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[副本]3.1:奥杜尔副本物品与困难模式的设计

暴雪在昨天也对治疗削弱进行了进一步说明,其中涉及了对奥杜尔副本的影响,详情请

译文

和奥杜尔有关的物品的数量将超过所有《燃烧的远征》团队副本物品的总和,而且现在的物品属性已经很统一了。

在“带想带的玩家,而不是想带的职业”这个理念下,团队配置将会更加灵活,团长可以将他们的朋友组进来而不用过多的考虑他们的职业,像太阳之井高地时那样因为缺少团队Buff而濒临下岗的恶魔术、平衡德、射击猎等职业将会有和其他职业平等的出场机会。

困难模式(译注:类似三龙萨塔里奥的成就模式)的设计初衷为,在保证大多数休闲团队可以体验游戏内容的情况下,给高玩们一个体现技术的舞台。

奥杜尔有14场首领战,在原版纳克萨玛斯之后,我们已经很久没做过如此规模的副本了,而且奥杜尔相比纳克萨玛斯,有着更多全新的内容。

大家可以想象,如果没有困难模式的设定,一些首领战的难度会让人望而生畏,甚至卡散很多团队,当然这只是一个假设。或者,假设奥杜尔难度很低,大家可以很快的将这个副本通掉,然后开始周而复始的无聊Farm……

没错,我们知道玩家对新内容的需求是无止境的。如果我们提供了6个不同档次的团队内容,仍会有一部分玩家会很快的将其全部打穿,并开始寻找新内容。欢迎来到网游设计挑战赛(大雾)。

原文

Ulduar has more items than all of BC's raids put together, and that's with gear consolidation. Bring the player not the class was to allow groups more flexibility in inviting their friends and to make room for say Demonology warlocks, Balance druids, Marksman hunters and other specs that couldn't be fit into a Sunwell raid because of the inflexibility of the mandatory buff jigsaw puzzle.

  Hard modes are designed to give very skilled groups something to do while still allowing more casual groups to see the content. Ulduar has 14 bosses. We haven't done an instance of that size since the original Naxxramas, and Ulduar has a lot more unique content than Naxx had. You are imagining a world in which if we had not done hard modes, you would have gotten another entire raid. That is a bad assumption. You would have gotten Ulduar, cleared it quickly, and then been bored again.

  Yes, we know players given the choice will always want more content. If we offered 6 levels of raid content, there are still players who would clear it quickly and be looking for something new. Welcome to the challenges of MMO design.


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