Re: [閒聊] 如果出暗黑4並且把D3變成黑歷史的話?消失
無印初期被罵最慘的幾個點
其實主要還是來自設計師心中理想的不是玩家想要的
D3初期END GAME是走極端哈扣路線
(類似WOW的傳奇模式,這樣講有點太抬舉WOW,因為當初缺乏測試所以數值設定太多問題
雖然WOW在T5副本也出過這種包)
煉獄難成這樣就是想把一般玩家趕到地獄級或者勉強在A1苟活
讓高手高高手玩後面的部份
其中還有一些設定跟這個大方向息息相關
1.四人模式怪物數值比一人乘以四還難
當初設計這樣的難度本意很單純,就是四人要靠各自的技能互補,達到1+1+1+1>4的奇效
偏偏忽略的現實:玩家很難找到能夠發揮1+1+1+1>4的四個人
當然自己找朋友也許不難,但是公開遊戲就很難了
連WOW都知道這點所以才有隨機副本+15%的設定
在公開遊戲為大宗的環境設計出這樣的東西讓人匪夷所思
2.每個BOSS小怪都有狂暴TIMER,一旦滅團都會回滿
這其實就是WOW BOSS戰的思維:你要徹底打倒,否則不給你獎品
而且還要夠強,不能風箏慢慢打
偏偏BZ忘了獎品也可以透過踢罐子....然後BOSS又不強所以某些職業可以輕鬆過
3.冗長的提昇曲線
要能在A2生存需要在A1農多久?以初期的掉落率會是非常長的一段路
當然當時的掉落率牽涉到AH機制,AH的存在為了維持裝備累積以延長遊戲時間
勢必得降低好東西的落率(所以ROS拔掉AH且帳綁才有辦法大幅提高掉落率)
但這就苦到PFF玩家,可能農幾個月A1都未必能在A2生存
不過AH會隨著裝備累積讓入手好裝備的時間隨時間降低就是,但這也要好一段時間
總之這種極端哈扣的END GAME理念完全不被玩家所接受
更別提各種設計錯誤,初期傳奇的屬性根本扯
最後提一下D2....D2其實跟D3一樣,都是透過一段時間的改進才變成當時的神作
D2初期的地獄基本上也很無理,金色裝備只有出到普通階級是要怎麼打....
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