思念

秋心 发表于 2010-04-08 17:16:11

思念是一条长长的河,扁舟之上,你不知道何时是个头儿……
思念是一条长长的河,波涛之中,下一刻的猜测终归徒劳……
思念是一条长长的河,闲暇之时,偶尔回味起晴朗的昨天……
思念是一条长长的河,疲惫之刻,无限愁思顷刻奔腾而来……
思念是一条长长的河,漫漫长路,只恨乾坤流转,无我安憩之地……
关键词(Tag): 思念

四分五裂

秋心 发表于 2010-03-07 14:24:17

窗外是思念已久的晴空。阴霾的一周总会喘口气,明天是晴是雨,只有明天才会知晓。
出完汗回到寝室所特有的寒意,已经许久没有尝试过了。想要把领子竖起来,但这种感觉还是蛮怀念的……
一直好奇是谁把“花心”写到我的QQ印象中的,可惜校园网总是打不开。今天终究是被我打开了,结果只是嫣然一笑……
有一天突然不知不觉的明白了“愁”字为何写作“秋心”,于是终于知道长大了。

——下雨只是把自己锁起来的借口,没人能让你停下脚步,除了你自己。
——坐在电脑前只是我的一个特长,之所以被抛弃,只因为我抛弃了自己。
——堕落的我自顾不暇,谈情说爱?对于现在的我很遥远很遥远……
——从此无忧无虑的qaw梦梦蒸发了,换做了只有自己才能看到的秋心……

5岁的小新也会偶尔叹息“人生有起就有落”,四分五裂的我只能勉强对自己笑笑——但愿吧……
关键词(Tag): 生活

给我一个当医生的理由……

qaw梦梦 发表于 2010-03-01 20:30:06

1、工作时间长——日平均工作12小时以上,不包括夜班且无补休。
2、全年无休假——什么周六周日法定假日统统取消。
3、高强度劳动——腰酸背痛腿抽筋都要接着干,除非晕倒在手术台。
4、高风险职业——乙肝爱滋高致病呼吸道细菌病毒天天打交道。
5、不健康生活——从早到晚没时间喝口水,睡个午觉等于痴心妄想。
6、文凭要求高——中、大型医院均要求“博士以上学历”。
7、不享受保护——被劳动保护法“除外”。
8、无法被理解——媒体曲解医疗事件,社会上道听途说,患者打医生……
9、血汗钱微薄——薪水仅相当于当地白领最低收入水平。
10、不能进孝心——没时间陪爸爸妈妈爷爷奶奶,老人家去世了都可能请不下假。
11、感情搁一边——心爱的人出国前打来电话,手机在手术室的衣柜里孤独的响着……
12、时间不够用——别人挤时间陪家人、陪爱人,我们却在挤时间吃饭、睡觉……

---------------------------------------------------------------------------------

看着同学朋友有人陪,守孝心,有钱花,称风光——
愁思无限,恰似一钵苦水心中留。
关键词(Tag): 心情 随笔

每个人都有的想法

qaw梦梦 发表于 2010-01-23 19:44:25

        今天陪朋友去超市买东西,因为目标明确,柜台很近,所以在入口处等。
        身边的柜台摆着那种闪闪发光的东西。虽然不是女生,但偶尔也会被这种东西所诱惑,所以就沿着柜台慢慢的欣赏。当然,柜台小姐很清楚我并不属于“客户”,所以也没搭理我。
         这种反光极强的东西不会占用很长的柜台,所以在走完这段“星光大道”后,我很确定自己还未眼花——于是乎,一个熟悉的面孔被我从人群里发现。
        好久没见,变化最大的是脸上的装束。虽然画的是淡妆,但能涂的地方看起来都涂过了。新剌的双眼皮上涂着厚厚的眼影,她那眯缝着的眼睛看起来的确大了些。
        由于海拔的明显差距,而且那些闪闪发光的商品同样向她招着手,所以虽然我们真的达到了“擦肩而过”的距离,但我很明显的感觉到她的目光从我肩膀下划过。
        电影里的穿着,复杂的挎包——这些都是已经看不到她浓厚的眼影后才印入眼帘的。
        望着她的背影,我并没有打招呼,就如同一开始就没招手一样——因为,有些自卑。似乎和她那浓厚的眼影是一样的感觉吧……
关键词(Tag): 感悟 化妆

2009.12.17[蓝贴]场景的各种效果

qaw梦梦 发表于 2009-12-17 14:44:01

原帖地址:
http://forums.battle.net/thread.html?topicId=21726258753&postId=217218537800&sid=3000#4
本贴地址:
bbs.d3.cn
qawsunmeng.ycool.com
作者:Bashiok & Diablo3 fans
翻译:qawsunmeng
转载声明:转载仅限于保留版权信息的情况下,请尊重他人劳动成果。

====译本====
引用
Diablo3 fans:
D3的用户界面会不会修改的和WoW一样?或是其他方向的改进?
而且我觉得怪物应该更亮更显眼些——虽然我不知道这到底怎么样,但请先试试再说!
Bashiok:
我说过好几遍了,我们不准备改变我们的用户界面。虽然这是铁板钉钉的事儿,但我不会给你们打保票的!
Diablo3 fans:
荒漠地区有没有另一翻景色?比如没有沙尘暴天气的荒漠场景?
Bashiok:
第二场景有着多种多样的地形,有的地方刮的可不只是沙尘暴哦~!新地点和新环境会保持游戏的新鲜感,所以无论你走到那个场景,你眼前出现的绝对不会是一成不变的荒凉。每个场景都有一个主题,但每个主题又可以有多种多样的表达方式——即使荒漠也一样。
Diablo3 fans:
有白天、黑夜的效果?
Bashiok:
俄……我记得以前没说过有白天、夜晚的交替。我们以前讨论过这个问题,如果我没记错的话,我们的确做了些东西出来——我们的白天和夜晚并不是随着时间而交替的,而是让白天、夜晚跟着剧情走。 所以你的荒漠之旅可能在中午,而下一个场景将会变暗,接下来的场景可能是午夜。所以你可以通过场景以及剧情的变换来感受时间的更移。相同场景不采用白天、 黑夜的效果交替,是为了让每个场景更具写实感。我们的取色方案还没高超到可以支持白天、夜晚轮转的地步。所以,不如让每个场景都有鲜明的颜色效果。而且我 们可以去尝试一些更容易实现的有趣的效果——如果不需要打保票的话,你可能看到一个很现实的光影系统。(最后这段不知道是否翻译正确:It also allows us to do all sorts of fun stuff we probably just couldn't justify if there was no guarantee it would be seen because a player may rarely or only briefly see it as the virtual sun made its rounds. )

====原文====
引用
Diablo3 fans:
Like WoW had it's UI mods and other technical enhancements, any chance of this appearing in D3?
I'm hoping you leave the enemy highlighting up for modification as well. I don't know if I like it or not but who cares as long as you can change it yep yep.
Bashiok:
We've talked about this before but we don't have any plans to support UI modification. As far as toggles for certain visual options, those are always possible but I wouldn't promise anything yet.
Diablo3 fans:
Will the desert have different area's where the is no uproar of sand blown in my face?
Bashiok:
Act II has a variety of locations that aren't just sand blown desert. New locations and changing scenery keep things interesting. We're upping the ante, so you're not going to go into an act and it's essentially the same look and tileset the whole way through. We keep a theme but there's a ton of variation possible, even in a desert.
Diablo3 fans:
Day / night cycles ?
Bashiok:
Hrm, I don't believe we've talked about Day/Night cycles before. It was something that was discussed early on and if I'm not mistaken they were actually implemented in some form at one time. Well, we don't use trueday/night cycles. What we do is progress the time of day as you advance through the story. So you'll be in a mid-day sunny, wind swept desert, and then you'll move into an area where it's maybe dusk, and then the next area will be night time. So you get that sense of passage of time, but it also allows us much greater control over the look and quality of each area and scene. The visual quality of a "playable painting" isn't something we couldn't achieve with a day/night cycle, so it was pretty easy to decide to hand craft each area to support a specific lighting scheme. It also allows us to do all sorts of fun stuff we probably just couldn't justify if there was no guarantee it would be seen because a player may rarely or only briefly see it as the virtual sun made its rounds.
关键词(Tag): diablo 场景 暗黑3

2009.12.17[蓝贴]蓝怪&金怪——困难十足&掉落十足

qaw梦梦 发表于 2009-12-17 14:44:00

原帖地址:
http://forums.battle.net/thread.html?topicId=21730688337&postId=217284418218&sid=3000#0
本贴地址:
bbs.d3.cn
qawsunmeng.ycool.com
作者:Bashiok & Diablo3 fans
翻译:qawsunmeng
转载声明:转载仅限于保留版权信息的情况下,请尊重他人劳动成果。

====译本====
引用
注:
champion monster——怪物头目——D2中的金色怪物
rare monster——稀有怪物——D2中的蓝色怪物
Bashiok:
蓝怪和金怪们是有修饰前缀的,几个前缀随机叠加起来——你偶尔会遇到很强的蓝怪或者金怪!
我见过一个野蛮人——他花了足足5分钟去杀掉一个会传送的冰系骷髅法师。 它会使用冰系魔法减慢你的速度,还能用传送来和你兜圈子。野蛮人在接近后只能攻击1、2下,因为它马上就传送到别的地方了。不过野蛮人不会停手,而且消灭 这只怪物也是游戏剧情中的一个随即出现的小事件——我想这比无休止的打杀那些小怪们要有意思些。当野蛮人干掉它后,在场的所有“观众”都很激动。
当然,如果是法师或者巫医的话,远距离攻击可能不会让事情变得这么麻烦。不过如果你面对的是有“荆棘”、“诱惑”等前缀的蓝怪或金怪——你同样会遇到大麻烦!
所以蓝怪和金怪可能会和“小boss”一样具有挑战性。无论你采用了什么样技能搭配,使用什么样的武器——都会有让你头疼的蓝怪或金怪出现的!
Diablo3 fans:
我在暴雪嘉年华试玩时碰到了一个有“加速”前缀的XX女猎人——太恐怖了。我的巫医必须先让现有的“杂种狗”们去送死,因为她吸起血来比我的输出还要快。我保持距离,并用“火焰炸弹”一点一点地磨光她的血——我都快疯了,因为这足足花掉我5分钟,并且是我仅剩的5分钟试玩时间。我都没时间去升一级,然后看看“剧毒蟾蜍”的威力怎样……
Bashiok:
呵 呵,同情你了。考虑到“杂种狗”的伤害值,女猎人的确是巫医的克星。我也遇到过这种悲剧性的挑战,不过如果你学了“毁灭仆从”(还记得D1中的火人 吗?),那可能就不会花这么长的时间,因为在仆从爆炸前他不会吸到太多血。这种试练也是一种很有趣的挑战。不过如果你碰巧学习了别的技能,而且知道如何使 用——这些挑战也并不见得会如此困难。
Diablo3 fans:
这听起来让人烦躁!如果那也算“娱乐”的话——干脆让我们和变形金刚打吧!我记得JW说设计师们非常喜欢WoW的狂怒系统,但这并不适合节奏更快的D3——无论一件事情多么有趣,如果让你反复使用10次以上,你一定会觉得无聊的!
花5分钟杀一个怪简直是无理取闹!因为这些时间足以让你杀很多小怪并且进入下一块地图。那些有XX免疫的怪物让人有种“嘿,老子不理你!打不过我就跑得远远的!”杀掉这样一个怪物还不如进入下一个场景,不停的MF那些小怪来的经济实惠。
Bashiok:
我不认为你说的事情是个问题——让蓝怪和金怪们有一个“物有所值”的掉落会完美的解决这个问题。听起来让人心痒痒——是不是又有杀掉它们的欲望了?如果那些掉落对于你来说并不怎么诱人,那么我们也不指望什么别的动机能指示你杀掉如此困难的怪物。
如果你真的觉得不值得的话,那就使用第360个技能——走为上吧!

====原文====
引用
Bashiok:
Depending on the random affixes a champion or rare enemy rolls up, they can be extremely challenging.
I've seen a barbarian spend (literally) five minutes trying to kill an "ice" skeleton mage with the "teleporter" stat. Meaning the mage is casting his normal ice spells which slow your character and he's able to teleport and effectively kite you forever. And they do. The barbarian could only get close enough to do a couple hits before the mage would teleport and continue its barrage. But the barb never gave up and it became this self contained little event, completely random, but made it so much more than just plowing through enemies. When he finally defeated him we all cheered, it was an extremely gratifying little encounter.
Now of course if it was a wizard or witchdoctor with a lot of ranged attacks, maybe not such a big deal, but throw affixes like "thorns" and "vampiric" on a rare creature and again you're looking at an involved fight.
So, yeah, the champions and rares truly are like mini boss fights if they roll some affixes that happen to specifically challenge your class or skill set.
Diablo3 fans:
When I played at Blizzcon 09, I wound up with an extra fast vampiric Lacuni huntress. God that was awful. I was a witch doctor, and first I had to sit on my hands and wait for it to kill my mongrels, because otherwise it would heal faster than I could hurt it by eating them. then I had to kite it little by little, tossing a skull of flame and taking a step back. Made me really mad because it took 5 minutes out of my demo time, and it was my last playthrough before the con closed. I didn't even get to level up and try out Poison Toads :(
Bashiok:
Haha, sorry about that then. Yeah vampiric with a witch doctor is especially trying because of the mongrel damage. I've seen that struggle as well. But if you happened to have picked up sacrifice you could have killed him probably in a shot or two because he wouldn't have been able to leech any life out of the little guys before they exploded. So that's one example of how specific classes can have fun (unless it cuts into your limited demo time) challenges, but you can overcome some of them if you happen to have a skill and know how and when to use it.
Diablo3 fans:
That sounds incredibly boring. Might as well just put Iron Maiden in the game, because its a "fun" challenge. I remember Jay Wilson talking about the Fury mechanic being too much like WoW's rage system and that it didn't work for D3 because the pace of D3 was way faster and having to hit a guy 10 times to do something cool was not fun.
Having to spend 5 minutes to kill one monster is redundant because you can just go to the next screen and kill 10 monsters in 10 seconds and skip that monster entirely. Same thing with immunities, it's like "hey look it's a monster that I can't kill so I guess I'll just run from him." It's very anti climactic to enter a screen and seeing something that you know is going to take you an eternity to kill for minimal gain and as much gain as any other random monster that appears.
Bashiok:
Well that's not much of an issue, we could just give rares and champions a guaranteed drop of one or more items of a specific quality level every time they die. BOOM. Now you want to kill them every time. Not that it would be the case, but saying you have no incentive to kill them is like saying it's all written in stone, which it isn't.
If not, sure, you can run away from them if you like
关键词(Tag): diablo 暗黑3 困难度

2009.12.09[蓝贴]团队协作复活机制

qaw梦梦 发表于 2009-12-09 14:43:20

原帖地址:
http://forums.battle.net/thread.html?topicId=21726113566&postId=217217882989&sid=3000#5
本贴地址:
bbs.d3.cn
qawsunmeng.ycool.com
作者:Bashiok & Diablo3 fans
翻译:qawsunmeng
转载声明:转载仅限于保留版权信息的情况下,请尊重他人劳动成果。

====译本====
引用
Diablo3 fans:

暴雪去掉了试剂,这就有趣了,如果团队PVP时可以即时复活,那复活技能将是PVP必备技能。游戏中有些强力boss对玩家是一击必杀,所以可得出即时复活很有存在的必要,暴雪不可能取消即时复活的设定。既然复活是即时的,又不需要试剂,那么我或者我的团队中只要有复活技能,不就无敌了?

Bashiok:

是的,是即时复活,虽然复活时不再需要试剂,但我们换上了其他条件,不过这个条件可能也会变,所以还是先保密吧。

开发过程透明化的好处就是我们可以和玩家分享许多东西,坏处是设定随时都在变,资讯很快就过时了,只有很勤快的玩家才会随时跟进情报的更新,对于一般玩家来说信息混杂很容易让他们困扰。我们的游戏有一大群玩家在关注,不过每个人关注情报的时刻不同,所以每个玩家所掌握的情报都不同。


====原文====
引用
Diablo3 fans:

Discussed via twitter at twitter.com/diablo

Interesting they took the reagent away. This would have some definite Team PVP utlity if it ends up being instant, and if they have team pvp.

Also I understand it gives players another chance vs. the one hit kill bosses we see in the demo, so it would make sense to have it as an instant, right? So you don't get beat down by the boss as you are casting the res.

In Team PVP 2v2:
Team 1 Barb partner dies
Team 2 Wizard predicts a res from the team 1 monk, does a Blizzard effect over the dead Barb's body
Team 1 Monk ressurects Barb
Team 1 Barb instantly dies to blizzard as he is being ressed

Sounds like fun times.

Bashiok:

Yeah it's always been instant, the reagent was removed for other... requirements. Which may change, so we're going to keep that a secret for now.

One of the great things about transparency into the development process is that there's a lot of info we can share. The drawback is that development and changes sometimes move at a pace where information becomes outdated, and unless you're willing and able to stay on top of all info releases, it can be more confusing than helpful. You have a group of players following the game and each one has different knowledge depending on when they happened to read forum threads/twitter/facebook/fansites.
关键词(Tag): diablo 复活 暗黑3

[官论趣帖](非蓝贴)官方论坛热议魔法卷轴

qaw梦梦 发表于 2009-12-09 10:04:41


------------------------qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com------------------------
原帖地址:
http://forums.battle.net/thread.html?topicId=21627633607&sid=3000
本贴地址:
bbs.d3.cn
qawsunmeng.ycool.com
作者:Diablo3 fans
翻译:qawsunmeng
------------------------qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com------------------------
        前言:《火炬之光》以无限使用的形式回归了D1的魔法卷轴。那么D3会不会以某种形式回归D1的魔法卷轴呢——官方论坛众说纷纭!当然贴这个帖子也不光只是让大家看国外玩家是怎么想的——重要的是大家怎么想?赶紧发表意见吧!(虽然Bashiok还没就这个帖子发表什么看法,不过内容很充实哦~!)
------------------------qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com------------------------
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楼主qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

我想知道有没有人考虑过D1中的魔法卷轴……
那些技能不属于任何职业,每个英雄都能使用——有些是近战用的,有些是远程的。
或许以前的英雄会把自己的知识写下来,传给后人!

这也会给游戏带来更多的可能性,以及更多的升级花样和策略。

当然,要限制人物所能使用的卷轴数量。并且可以和人物的等级相关联。

1楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

嗯……这回让职业之间的区别变得模糊。而且有些技能很难归入新的伤害类型里。

楼主qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

我怎么不觉得会有啥困难的!

3楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

你想要那些技能?举个例子?

楼主qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

比如说火球,召唤骷髅,召唤藤蔓,投毒等,其实啥都行,我没有什么特别想要的。

他们要做的只是确定每个卷轴所消耗的魔法值,并且稍稍修改下怒气系统。

楼主qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

我觉得很搞笑——野蛮人为了怒气值火拼了一场,然后开始召唤骷髅……
或许可以让骷髅病的攻击也能为野蛮人提供怒气——然后他就可以不停的召唤了……

6楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

如果野蛮人能用火球,武僧会召唤,法师可以威力一击——
这会让职业之间是去界限,而且会毁了每个职业的出身背景……

7楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

我不认为火球野蛮人有什么好的!不过投毒、加速什么的倒是可以考虑。
不过技能卷轴只能是一些低档法术,虽然每个职业都可以用,但并不至于让游戏是去平衡!

8楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

楼主有太多语法错误了!回去拿着镜子好好照照自己的帖子!(梦梦:我都没生气的说……)

每个职业的技能都是根据职业本身的风格,以及特殊的能量运转机制定制的!魔法卷轴会毁了这一切的!

而且那些带有“终极魔法”的卷轴会让法师很难看的——因为5个职业都会用!

楼主qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

这虽然对热爱原形的人有影响,但它会为所有的玩家带来更多的人物策略!

不过如果没人喜欢的话,我想魔法卷轴就会随着这个帖子灭了……

10楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

如果你说的是《火炬之光》那种可以反复用的——坚决反对!

如果你说的是D1中那种一次性的——支持!

11楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

你们这群太白金星!
人家的意思明明是——像D1中的那种不属于任何人的,一次性的卷轴!

12楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

我也很喜欢D1中的卷轴!但我觉得D3不会有那种东西——D3的每个职业都有自己“独特”的技能。

如果暴雪能够在保证每个职业独特的“个性”的情况下,我还可以接受。如果不能——坚决反对!

13楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

火炬之光就是这样做的——并没带来多大意思……

14楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

反对楼上的!我觉得这反而是《火炬之光》的骄傲!

15楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

我支持魔法卷轴!不过必须有所限制!而且魔法卷轴设计的每个技能都必须使用于所有英雄!而且不会破坏游戏的平衡。这些技能只应该是一些辅助技能!

16楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

我觉得问题的关键才与魔法卷轴的“多样性”和“限制性”。而且收集卷轴必须有难度,并且不会作弊者,同时要限定魔法卷轴的最高级别!否则这些技能会毁了每个职业的那些全新的伟大技能!

17楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

技能符文已经让技能系统够丰富的了!

18楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

我常用的《火炬之光》卷轴——
鉴定
加速
召唤
回程
……
这些对法师来说用处不大,对流浪者来说更没用!可能对低等级的武士稍微有点用!
关键词(Tag): diablo 帖子 暗黑3

2009.12.08[蓝贴]Bashiok开金口——详评机能符文系统

qaw梦梦 发表于 2009-12-08 10:03:49

2009.12.08[蓝贴]Bashiok开金口——详评机能符文系统
(Runes add little gameplay value)

====版权====
引用
原帖地址:
http://forums.battle.net/thread.html?topicId=21627392981&postId=216248881354&sid=3000#21
本贴地址:
bbs.d3.cn
qawsunmeng.ycool.com
作者:Bashiok & Diablo3 fans
翻译:qawsunmeng
转载声明:转载仅限于保留版权信息的情况下,请尊重他人劳动成果。

====译本====
引用

Diablo3 fans:

插入符文后,技能根本不会有太大的改变。

Bashiok:

有些技能在插入符文后绝对会有巨大的改变!
——不过这要看“多大的改变”对你来说算是“大”。

Diablo3 fans:

一共只有5种符文。

Bashiok:

错!(梦梦:呵呵!虽然很短,但很令人振奋!)

Diablo3 fans:

从低档物品频繁的掉落概率来看——找到自己想要的符文并不困难!

Bashiok:

如果你是根据我们放出的视频,或是试玩时的体验作出的判断的话……
——那些的掉落概率都被调整过!

Diablo3 fans:

更多的符文仅仅意味着更多的效果。

Bashiok:

错!(梦梦:多说两字会死呀!)

Diablo3 fans:

如果符文只是增加伤害和效果的话,那为什么不直接一个技能的5种形式直接搭建在技能树里,让玩家自由选择呢?(梦梦:乍看是个好主意)
——符文的形式并不令人兴奋。

Bashiok:

符文带来的改变是巨大的,有时会直接影响到这个技能的用法(梦梦:比如说你将减少消耗的符文放入了一个威力与消耗都特别巨大的技能,此时,你会把这个技能从副技能调整到主技能,代替你常用的耗魔少的技能)。而且它应该归为装备系统——他们像装备一样掉落,和其他装备一起构成了游戏的掉落库;随着游戏的发展,你会想着更独特的方向改变(梦梦:某些技能经过符文的调整后,你也会相应的调整自己的技能加点策略,长此以往,每个人练出的角色都不一样)。如果只做几个选项,这会大大降低这个拼装备的游戏的游戏性——而且技能符文系统也是D3的一个重大卖点!

Diablo3 fans:

如 果好的符文只会才来技能等级+4或者+5,我觉得这并不怎么样。作为偶然出现的东西(符文),我不会特别在意到底是+4或者+5,因为一个技能点并不会有 很大的区别——这会大大降低人们对符文的兴趣,因为终极符文和普通符文并没有很大的区别。搜集一套好符文听起来很棒,但因为它确实不会该我带来多大改变, 所以让我有些提不起劲儿……

Bashiok:

我 觉得你真的喜欢我们的符文之语,但你对机能符文的担忧真的没有必要。技能符文系统的运作方式显然和你说的不一样。至于技能等级加几才能让你满意——这只是 技能加成上下限的问题。但当你真正得到一块技能符文时,你会发现它带来的惊喜不仅如此,因为还有更加令人振奋的东西——比如说你是个10级的法师,你使用“魔法飞弹”作为常用技能,你对这个机能没有什么不满意的,但当你发现一块符文可以让“魔法飞弹”进化成“热追踪飞弹”或者其他类似的东西时——这戏剧性的变化让人惊叹不已。(看来这种机能符文一定会有)

Diablo3 fans:

我发这个帖子的目的,是让人们能发现D2的符文系统是多么的伟大!我希望有人能重制D3没用的的符文系统,让D2的符文系统回归,然后把5种机能符文机制转变为5种机能选项。

Bashiok:

符文之语的确很棒!虽然符文之语因为其带来的问题被删减了,但我们不会否认它对装备的改变所带来的贡献。
不过装备的改进系统和机能的改进系统是两码事。除了他们用的都是北欧文字以外,符文之语和机能符文根本没关系,谁说机能符文不会像符文之语一样成功?

Diablo3 fans:

你不觉得这和JW以前说过的东西矛盾?

Bashiok:

的确矛盾。但矛盾只存在于两个日期相差4个月的帖子里!这几个月我们做了大量工作!

Diablo3 fans:

我觉得如果100000个人中,只有1个人能见到某技能的“第5种”变化效果——那么你觉得你们的设计师的辛劳工作值得吗?我们都知道有不同种类的机能符文,而每种符文又按品质不同分为好多种,我想最低品质的符文应该很常见才对——这样就能让大家都能体验所有类型的符文。当然,同类型高品质的稀有符文绝对要名副其实的“稀有”。如果10级的人物就在用稀有的符文——我想说着太没意思了。

Bashiok:

这 取决于掉落系统。理论上——你可能玩几年都不会收集到半个符文!对于“最低级的符文应该很容易被找到”的建议——我支持!但这不会意味着高等级的符文也会 很轻松的得到——要不然就不值钱了!如果掉落的太简单,那么当你得到一块真正能改变你升级策略的符文时——你可能不会太激动的!

Diablo3 fans:

当然,10级的人物不……
游戏前后体验是不同的!10级的时候,你还在兴奋着到达了新的场景、新的装备、新的技能。此时根本没必要给你“技能符文”的惊喜!

但80级的时候,你可以毫不费力的得到低级的符文,各种种类的随便挑选,足够让你试验出一种自己想要的类型。然后,你就会想要那一类高等级的符文,并为之奋斗!

Bashiok:

我们宏伟的技能系统的加点方案并不完全受到技能符文摆布!

符文祈祷的作用只是增加伤害、减少消耗等等——这些效果绝对比不上新得到新技能的喜悦。所以不要单单的凭借技能符文来武断我们的技能系统!符文只是+50和+150的区别——这真的比得上新技能吗?或许+200页比不上!

这些暂且不提。你知道的只是我们告诉你的——那些已经太老套了,你知道的情况只是我们工作开始时的情况!

====原文====
引用

Diablo3 fans:

The function of runes is to slightly modify the way a skill works.

Bashiok:

Some of them are fairly significant modifications, but I suppose it depends on what you think of as slightly or significantly.

Diablo3 fans:

There are only 5 types of runes

Bashiok:

incorrect.

Diablo3 fans:

low level versions drop pretty frequently so its not difficult to find any particular rune modification you want.

Bashiok:

Are you basing this off of videos or playable demos we've produced where we specifically set drop rates in order to showcase specific systems such as skill runes?


Diablo3 fans:

The only difference with more rare runes is that they would have an increased effect on the stats.

Bashiok:

Incorrect.

Diablo3 fans:

Why not simply allow you to select between the 5 operational modes on each skill in the skill tree? If the only effect of more rare runes is a slight increase in damage or effect, this is not a very exciting change.

Bashiok:

The changes they offer approach significant change in the operative use of a skill. It also plays into an item game, they drop like weapons or armor, and together with everything help to create a random drop pool and through long-term play (and trading) you can work towards a specific character build. Just making them a switch would remove the item game portion of gaining runes, and that's a part of the game we like playing up.

Diablo3 fans:

If the only advantage to a super rare rune in D3 is that it has +5 instead of +4, that's pretty lame...and as a "casual powergamer" I don't really care about a small difference of +1. This is going to make seeking out these rare runes a lot less fun because there is so little benefit to getting the ultimate rune...much less exciting than seeking out the runes and completing a runeword like HOTO or something, a ritual that made me FEEL like I was making real magic happen.

Bashiok:

It sounds like you really liked the crafting component of runewords, and don't necessarily dislike the skill rune system. They're obviously very different systems and serve different purposes. As far as being excited about a +5 over a +4 stat, yeah that's end game min-max kind of stuff, but the skill runes themselves will have plenty of excitement when you get one to drop. It's just for different reasons. Maybe you're a level 10 Wizard, you've been using magic missile as your main attack for a long time now and it works fine, sure, but... what's that! a rune drops and it turns them into heat-seeking magic missiles, or some similar effect. That's a pretty dramatic change, and an exciting thing to look forward to in my opinion.

Diablo3 fans:

Basically, in making this post I hope someone realizes just what an awesome thing runewords in D2 were and brings them back...possibly replacing D3 runes, which don't really have any useful reason for being an item at all, and could just as easily be made as a selectable mode for each skill.

Bashiok:

Runewords were a pretty cool system at their base, and yeah maybe they ended up causing some problems, but they were an interesting way to change items. But an item augmentation system really has no bearing on skill augmentations, except that they are both using the word rune. But using a word for two different systems doesn't invalidate them.


Diablo3 fans:

Now this seems to contradict what Jay Wilson said

Bashiok:

You're right, it does. But a contradiction only really exists if the statements aren't made four months apart on a constantly evolving project.

Diablo3 fans:

I'm basing it on the fact that it doesn't make sense to pay a bunch of artists to produce 5 varieties of each skill, with new animations, if only 1 out of 100,000 players ever gets to see that animation. We know that there are different rune types and different rune qualities, so it only makes sense that finding the lowest quality rune is going to be fairly common, thereby allowing all players to experience the new gameplay mechanics, whereas only the high level runes are truly rare. If a level 10 character CAN find it, then it's already by definition a fairly common item.

Bashiok:

It's a random drop loot system, you could theoretically play for years and never see a rune drop. Agreed, runes of lower level stats will be able to be found by characters of low levels. That doesn't then mean that they're dropping at a rate that makes them so common they're essentially worthless though. Or to say it another way, a way more pertinent to your point, there's no reason to deduce that they would drop so commonly as to not be an interesting and exciting way to customize your character.

Diablo3 fans:

I deduced this because, if there are only 5 types of "base" skill runes. For example, if you have "Striking Rune" then the only way to make a more rare version of it using the same basic effect is to increase the bonus attributes, aka "Target bleeds additional 3 damage over 4 seconds", becomes "does additional 8 damage over 6 seconds", on the "Ancient Striking Rune" or something like that.

Did you think I was meaning character attribute points by your response?

Bashiok:

No, I did not think that.

Diablo3 fans:

Sure, at level 10...but it doesn't seem like your example extends to bring pleasure into the late-game experience. At level 10, on your first run through, you're constantly being excited by new things...new areas, new monsters, new quests, new game mechanics.

By level 80, I'm sure you've had no trouble finding at least a low-level rune of each of the basic types, enough to augment all the skills that you wanted to augment. Clearly you want to get the highest version possible on each skill...but the excitement about going from +4 to +5 on your Striking Rune is very minimal.

Bashiok:

It's a great thing that the entirety of character customization doesn't rest solely on the skill rune system then.

There are runes that simply increase damage, decrease costs, etc. and those may not be the most exciting upgrades you could ever imagine but they do have their place. To use them as the entire basis for judging the rune system is disingenuous. What if the difference between two levels of runes was +50 to +150? Does that make it better? I can make up numbers too.

All that aside, you only know what we've told you. It's an odd tone to take, one of tearing down, on things of which only tiny in-progress glimpses have been given.
关键词(Tag): diablo 暗黑3 符文

2009.12.03[蓝贴]警醒的耳光——怪笑着的骷髅!

qaw梦梦 发表于 2009-12-03 10:02:41

2009.12.03[蓝贴]警醒的耳光——怪笑着的骷髅!
(Laughing Skeletons)

====版权====
引用
原帖地址:
http://forums.battle.net/thread.html?topicId=21560336120&postId=215842658421&sid=3000#15
本贴地址:
bbs.d3.cn
qawsunmeng.ycool.com
作者:Bashiok & Diablo3 fans
翻译:qawsunmeng
转载声明:转载仅限于保留版权信息的情况下,请尊重他人劳动成果。

====译本====
引用
Diablo3 fans:

http://www.youtube.com/watch?v=ADxxfeoSa3Q&feature=related 34 seconds in, keep an ear out....

我们真的需要怪笑着的骷髅?有人觉得这很吸引人吗?

我明白这狗奴才在杀人的时候会觉得很逍遥……
但这种笑声听起来真的不合时宜。

我明白这是个老视频,而且知道游戏在发布之前不会确定任何东西。
但一开始——在我们啥都没搞懂的时候——就来个怪笑着的骷髅……
我们有聪明的堕落一族,还有吐着蛇语的蛇怪,等等……

没人来说句话?应该已经有人注意到了吧!胡须我们能展开个关于“怪物配音”的大谈论。

Bashiok:

我们从Abd al-Hazir的著作开始谈起:

“另 外,我开始相信骷髅的智商受到创造它所需的法术类型和强度的影响。理论上说,一个施法者能使用相同水平的魔法能量召唤一只狡猾善战的骷髅,或是成群的智力 低下的骷髅大军。然而我无法解释骷髅的那种有点荒唐的心理倾向。其令人不可思议的存在令其认为缩在一个桶里,在数百年间不时地咯咯地笑上几下,然后等着不 明端倪的人类踏入陷阱中是最快乐的事情了”(本段翻译来自ririnetto)

http://us.blizzard.com/diablo3/world/bestiary/undead.xml

所以说——YES!怪笑着的骷髅绝对是必要的,而且他们就是那种毛骨悚然的笑法!这个在我们内部是很赞的!

怪笑着的骷髅就像一记耳光一样令人警醒!


====原文====
引用
Diablo3 fans:

http://www.youtube.com/watch?v=ADxxfeoSa3Q&feature=related 34 seconds in, keep an ear out....

Do we REALLY need that? Laughing skeletons... really, does anyone find this feature appealing?

I can understand that the minions of Hell find great pleasure in lacerating mortal flesh... but that particular laugh just sounded a bit out of place.

I know it's an older video, and nothing's definite until the game is out on shelves. But it only starts with laughing skeletons, before we know it, you'll see smart talking fallen ones, dumb catch-phrase spewing zombies, etc.

Couldn't find any posts about it, but someone had to have noticed... maybe we can get a whole discussion on monster dialogue going here =)

Bashiok:

From the writing of Abd al-Hazir:

"Furthermore, I have come to believe that a skeleton's intelligence is limited by the power and scope of the spell used in the creature's creation. Theoretically one could have a single astute skeleton servant or a rather dense army of a hundred for the same expenditure of magical energy. I am at a loss to explain the average skeleton's somewhat ludicrous mental predisposition, however. Perhaps the implausibility of its own existence makes the skeleton think it hilarious to hide in a barrel, cackling intermittently for some three hundred years until a victim happens by?"

http://us.blizzard.com/diablo3/world/bestiary/undead.xml

And yes, it's completely necessary and awesome that they laugh the way they do. We enjoy it intensely.

Laughing skeletons are a slap in the face.
关键词(Tag): diablo 怪物 暗黑3

2009.12.02[蓝贴]暴雪交流新世界——暴雪的脸谱

qaw梦梦 发表于 2009-12-02 10:03:15

2009.12.02[蓝贴]暴雪交流新世界——暴雪的脸谱
(Blizzard Entertainment is now on Facebook!)

====版权====
引用
原帖地址:
http://forums.battle.net/thread.html?topicId=21559516295&postId=215575464017&sid=3000#0
本贴地址:
bbs.d3.cn
qawsunmeng.ycool.com
作者:Bashiok & Diablo3 fans
翻译:qawsunmeng
转载声明:转载仅限于保留版权信息的情况下,请尊重他人劳动成果。

====译本====
引用
Bashiok:

诸位暗黑迷、魔兽迷、星际迷们!想要更多的新闻视频、消息、讨论等等吗?快来加入吧!你们将会得到最新的消息,更多的提问机会,也可以相互交流经验新的。我们在脸谱网上有一个庞大的交流计划。所以,还等什么呢?赶快来加入暴雪交流新世界吧!

暗黑区: http://www.facebook.com/Diablo
魔兽区: http://www.facebook.com/Warcraft
星际区: http://www.facebook.com/StarCraft
暴雪娱乐综合区: http://www.facebook.com/Blizzard


====原文====
引用
Bashiok:
Become a fan of Warcraft®, StarCraft®, or Diablo® to get a constant feed of news, videos, events, contests and more. Once you join, you will be able to interact with fellow gamers, comment on updates, ask questions, and share gamer tips. We have big plans in store for our Facebook community, so get connected and enjoy the ride through Blizzard's social media universe.

Warcraft: http://www.facebook.com/Warcraft
StarCraft: http://www.facebook.com/StarCraft
Diablo: http://www.facebook.com/Diablo
Blizzard Entertainment: http://www.facebook.com/Blizzard
关键词(Tag): diablo 暗黑3 脸谱网

[官论趣帖]能玩得D3惊现韩国?

qaw梦梦 发表于 2009-11-26 10:01:36

[官论趣帖]能玩得D3惊现韩国?
------------------------qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com------------------------
原帖地址:
http://forums.battle.net/thread.html?topicId=21376268757&sid=3000
本贴地址:
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楼主qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com
一条新闻http://www.mcvuk.com/press-releases/53307/Thisisgamecom-news

新闻内容:G-star2009今年邀请到了198个参展团,这比去年的162个参展团有着重大的进步!第一次参加的暴雪娱乐以及南韩的 NCsoft, NHN, Nexon都会带来他们即将推出的游戏!其中,暴雪娱乐将带来能玩的SC2和D3,NCsoft公司也带来了Blade和Soul,NHN公司将展示Tera,Nexon公司也会拿出Dragon Quest以及其他4款游戏。

我相信这是真的,展示的是暴雪嘉年华的那个版本,或者——我们能看到武僧

A楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

测试过Tera:http://www.youtube.com/watch?v=C5LfIDccOXo&feature=fvw

里面的英雄、怪物以及环境都让人印象深刻,惟妙惟肖。

B楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

Tera看起来很不错!虽然女主人公穿着暴露——不过正因为这样,它被加上了18+的标志。

(梦梦:看来你还未成年,看来你很憎恨18+)

C楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

致楼主:酷!希望能放出更多的视频!还有,希望下次暴雪嘉年华不要向我们展示过多的环境——足够了!多展示一下人物能力方面的东西!

D楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

如果嘉年华上男武僧还不能玩,那么在韩国试玩女武僧似乎不可能?一定是上次嘉年华上的!

(梦梦:吃不到葡萄说葡萄酸!)

E楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

比起Tera,我更喜欢WTF!你知道为什么吗?

决战时,男主角们都穿上了厚厚的盔甲,结实的盾牌,而女主角们都是靓装配高跟鞋……太……了!

F楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

服装设计师们实在是太异想天开了——“穿着高跟鞋打架”

不过wow也差不多——

兽族的男展示都是重甲大盾,而精灵女侠们都穿着防弹胸罩……

(梦梦:你丫的大游戏时都在看哪里呀!你打游戏肯定被菜!)

G楼qawsunmeng@bbs.d3.com&qawsunmeng.ycool.com

看来Tera是个有趣的游戏,我觉得我会喜欢的。

我个人认为,玩Wow的时候,有时真想打个盹……

(梦梦:绝对!让你觉得有趣的一定是里面的mm!)
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