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《流放之路》3.7版本设计师访谈

流放之路3.6赛季已经临近末尾,流放之路3.7赛季预计将在6月份上线,很多玩家都想知道版本更新了哪些内容。本次,我就给大家带来流放之路3.7版本设计师访谈,一起来看看吧!

《流放之路》3.7版本设计师访谈

1、

Animation Canceling applies to BOTH Melee and Spells

动作取消这个新功能对近战和法术都有效

2、

Double Strike (and Multistrike) will allow you to cancel animation just after one swing (say if that first or second swing kills the enemy). Looks like it borrows a thing or two from D3/Grim Dawn's combat, which is great news.

双重打击(还有多重打击辅助),会允许你在第一次挥击武器以后就取消后续的攻击动作(假如第一或者第二击就杀死了怪物)这个设定看来是从D3/恐怖黎明借鉴过来的,挺不错啊

个人理解:(括号内那句话应该属于多余,估计是说你第一下就打死怪了,不用等后面两下打空气这个意思)

改版后多重打击再也不用等待3次攻击动作完毕之后才能移动躲避伤害了,灵活度应该是得到了巨大提升

(早就该这样了喂,恐惧黎明里面的多次打击是可以随时取消跑路的)

3、

If you use one skill and then instantly (and I mean instantly) use another skill, the first one won't even happen because it's been canceled. The example shown was Default Attack followed by Double Strike. There also seems to be action queueing. If you use one skill and wait until the very last moment to use another skill, it'll be queued up as soon as the first one is done

如果你在使用了一个技能以后立即(这个立即是真的立即…)使用另外一个技能,第一个技能完全不会用出来,因为它被取消了。给出的例子是你普攻以后立即用双打。而且加入了一个类似动作队列的功能:一个技能动作的最后部分你按下了另一个技能,另一个技能会在前一个技能完毕以后立即使用

个人理解:这个翻译可能有点歧义,主要是后半部分,前半部分是说如果你按下一个技能,这个技能还没开始产生动作,你立刻按下另外一个技能,那么你第一个技能将完全不会生效

这一部分说明是让大家知道不会让两个攻击技能同时生效,这个动作取消功能其实更加类似于DNF游戏里的柔化或者强制(玩过DNF的应该深有体会)

后半部分是说的一个动作队列问题,这个问题后面会提到,到那个部分再一起说,比较容易理解一些

4、

Except for obviously being stunned, you can cancel any animation with a movement skill. At level 4, every Class now gets a defensive movement skill. Not meant for traveling.

除非在非常明显的眩晕状态下,你可以用位移技能取消任何动作。每个角色在4级时候都会获得一个防御性的位移技能,这个不是用来给你跑路的(译注:可能是位移距离较短,CD略长的)

5、

All movement skills are now instant when getting in and out of combat, but repeated usage (ie. holding down Leap Slam) will not be instantaneous. You still go through with the animation timings from repeated usage of consecutive Leaps

所有位移技能都是瞬发的,但是连续重复使用的话却不会立马取消前面的,。(比如一直按着跃击)你还是要等前面的动作完毕以后才能重复位移。

6、

Name Re-locking is now a thing. If you've name-locked a monster and it dies while you're still holding down the button, simply moving the cursor over the next monster will re-lock onto it, and over and over until the entire pack is dead. This also works when you're simply running and targeting the ground, and then decide to mouseover the monster. With that being said, if you intentionally want to target the ground (ie. Earthquake), you can still do so.

锁名现在得到了改善(译注:玩过D2应该很熟悉这个name lock,我这里不知道怎么翻译才恰当,效果就是,你鼠标指在一个怪物身上显示了它的血条,如果你按住鼠标不放的话你会一直打这个怪,直到他死掉),现在如果你锁定了一个怪,它死了你扔按住鼠标不放松,会自动帮你重新选定你鼠标指的另一个怪物,你可以这么做直到整个怪堆的怪都死了。这功能在你随意乱跑而且点地板用技能,然后再把鼠标指到怪物身上时候也会生效。(译注:就比如你本来在跑路,然后右键一直着地板空挥了技能,再把鼠标指到一个怪身上,现在角色会瞄准那个你鼠标指向的怪物)这对于一些本来就想点地板的技能也是有效的(比如震地)

7、

If you target your skill near a monster and then immediately mouseover the monster, the game will auto-target that monster for you by name-locking to it. So if you "miss" your click, you'll still be able to recover and hit it

如果你的技能瞄准在一个怪物旁边,而你在技能放出后立即把鼠标指向到这个怪物,系统会帮你自动对这个怪进行锁脸。(译注:和上面那一段差不多的意思,就是你一开始没瞄准怪物却一直按着技能,再把鼠标移到怪物身上,人物不会傻傻地打空气了)

8、

Players will essentially be given a "free move" in between attacks that doesn't sacrifice your actions per minute due to animation canceling.

因为新的动作取消系统,玩家会允许在动作和动作之间有一个“无损耗移动”且不会影响你的输出(译注:有点难理解但是你可以想一下近战一直击退敌人时候,你的人物会取消动作走向怪物,不降低你的输出)

9、

Previously, every single-target Melee skill only hit one target. Now, every Melee attack can hit multiple enemies - whatever it looks like your animation swing should hit, will hit. It's technically not giving AoE to single-target attacks, but rather, having to do with your Weapon Range can allow you to hit multiple enemies if they're standing very close to each other

在以前,每个单体近战技能都只能击中一个目标。现在每个近战技能都能击中多个目标,尽管有些技能的动画效果看起来就打了一个怪物。这并不是让每个单体近战技能都有了AOE标签,而是根据武器距离会允许你击中多个站得非常近的怪物。

10、

Every single Skill in the game now renders it's AoE distances correctly.

每个技能现在都会有其正确的AOE距离。

个人理解:近战武器攻击范围以前很少很少很少被人关注,几乎没人讨论过这个玩意,现在改版后应该会得到一定的重视,比如同一个技能,你带长棍,肯定比带爪子打的范围大?我个人是这里理解的。

11、

They're still in highly discussing this internally, but a question raised if for example a skill like Molten Strike - if the simple animation of swinging hits multiple enemies, should balls spawn per each enemy hit? Currently they're saying no, but it may or may not change once Legion releases. They will tune each skill on a per-Skill basis to answer this question.

一个非常值得关注的讨论:类似熔岩打击这种单体近战技能,如果在武器距离内打中了多个目标,会产生更多熔岩球吗?制作组的目前答案是:不会。但这个在新版本上线前都还在调整。他们会对每个技能都做出调整来应对这个问题。

个人理解:其实看到前面的近战攻击会同时攻击到主目标身边很近的敌人这个改动,有些人就会开始补脑骚操作了,其实这个效果跟先祖呼唤截然不同,不会造成多次AOE效果等等。

12、

There is now Animation Queueing. Say you get stunned and press Leap slam to get out of combat as a panic button, your Leap Slam will be queued as soon as it wears off

现在会有动作队列。如果你在被眩晕的时候按下了跃击来逃生,那在你被眩晕的效果结束以后会立即施放跃击。

个人理解:动作队列放到这里来说更加容易理解,之前是被晕了之后你丢不出技能,只有等你醒了之后才能丢技能,这个时候你只能疯狂按技能来达到“醒了之后立马丢技能”的效果,现在改版加入动作队列,可以减少很多操作,同时让操作更加流畅。

13、

You will be unable to rotate between 3 of the new movement skills to travel at crazy speeds due to some of the movement skills having a global shared cooldown

你不可能通过装备3个新的不同的位移技能来跑图跑得飞快,因为部分位移的冷却时间是共享的。

骚操作没有了,死心吧

14、

TL;DR, they switched from Manhattan Distance to Euclidean Distance to help fix movement skills getting stuck on a pebble. It was not an issue with collision, but rather, different systems disagreeing with if the player was truly able to make that move

太长不看(译注:原文就是这意思……囧)他们把曼哈顿距离改为了欧氏距离来改善位移技能会被小石头之类卡住的问题。被卡住的情况其实和碰撞体积没有太大关系,是因为不同计算方式下,系统会不允许玩家这样或者那样的位移。

个人理解:都是些空间几何的术语,具体不懂!不过可以理解为,以前跃击,回旋等位移技能在跑路的时候,突然鼠标点到墙壁后面去了,这是角色会因此而停下来,反正我纯用位移技能跑路总是感觉不舒服,尤其是狭窄的地形,希望改变算法之后之后会给这方面带来更好的体验。

15、

Players will still block 100% damage, but some monsters will now have % Chance To Block, and when blocked, they will take reduced damage from the hit. Not 100% sure with Spell block

玩家自身格挡依然是可以格挡击中的全部伤害,但是更多怪物会有攻击格挡率,而且他们的攻击格挡只是会减少收到一部分击中伤害,而不是全部伤害,法术格挡同理

怪物变硬了???

16、

There is now a sound effect when you miss a hit

现在攻击没有命中的话,会有特殊音效提醒

17、

Base stun duration from Melee hits is now longer whereas the base stun duration from Spell hits is shorter. You also need less damage from Melee attacks to stun a target compared to damage from Spells. Also, Elemental Damage has less weight contributing to a stun whereas Physical Damage (including Physical Spells) has more weight contributing to a stun.

现在近战攻击造成的基础眩晕时间会比以前更长,法术造成的眩晕时间则更短。这让你需要更少的近战攻击上来眩晕敌人,对比法术的话。而且元素/混沌伤害造成眩晕的权重比物理伤害更低,你用物理伤害(包括物理伤害的法术)会更容易造成更强力的眩晕。

个人理解:让近战更容易眩晕敌人,提高近战安全性,与此同时,纯物理伤害也更容易眩晕敌人(提倡不转元素伤的玩法?雾)

18、

All of the single-target Melee skills have been significantly buffed in terms of damage

全部单体近战技能都得到了可观的伤害(直接或间接的)提升

单体近战技能伤害再一次提升,但是AOE技能貌似不增加

19、

There will be a bunch of new Support Gems, and there are ones that are specific to each of the weapon types. One for claws, one for daggers, one for axes, etc. Also, one Support Gem to reward slower and larger hits.

会有大量新的辅助宝石,包括一些对特定武器生效的辅助宝石,一个给爪子的、一个给匕首的、一个给斧头的,诸如此类;另外还有一个宝石会对更低攻速、更高单次伤害的技能有加成

20、

Leap Slam will now always stun bosses that are on Full-Life.

跃击现在总是会对满血的boss造成眩晕效果。

21、

The goal of the Armour buffs was to make it work against Boss fights

护甲值会加强,目标是对boss战更有效

终于知道要提升护甲的效果了。。。。

22、

If you hold Shift while pressing Quick Dodge, your character will backstep opposite direction of the cursor. So if you're using slam-based skills (like Ground Slam), you can slam -> backstep -> slam in that direction again as a sort of tactical retreat mobility move. Quick Dodge can also go up and down ledges and Spellcasters can also use it. There is also an unannounced new movement skill for Casters

如果你按住shift同时按下瞬步,你的角色会往鼠标相反的方向撤离,所以如果你在用着跳跃型的技能,比如裂地之击,你可以挥击→瞬步→挥击,这样操作来作为紧急后撤。(译注:看我闪现躲大)瞬步可以跨越部分障碍,施法型的玩家也可以使用。还有一个未公布位移技能,是为施法型玩家准备的。

个人理解:更加华丽而且简便的近战操作,玩家在打BOSS的时候,鼠标悬停在BOSS这边,躲技能的时候不用花时间调整鼠标位置,直接按SHIFT就会反方向使用位移技能来逃生

23、

There are buffs to Bleed and Poison but he forgets what they are

流血和中毒相关的加强也有,还是等后续消息吧

个人看法:

总体都是些近战机制的改动,游戏流畅度的改动。

不过从细节部分看出,GGG还是希望这个游戏操作性更强,玩法更多,毕竟以前的近战技能看起来都差不多,几个比较有特色一点的就是熔岩之击(会丢球,HIT高),冰霜之刃(我可以说这算远程技能么?)等等

其他的近战技能基本都是上去砍,或者是敲地板AOE这个样子,特色不明显,就好比双重打击跟双持打击这种,看起来都是上去砍砍砍罢了

希望这次的改动能给近战技能带来不同的花样。

全文几乎未提关于近战技能清图范围等方面的信息,希望接下来的改版内容里能有这方面的提升。(要不然近战技能清图依旧弟弟,改不了这个事实,玩的人还是不会多)