselves in a situation where trifecta isn’t as clearly
defined anymore.
The “problem” with trifecta items can’t be discussed without also
pointing out that it is only a problem because the AH makes obtaining these
items so easy. On a basic level, I have no problem with items existing that
players highly desire, but when it is a forgone conclusion that you will
have those items then we have problems. If the auction house never existed,
players wouldn’t be upset that trifecta exists, they would be upset that
they haven’t been lucky enough to find their own trifecta items. To
summarize, I think the right solution to this problem isn’t cutting
trifecta items from the game, but rather it’s about getting to a point
where you want more things than you can fit on an item.
I think your affix ideas are cool, and we have spent a lot of time lately
talking about what kind of awesome effects we could put on items that we don
’t currently have. I’d even say that as cool as some of these ideas are,
we can go even further. We are putting a lot of effort into coming up with
really awesome item ideas for future content. I’ll give one quick example
of my personal favorite so far before moving on and also to give context to
the direction we are moving in. Imagine a pair of Legendary boots that read
“Makes you ethereal, allowing you to freely move through enemies”. Whether
or not that idea makes the final cut is hard to say, but we want to really
push the boundaries as much as we can, so legendary items become things that
players can get really excited about.
Character Customization
Your system idea for Nephalem Power Stat is basically a roundabout way of
suggesting we re-implement the Diablo 2 skill system. The old skill system
was fun, back in the day, but I think it’s honestly dated in today’s
landscape. People fondly remember making tons of characters and trying out
different builds, and while I have a lot of those same fond memories, I also
remember that usually the end result of my time investment in my “cool new
character” was complete and utter disappointment.
Today the availability of web sites or posts about character builds would
mostly overshadow any of that old character rerolling. You would read a post
saying someone else tried the build that you had imagined would be amazing,
only to find out it was awful, or you would find out it was great and build
it also. The skill system today allows people the flexibility to try out
things they enjoy without penalizing players who want to experiment with new
ideas. The only difference is if their idea doesn’t pan out, you didn’t
waste hours leveling a bad character.
Character customization is fun. People want more ways to feel different from
their neighbor, and we want to help provide players with more options in
this regard as well. There are lots of things that we have discussed and
some ideas we have for long term system additions to the game to help in
this regard. One of them which I mentioned in another post is the plan to
eventually introduce a system to allow players to customize their character
appearance more. Another system we haven’t talked about before is the long
term plan to change the way the Paragon system works to allow it to offer
more character customization in the form of actual power. The details of
that system are still being worked out and players probably won’t get their
hands on it for quite a while. We do agree that customization is important
and we want more ways for players to both express themselves and
differentiate themselves from their friends and other members of the
community.
Too many items
I cover this topic in some depth in the upcoming Item Blog that community is
in the process of getting ready for release next week. I will briefly say
that we agree that too many items drop and we have plans to eventually
reduce the rate that players see items, while also taking measures to
improve the general quality of items you do see. The end result should be
fewer items that are better instead of tons of items you don’t want.
Legendary and Set items
This is a topic I’ve touched on some in this thread and it is also a
talking point of the upcoming Item Blog, so I’ll just say that we agree and
we want Legendary items to feel game changing.
Finding your own gear
Whenever we talk about what the fantasy of Diablo is and what we want the
core gameplay to be, never do we say “we want players to farm gold and go
buy items off the auction house”. The AH definitely has made an impact on
Diablo 3 and we talk about it constantly, but our conversations are usually
in the context of “how can we get players to find their own loot instead of
just buying it”. The new crafting recipes and Demonic Essences were added
to provide a little bit of this gameplay but we have a lot of ideas for the
long term about how we want to go about addressing this. At the end of the
day, it is our intention that players are able to find their own items,
because we feel the game is just more fun that way. There are several reason
why it might not feel that way right now. One is the inherent randomness of
our loot system. Another is the fact that the AH completely removes all
friction between player trades. And another is when players DO find items
they should be excited about, they are often disappointed because this items
are not very good. All of these are very important and we hope to address
them over time.
Skill Diversity
This is something we constantly strive to improve. Yes, there are a lot of
runes and abilities that are lacking, but as you can see with our patches,
we try over time to improve the balance of them regularly. In some cases
runes are designed just to be fun or cool. In other cases, we try to make a
large spectrum of runes competitive, but the math ends up favoring one over
the others. In some cases, certain abilities or ability combinations are so
potent that they overshadow almost every other option available. WW/Sprint/
Battle Rage is a good example of this. There are some cool ideas here, but I
don’t want to turn this post into a discussion about specifics of design.
This is a problem that we can’t fix overnight, but we are confident that
over time we can constantly improve the situation and hopefully the
community can see that we are making efforts on this front with every patch
we release.
Crafting
What crafting was meant to be and what it ended up being aren’t necessarily
the same. Again there are a long list of reasons why it turned out to be a
bit underwhelming for some people. Not the least of which is the existence
of the AH. Why make random things when you can buy exactly what you are
looking for? We are constantly exploring new ideas for how to make crafting
more relevant and trying to carve out a more defined role for it within the
scope of Diablo 3 itemization. We have discussed ideas such as letting
players have some control over what stats will appear on the item they are
crafting, using the crafting system to allow players to reroll the values of
affixes an item already has, etc. This is a system that, with time, should
be able to find a better place in the overall gameplay experience of Diablo.
Social Features
This is an area that has a lot of room for improvement. I personally used to
talk about the fact that when I would play with my brother and two of my
good friends, I constantly felt like they were a detriment to my ability to
farm, which is at the core of my enjoyment of the Diablo series. Since then,
we have made changes to improve the coop experience like reducing the
health multiplier of additional players and removing the damage scaling when
more players join the game. However, we need to do more to improve both the
in and out of game experience. We want it to be easier for players to find
other like-minded people to play with and this is a topic we are actively
trying to improve in the near future.
Conclusion
Ok I’ve reread this thing enough times that my brain is starting to melt.
The Diablo team is incredibly passionate and constantly striving to make the
game we love even better. I hope this post helps clear the air about where
we stand on a lot of these topics and I also hope I never find myself never
feeling the need to write a post this long again lol.
TLDR – Travis has crit Gosu with Wall of Text for 1 Billlllllllion damage。
w******n
发帖数: 13202
2
这个肯定要在expension里出,要不然,如何赚钱
m*****8
发帖数: 1027
3
新巅峰系统?OMG
I******e
发帖数: 6478
4
又有吸引力了?

【在 m*****8 的大作中提到】
: 新巅峰系统?OMG
B*****2
发帖数: 7520
5
建议练到5个100级,有附加隐藏效果!
LS的笑死了。
r*********g
发帖数: 11078
6

D3典型的头痛医头脚痛医脚--圈钱的需要嘛?
没有多少闪光点

【在 w******n 的大作中提到】
: 这个肯定要在expension里出,要不然,如何赚钱
1 (共1页)
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