暗黑3终极邪恶版大秘境幻雷祭坛修改介绍

2014-10-14 16:44:39 k73游戏之家 作者:JustinFan

暗黑破坏神3

《暗黑破坏神3终极邪恶版》最近关于大秘境、祭坛的修改可能会让野蛮人的幻雷大法大打折扣,下面带来详细介绍,希望对大家有所帮助。

暗黑3终极邪恶版大秘境幻雷祭坛修改介绍

Pylons can be a hell of a lot of fun to encounter in game, and that’s one of the big reasons we added them to Greater Rifts.

在游戏中遇到祭坛是一件非常有趣的事情,这是我们将其加入到大秘境中的一个重要理由之一。

That said, we do agree that pylons, at least in their current form, have had negative effect on Greater Rifts for the top end. Ideally, we don’t want to remove pylons from Greater Rifts, since we like the variety they provide, but we also don’t like the current situation where certain classes and builds are able to defeat a Rift level multiple ranks higher than could normally thanks to a single pylon (in this case, a Conduit Pylon).

我们必须承认,至少在现在的情况下,祭坛对大秘境排行产生了负面的作用。我们的想法是,我们不打算从大秘境中移除祭坛,因为我们喜欢他提供的多样性,但是我们也不满足于现在某些特定职业刻意为了使用祭坛而创造build去拿到本身比他们正常可以取得的等级高的多的成绩(比如:利用幻雷祭坛)。

As with other factors in Greater Rifts—density, monster types, Rift Guardians, etc—finding a good balance between random vs. predictable is something we’re going to continue to iterate and improve upon for Greater Rifts, and that includes pylons too. Ultimately (as I noted in another post), randomness in Greater Rifts should create positive variety and a sense of excitement. We don’t think we’ve nailed that in all areas just yet, so we appreciate all the discussion and dialog on this topic in the meantime.

我们将不断在大秘境中其他组成中,比如密度,怪物种类,boss,等等中寻找到 随机性和可预测行的平衡,当然也包括改进大秘境中的祭坛。 最终,如我另一个帖子说的,大秘境的随机性应是创造游戏兴奋感。我们不会固步自封,希望这个话题的讨论继续。

G经理的回复果然不出我所料。

以后会淡化祭坛的地位,但是祭坛现阶段不会有变化。

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