Gameplay Panel in Blizzcon 2010
(→Demon Hunter Skills)
==Skill System Overhaul==
==Skill System Overhaul==
在2012年4月7日 (六) 10:16所做的修订版本
- 杰•威尔逊 - 游戏开发总监
- 凯文•马藤斯 - 首席内容设计师
- 克里斯汀•莱特纳 - 艺术总监
- 朱利安•洛夫 - 首席技术美工
- 怀亚特•陈 - 技术设计师/职业技能设计师
- 莱昂纳多•波亚斯基 - 首席世界设计师（背景和世界观）
- 保罗•大卫 - 首席角色美工师
杰•威尔逊 - 游戏开发总监
克里斯汀•莱特纳 - 艺术总监
保罗•大卫 - 首席角色美工师
怀亚特•陈 - 技术设计师/职业技能设计师
流星索 -- 这一招融入了远程攻势和小道具，恶魔猎手可以发射出一条连接着锁链的流星锤，将其缠绕在敌人身上并爆炸。但爆炸会有少许的时间延迟，因此玩家可以通过恰当的战术策略来使用这一招。
影轮翻 -- 这是一个移动类型的技能。就像野蛮人有跳跃攻击，法师有传送技能一样，我们要确保所有职业都至少拥有一个可以瞬间远离危险区域的技能。我们想在这招上展现暗影能力，起初我们打算叫这招为暗影翻滚，但又来考虑到根本不需要把每个招式的类型通过名字来表现，只要做到一个完美的动作演示就足够了，因此我们就称其为影轮翻。这一招式的动作有点类似于杂技，同时能够表现出一个残影的形象，也正好突出了暗影的概念。其实这只是将模型进行一个机械式的旋转，同时制造出残影的样子，让其富有美感罢了。但我们相信玩家会对这个技能感兴趣的。
尖刺陷阱 -- 对于猎手来说，另一个需要体现的特点就是陷阱和道具。但这些特点并不同于大家原来玩的暗黑2里面的刺客。我们仍然决定对这一招采用暗影和道具的设计理念，我们只是使用了一个简单的陷阱并在上面加入了暗影的效果，用动画的渲染来突出她与其他职业的不同。对我来说，我很喜欢这个尖刺陷阱，因为它让你感到有个提前设下陷阱的意识。我们想让玩家们了解这么一个情况；恶魔猎手就算在睡觉的时候都会梦到如何猎杀恶魔，当她在午夜惊醒时突然想到个猎捕恶魔的点子，“噢，我应该提前设下些陷阱才对，就让那些恶魔们自投罗网好了。”然后她就可以回去继续睡觉，当醒来时会发现那些设下的陷阱已经杀死了大批的恶魔。
手雷 -- 这招主要是表现出远程攻击的概念。我很喜欢这招，因为游戏是采用3D引擎来制作各种效果的，所以你可以看到当手雷抛到地上或墙上时会有几个弹跳的效果。我相信聪明的玩家一定会将这招玩出花样，没准他们会将手雷丢向墙角，让它们弹回来造成更多更绚丽的攻击。事实上这个弹跳的动作也能展现出恶魔猎手的远程攻击，道具的使用，战术策略和准备工作。这一切都是提前预谋好的猎杀恶魔的方式。
多重射击 -- 最后呢，我要给你们大家介绍一下多重射击，对于玩过暗黑2的玩家来说这招也许很熟悉，它确实是非常讨喜的招式，因此我们决定让它在暗黑3中继续延续，而且比之前有着更显著的效果。其实比起招式的伤害，大家更爱它那华丽的攻击效果吧。
Skill System Overhaul
Kevin Martens - Lead Content Designer
On the second part of the show we have a lot of new and improved skills and skill systems and other character things to show you. On the new side we are going to show you a complete overhaul of the skill system itself, new class skills for each of the classes, a new trade system and an introduction of the ever elusive Talisman.
So when you have a bunch of skills like Wyatt was showing you the next thing we need to work on is to make them deep and replayable and to make them accessible and on that end let's break down the skill UI from last year and talk about some of the problems we had with it.
New Class Skills
Wyatt Cheng - Technical Game Designer
We've also been working on fleshing out and getting new skills for the four classes we had already announced and we want to show you some of those today.
We knew that he needed a ranged attack so here is an example of Ancient Spear. We don't want to turn the Barbarian into a ranged class so this is something that feels very appropriate for him. We want to sell the theme that he's strong, he's tough, he's melee so we had to come up with something that felt appropriate for that.
We are going to bring him back another fan favourite, the same way we brought back Multishot, bring back Meteor. Meteor was also a popular skill in Diablo 2. People liked it, we liked the gameplay of it so we brought it back, artified it up and I tell you right when you get some runes in Meteor it's five times the fun.
I alluded to it earlier, that we want some movement options for every class and Spirit Walk is the movement skill for the Witch Doctor. We wanted something that stays thematically consistent for every class and in the Witch Doctor's case, he's about spirits and voodoo so in the Spirit Walk ability where he turns incorporeal, he can walk around, through enemies, walk round corners and when Spirit Walk ends he comes back in his physical form that becomes teleported to wherever his Spirit form is when Spirit Walk ended.
Wave of Light. He summons a mystical bell that he shoots out at range. It's kind of a combination of a melee and ranged attack. One of the things that I really like about this skill is that we need to differentiate the Barbarian from the Monk, they are both melee classes and in his case he's abbot combining mystic arts with martial arts and I like the evocative imagery that happens here. The concept of a mystical bell that he fires off, it's very vivid.
Jay Wilson - Game Director
I'm going to tell you about a new system that we've introduced into Diablo 3 in the last year. It's called Traits.
Inner Rage. This highlights something really important about Traits, they are not universal to all classes. Every class gets Traits that are unique to them, there are some that carry over that make sense but for the most part they are very unique to the each class.
Here's a Trait example for the Barbarian called Inner Rage. This highlights something really important about Traits, they are not universal to all classes. Every class gets Traits that are unique to them, there are some that carry over that make sense but for the most part they are very unique to the each class. We want to sell the idea that the Barbarian, is not only an angry dude, you probably have figured that out already but he actually gets power through his rage.
Well, why did we decide to do this system. There's a bunch of reasons. The main one is character customisation and those of you who know and love the original Diablo and Diablo 2 know that character customisation is a huge part of the game and if you're new to Diablo that's what it's all about so that was a big focus for us. We used to have a system in Diablo 2 where you could spend attribute points on all your core attributes and this system was much loved as a customisation tool but in actuality when we looked at it most of the builds took the exact same points in the exact same areas even across the classes and so we didn't feel like it was a good customisation system. Traits is really to specifically address the removal of attribute point spending.
One of the last reasons we really wanted to do this was it was always a bad decision to make in the previous skill trees where you knew that a passive skill like "if I take this it gives me more armour", that's a good skill and mathematically it makes sense but maths kind of sucks. If Diablo is the active skill then this guy's passive. I want to spend points in Whirlwind, I don't want to spend points in more armour so by separating the passive skills from the move active active skills which now completely take up the skill system we get a much better decision point.
Making Numbers Awesome
We don't consider the system done yet, I love to share our process with you. What's on our 'to do' list? Well the UI's not awesome and it's okay for me to say that because I designed it. It's just a grocery list right now and it's not very fun to use. Gaining them (Trait Points) every other level isn't perfect, it may be fine we may ship with that. Right now it feels a little weird like you almost don't know when you Trait Points are going to show up and that doesn't feel awesome. There's probably too many of them. When I talk about making numbers awesome, if you go and play with the Trait system, because it's fully playable on the floor you're going to say, "Hey, I thought he said the numbers were going to be awesome, this just seems like too much decisions or too low in numbers". The truth is you're probably right. We're looking at that now and saying maybe we didn't quite get it right.
The Talisman and Charms
Kevin Martens - Lead Content Designer
Before we get into the Talisman I want to talk about Charms from Diablo 2. The charm system, if you are not familiar with it, was a very simple cost benefit thing. There were these objects that would sit in your inventory, they would take up some of your inventory space but they would give you a wide variety of bonuses. This was good, we liked the concept behind the system and we liked the charms themselves but what it led to was people keeping as many charms as they could and keeping a tiny bit of inventory space and we didn't think that was a great choice to have to make. You couldn't resist taking the charms because it augmented your build so well. How do we solve this? The Talisman is a dedicated inventory for your charms and not only that it gets bigger over time, it keeps all of the advantages of the Diablo charm system. You have more charms that you can fit in there so you still have to pick and choose which ones you're going to have to augment your build.
- See the Video: Blizzcon 2010 Rune Effects article for a fan video, tightly focused on the screen during this portion of the panel.
We haven't talked about Runes for quite a while, in fact we gave them the year off last year to let them percolate a little bit but they are back and they are in the game and you can play them here at the show. They are fully implemented in the Witch Doctor, the Wizard and Barbarian and I urge you to play the game and give Skill Runes a try.
Just a quick update to get you up to speed to where we are with Runes. If you remember Runes are a system for modifying your skills, they drop in the world like gems do but instead of putting them into your items to modify what your items do you put these in your skills and modify what your skills do. Skill Runes are a huge feature for your characters. Usually when we think about customisation people think about things like skin colour or hair style or maybe gear but the skills that you pick for your character are a huge part of your character customisation.
That's a really big number and hard to wrap your head around so let me try to clarify what we are talking about. This is the number of skill combinations with runes that you can have per class, this does not include things like traits, gear, dyes, charms, this is purely active skills. You are really going to be able to come up with a tonne of different kinds of class combinations. It's not just about numbers skill runes are going to be able to provide a whole lot more and one of the key things to keep in mind here is that skill runes don't just change what a skill does they have the potential to change the way it looks.
Crimson, Indigo, Obsidian, Golden, Alabaster. We had a system before where we named the runes according to the concept attached to them like Multistrike or Energy and Multistrike Runes did Multistrike things and Energy Runes did stuff with your resources. What we found was that we kept coming up with ideas that didn't fit with those concepts very well. At first we would have some concepts that would fit really well, we'd get some things that did a multishot and they would fit but when you started coming up with wacky ideas it became harder to shoehorn them into that system.
To give you an example here. The Witch Doctor's new skill called Poison Dart and that kind of fit with the Power Rune before but then we changed the skill so we had another version that would make it a rapid-fire skill and then it worked really well with Multistrike but then we had this wacky idea of the Witch Doctor being able to shoot a live snake that would attach itself to monster's faces and stun them. Where does that fit? It doesn't fit anywhere so we just changed the names of the runes then we can come up with as many kinds of wacky ideas as we want.
Specific Skill Rune Examples
Skills Runes on Witch Doctor Skills
Here we have a skill for the Barbarian called Weapon Throw, allows him to throw a big weapon and this is the Crimson Rune, it just adds more damage, makes Weapon Throw a kind of one shot skill and then another (Obsidian) that let's you throw a hammer that stuns characters which is great for PvP. Another (Alabaster) that causes confusion which is a good crowd control version and then we have one (Indigo rune) that ricochets which is good for AoE. Then we thought it would be really cool for the Barbarian to have an ability to throw a corpse (Golden Rune).
Skills Runes on Barbarian Skills
Next up is the Wizard and we brought back Hydra for the Wizard and it works just like the skill in Diablo 2. Crimson Rune changes them to Frost Hydras with a short range breath attack. Then we brought in a Lightning Hydra, lightning hydras never miss. Next up we have an Arcane Hydra (with Alabaster rune) which shoots miniature arcane orbs for AoE damage. Then we did an Acid Hydra (Obsidian rune) because melting monsters is a lot of fun and finally one big hydra head but with the firewall attribute
Skills Runes on Wizard Skills
Skills Runes on Wizard Skills (Plague of Toads)
Next up let's look at Plague of Toads on the Witch Doctor. The Crimson Rune makes all of your frogs on fire and then something a little more gameplay oriented, you've got mana reduction (Golden rune) so you can have a lot more frogs and then Alabaster rune will blind monsters which gives you some crowd control ability and then we change the skill completely and make a toad blizzard (Indigo rune) then finally we wanted to have a giant toad (Obsidian rune) but what's he going to do? He's going to eat monsters and he digests them but he doesn't digest the loot.
Jay Wilson - Game Director
Battle Arenas are our first approach to PvP and hopefully not our last. The vision for Battle Arenas is a dedicated place for all your dueling needs. Dueling was a massive part of Diablo 2 and a lot of people really loved to duel. We know you like to kill each other and Diablo 2 didn't support it very well, so were really focused from the very beginning to make sure we corrected that mistake. It's focused on team-based play and the reason for this is, as Julian mentioned, we had 97 billion builds and the idea that every build is perfectly balanced versus every other build is not going to happen. We definitely want to get all the class balance a lot better than it was in Diablo 2 but the idea is that some of the builds are supposed to be better than others, that's the point, you're supposed to try and find the best PvP build. So focusing on more team-based play softens that issue a little bit, that issue of balance. Maybe if you go into the Arena and you face a build you are weak to your team mates can help you make up for that. It becomes more than just about your own build but your teams' build.
A lot of the Arenas is about building the perfect PvP character so you will be taking characters that you get in PvE, items, skills, trades, everything you do and taking it over into the Battle Arena. It is definitely a game about building a PvE character into a PvP monster.
Here is the Witch Doctor and Wizard show off a bunch, we got some Zombie Bears in there. That's a crowd favourite. Blizzard which is a great crowd control and attack spell, Teleport which the Wizard uses in just a second, Meteor. There are a lot of awesome skills and a lot of them worth great across both PvE and PvP and some of them are design specifically for PvP. If you've ever looked at any of the skills we've shown at the previous Blizzcons and didn't know how you'd use that in PvE it actually might be PvP skill because several of them we specifically focus for there.
The PvE game has a lot of control in it, there's a lot of freezing enemies and stomping on the ground and stunning everything but we didn't want the PvP game to be all about crowd control where you would basically be sitting around waiting for the opportunity to move so a big part of our PvP design is about counters, counters that break you out of any kind of crowd control.Horrify to Fear the Barbarian and the Barbarian is using Ignore Pain to break out of that. There's also tonnes of cool tricks. For for example we can teleport, freeze, Meteor and "bye bye".
The Arenas is fully playable on the floor so we encourage you to go over, reach out and beat the crap out of your friend.
We are going to do a lot of focus on battle.net with the Arenas and PvP, we will have matchmaking so you will be able to form a team or randomly jump in. It will be skill-based so we'll try and match teams equally against one and other. We are trying to figure out a way to do custom games. We know that while our Arenas are team-based there are a lot of you who are going to want to do a specific team against your friends' specific team and maybe outside of the ranking systems. You're going to want to do one on ones even though the game is not going to be super great balanced for that. We know you're going to want to do it so we're definitely focused on finding a way to make that really easy for you to do.
The last one is more of a progression-based ranking system. If you play Starcraft 2 you know it's very much what we call a skill-based ranking system where, when you play against one and other, you each get a rank and if you're rank is higher you get to make fun of your friend. We want you to be able to make fun of your friends but here's it's more about doing it in the Arenas. If you're playing in the Arenas and you win you're going to get points that will progress your rank, give you titles, vanity rewards, achievements, things that are not focused on power but showing how dedicated you are to PvP. As you continue to play through, even if you lose, you will also get points and progression.