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关于《暗黑破坏神3》中的“钥匙”

2010-01-23 12:39 |来源:官方蓝贴 | 作者:官方蓝贴 | 点击:次 | 共有0人论条

摘要:Bashiok在BN论坛上回复了一个玩家关于D3中掉落钥匙的问题。一种钥匙对应一种东西,而非d2中的随意开锁的万能钥匙。以下是Bashiok对此问题的回答:这些掉落的钥匙有特殊用处,完全可能会将他们与剧情或者其他任务元素联系起

Bashiok在BN论坛上回复了一个玩家关于D3中掉落钥匙的问题。一种钥匙对应一种东西,而非d2中的随意开锁的万能钥匙。

以下是Bashiok对此问题的回答:

这些掉落的钥匙有特殊用处,完全可能会将他们与剧情或者其他任务元素联系起来。BlizzCon上的demo中,Leoric的皇冠就是进行boss战的关键钥匙。所以,我不觉的使用字面意义上的钥匙去达到解开主要任务的目的有什么问题。

当然,这与那些普通的掉落的钥匙有本质区别,那些钥匙是用来打开随机出现的“上锁的”藏宝箱的。目前我们还没有钥匙和上锁的箱子,但是...我们也不是完全反对有。

很久以前我的一个内部帖子,提出一个想法,建议游戏里宝箱的生成率低一些,但是提高箱中掉出高级装备的概率。这显然是多此一举,因为在游戏过程中,你就可以打出极品装备了(意思是这个箱子的设置和游戏k怪出装备重复了),要是再加上一句“找到钥匙才能打开”,那这宝箱就更废柴了。。。

Having keys that are dropped for specific uses, that have more story and questing elements tied to them are definitely possible. In a general 'designery' way Leoric's crown was essentially a key used to unlock the boss fight in the BlizzCon demo. So I don't think it's out of the question to then have a literal key be used for more quest-centric chest unlocking purposes.

That's of course completely separate from the generic dropped keys and their ability to open randomly spawned 'locked' chests. We don't currently have keys and locked chests, but... we're not completely opposed to them either.

Something I posted about a long time ago, which were just ideas being thrown around internally, is the idea of having multiple tiers of chests with subsequently lower spawn rates, and subsequently increased chances for dropping better and better items. At that point keys sort of become this unnecessary burden, because you already had the amazing luck of having the rarest chest type in the game spawn, it's probably not all that cool to then also say "Now find a key for it!"

你觉得呢?是想要一个能对付所有锁箱的万能钥匙呢,还是想要一个“专一”点儿的?我个人更倾向于后者,因为这样更有挑战性。我喜欢为了得到一个道具,在大群怪物中杀出一条血路的快感。最后得到道具时,那成就感就更别提了。

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