暴雪皇帝
暴雪皇帝
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关于之前维修费问题的后续探讨 下面是我设定的图然而,结果却是如下图之前有玩家说我还少了个步骤,才导致这样的结果。 在此虔诚请教。 @enmudavid enmudavid
本吧魔兽玩家多不多啊,我的魔兽地图计划正式启动,需建议~ 初步的想法是,将韩国osl的几张地图抽象性移植到魔兽3中.如果有平衡性的看法,可以提一提。
如何添加维修费的名称 我想添加一个中维修费,如何让游戏到了那个人口显示“中维修费”的字样?在哪里设定?
如何查看地图的尺寸? 我指的是打开地图包里的地图
GPG的一些核心成员独立门户做横扫千星,乃们有什么要说的? 08年建立Uber娱乐……看来是对GPG彻底失望了
又来个暗黑系的arpg……这年头到底是怎么了? 不怕被暗黑3通吃? 来源:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fv.youku.com%2Fv_show%2Fid_XNDQ3MTg3Njc2.html&urlrefer=a984bd110ecd659de183f7ee8cb5f256
dota2用百万美金推广比赛,乃们有什么要说的?
魔兽3 z-cup皇冠,xiaoy解说 来源:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fv.youku.com%2Fv_show%2Fid_XNDQ2NjM1ODE2.html&urlrefer=ccc3411a8e67dc772614420032ab6caa
茶哥什么情况?不在状态啊 来源:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fv.youku.com%2Fv_show%2Fid_XNDQ0MzQ1OTAw.html&urlrefer=047ad4a3a526f9baf86887b4aca4899d
激战2的拍卖行会不会出现暗黑3的问题? 买了好装备可以虐其他人?
大帝的视频胜率太高了,反而没意思
求游戏风云做个魔兽3补丁吧,用来加强ud~ 然后,做经济富裕的地图。 不然魔兽3真的没救了
印度的幽会之战能做到这种程度,应该算是不错了。 官方说,这是竞技向的rts。
我对游戏的评价,只对我这ID有关,不代表rts吧的立场 这是必须要明确的事情。否则将来我一句话,然后一群人便说:rts吧怎么样,我话都没法说了
KeSPA是不是有病啊?集体退出GSL…… 说赛程紧张完全就是借口。 紧张不紧张应该由战队和选手说了算。 选手如果觉得可以打,KeSPA还管什么?
非博客的内容好少啊,翻译帝速速译来,奏于朕 It's gonna be short and sweet this week folks - We are super-buckled-down over here, trying to get everything bolted into its final location. I've made it halfway through Act3 and am almost totally caught up with Marsh now. He's further into Act 3 than me (I'm right at the halfway point ), but it only took me 6 days to get there, so we are really rolling. The game is awesome. As has been mentioned, we will be telling everyone the Release Date next week. We are still aiming for Summer. it's 8AM til midnight every day for me until release, (with the exception of 3 days for PAX), my wife has a sitter to help out with the kids, all waking hours go to wrapping this up. Everyone is working like crazy. Thursday night I will let you know the release date here in the forums. You guys deserve to know first. Thanks for your patience, and I hope when you have the game you feel that it was rewarded. that's all! Hope I see you at PAX. Travis
plu的星际2版块是谁负责的?怎么搞得那么乱? 尤其是视频部分,网页搞得跟垃圾场一样。 星际1的版面清楚多了
David Brevik在Gazillion 当总裁兼COO,似乎活得很滋润啊 转自新浪 在今年的圣地亚哥国际动漫展上,Gazillion游戏公司创始人David Brevik接受了采访,他透露了一些有关其公司旗下尚在研发中的网游《Marvel Heroes》(暂译:漫威英雄传)的一些内容。 《漫威英雄传》制作人介绍视频 当被问到这款游戏拥有什么吸引力将玩家带到游戏中来时,Brevik表示,这款游戏是一款“很暗黑破坏神式的”游戏:最高等级不定,而且能够掉落非常多的装备。其游戏机制非常诱人,还包括许多我们尚未谈到的游戏后期内容。 记者还问到,这款游戏为什么不让玩家打造属于自己的英雄,而是被迫去选择一个众所周知的漫画英雄去玩时,Brevik则表示,他们会把游戏做的颇具吸引力,在一个区域玩家或许可以看到20个同一英雄,但不同的是这些英雄或许都拥有不同的技能,同时每个英雄所穿服装也会十分不同。
兽人必须死2式什么情况?怎么评价反而低于1代呀??? 这不科学啊
中国osl的一场比赛,大家谈谈负方应该怎么打才是最合理的战术 反暴的玩家就别发表意见了。 当时看直播的人提出了各种各样的见解。
《星际争霸2》单位太多 为平衡暴雪也想砍掉些 ……暴雪你淫了! 暴雪的David Kim日前表示,只要能使游戏平衡,他们会尽量减少《星际争霸2》中的单位数量。 在科隆展上接受采访时,Kim坦诚的承认,加入太多单元会让游戏变得复杂。 “《星际争霸2》中的单元数应该是固定的,但我们现在还不能百分百确定它是多少。最初,在《星际争霸2:自由之翼》中,我们设定了13-14个,这和《星际争霸:母巢之战》中差不多。之后探索内容越来越多,为了保持单元数,就要不断砍去旧内容加入新内容,这样问题就出现了。《自由之翼》是非常稳定的,每个单元都有各自的用处和特性,那么现在呢?几个单元才是合适的?15个?16个?” “在尝试中,我们认为可以增加单元数量,但同时必须保持游戏的平衡,然后问题就变得非常复杂。在这次的测试中,我们将把单元的问题放在重中之重,保证我们确定的单元数是合适的。” Kim表示,从暴雪的观点看,没有哪个单元是必不可少的,它们都可以被砍去。 “我们非常愿意减少单元数量,”Kim说,“但还是要看测试结果。”
发现一个魔兽3引擎做的星际2虫族演示视频,据说已被暴雪叫停
灭国战争坦克演示
翻译帝滚进来!!!干活啦~~~~~这次是有图有真相!!! Hey everybody. Not a blog time! Quick update for the week - I'm done with my Skill pass! Hooray! All classes have been gone through and skills touched up, or reworked where lacking. That means that tomorrow, I move over to Act 3 to work with Marsh on getting it wrapped. As per usual, everybody is working like crazy to get this ready for ship. QA and went through and did a bug purge this week, and the number of bugs we are left with is surprisingly low. Again, hooray! Now, last week I promised I'd talk a bit about skills, skill 'trees', and tier bonuses, so I'm going to do that now. I've been knee deep in them for days, so this is as good a time as any. You'll have to forgive some rough-and-ready dev screenshots - these aren't set up for the prettiest backgrounds or best equipped characters. Firstly, here's a quick look at what a skill pane looks like -So, as previously, each class has three panes. Each pane contains 7 active skills and 3 passive skills, for a total of 30 skills per class. Each skill is unique to the class, and there are no shared abilities. By contrast, in Torchlight 1, each class had around 30-31 skills - 16 of those were shared skills that everyone had, and each pane had only 5 active skills apart from those. There were only 15 unique skills per class. Things are much different now, and the skills have all had significantly more effort expended on them. The red skills up top are all actives - the blue skills down below are passives. Skills unlock for investment in reading order - from top to bottom. You still need to spend skill points to purchase them, just as before, but it's a cleaner layout and makes it more straightforward for us to make them available at the level we want them. Now that the passives are separate, they are unlocked at a different (faster) rate, so that they don't have to be tied down based on where actives are in the advancement series. You can also see on this pane a representation of the 'Tiers' for each skill. Every skill can have 15 points invested in it. After every 5th point invested, the skill will receive an additional 'Tier Bonus' that adds to its basic functionality in a hopefully more interesting way. Passive skills do NOT receive Tier Bonuses. Beneath each of the red skills you can see a progress bar - this shows your overall investment in the skill. The I, II, and III show that filling that section of the bar will result in a Tier Bonus ( At which point the numeral will light up ) Tier Bonuses are pretty varied between skills - some will be more interesting than others, depending on the skill and what it is used for. The Tier Bonus for a party buff may not be particularly visually spectacular, but we have tried to add new effects or improved utility wherever possible to make it more enticing to put more than one point into certain skills. Here's a specific example of a skill and the Tier Bonuses that go along with it that you won't have seen before, as we didn't feature it in the Beta or at any public showing.At the bottom, you can see the Tier bonuses you will receive ( you can also see these separately by mousing over the progress bar on the skill pane ). Bramble Wall is an Outlander skill that creates an arc of impassable thorns in front of you, which monsters cannot pass, but you can shoot over. The tier bonuses here provide additional abilities to Bramble Wall. After the first 5 points, and enemies within range of the wall when it rises will be damaged ( you can see that damage being applied up in the rank description, as I have unlocked Tier 1 ). At 10 points, the length of the Bramble arc is increased, and at full investment, the Brambles emit poison clouds which will continously damage enemies that draw near the brambles to pass around them. You can seem examples of the tiers for Bramble wall below.We try where possible to have visual alterations to skills to reflect what is going on with the bonuses. Some skills may only get a range or angle increase on their tier bonuses. Eviscerate is an example - but Eviscerate at max investment looks a lot different from Level 1 Eviscerate.Hopefully this gives you a good idea of how our alterations to the Skill system function. See you next week! I'm looking forward to digging into Act 3 (although I'm not planning to talk about the content there - it's all going to stay under wraps until launch). Thanks, everybody!
翻译帝~请进 Not a Blog - Food Poisoning Edition So, I haven't felt my best for the past day and have a been a bit under the weather, but progress marches on. Here's the recap for this week! Act 2 polish is done - yay! Barring any multiplayer quest issues or balance problems that are exposed during testing, it's in the can. I went through a round of fixes for multiplayer quest-related issues over the week and things are feeling pretty solid. Matt also put together some new sounds for some of the monsters and bosses. Slick! I went on to work on the player skill pass. I finished my pass through the Outlander and am about halfway done with the Engineer. I hope to be done with the Engineer by the end of the weekend. Marsh has continued work on Act 3, and I hope to join him in about a week to help bring it home. *Matt T added a 'reroll world' checkbox to the multiplayer game creation menu. *Brock is re-setting stuff up for the latest Steam wrapping *I added Blindness resistance. Because we didn't have it. And we needed it. *Made fishing slightly less fiddly *Did a pass through XP tables and loot tables and fixed some errant values assigned to various units *Enforced a min size on automap textures so that they look less gross for small regions *Matt T made characters save immediately after trading *Fixed some MP random teleportation desync issues *Passive pets don't draw aggro *Various bugs were squashed *Plenty of things I'm not mentioning as I am at home today and can't ask around easily. --------------------------------------------------------------------------------- So, what's coming up, and what remains to be done before launch? Here's my rough plan - next week, I'll finish with the Embermage and Berserker skill passes. Once completed (guessing Friday), I'll move over to start helping Marsh out on Act 3. In the following weeks we'll wrap Act 3 together, partitioning duties, and then move on to split the last Act ( which is quite small) and finish up. That's all I've got for today! For next week, I'll try to write up a few examples of the way tier bonuses work on a few skills, as I'll ideally be all done with those. Thanks everybody! 机翻者滚!!!!!!!!!!!!!!!!!!!!
为何国内星际1还有战队? 不是几乎没比赛了吗?
看来今天是很难保住第一了 美国后紧很足啊,中国的优势项目都已经差不多了
怎么感觉金牌数要被超越了啊 我们的拿手项目基本上都用尽了,而美国似乎还有上升的潜力……
谁翻译一下runic新出来的文章啊 It's Friday! Time for another Not A Blog. I don't have earth-shaking new news this week or a specific 'featurette' in mind, so I'm just going to give you a dev update. I'm now done with everything in Act 2 except the last boss - which I hope to mostly complete over the weekend. There will probably be a few trailing animations and FX that get picked up on Monday, but my aim is to be wrapped on Act 2 at that point. This makes me very happy. I think Act 2 has turned out really well, and am pretty jazzed about how very different it feels from the other acts. I was hoping to be done with the whole Act by the end of the week, but didn't quite make it, largely due to some unexpected bugs cropping up that chewed up a good day and a half of time. We ended up putting together some new art this week for the three superchampions in Act 2 part 2 ( which are part of a boss chain ), and they came out pretty cool. Their previous incarnation was 'meh', and this is a big improvement. This isn't a comprehensive list of other tasks - but here goes. ------------------------------------------------------------------------------------ This week Marsh and I ended up spending a good bit of time doing some bugfixing. *There was an erratic issue with UI sorting which we found, due to an uninitialized variable somewhere. *There were some 'dirty pathnode' occupation issues in warping situations that I fixed. *We fixed an issue with dead boss units on level loads triggering certain events they shouldn't. *We found a problem with ai-animations not properly updating when offscreen for level owners in certain situations. *I fixed improper culling of scaled animated background room pieces. I fixed several problems with quest flags not restoring properly. *We had a problem with magicfind where unnaturally high boosts (which we sometimes use in spawnclasses to guarantee nice items) could pass the max limit and cause unexpected results. I added in protective code which prevents that but maintains the ratio between itemtypes. *I made it possible for any unit to consistently ignore your pet as a targetable. *Marsh added the ability to have footstep particles ( he really needed it for one of his boss battles, because it felt lame not to have splashes ). I added some to desert and snowy regions after that went in. *Some music fading issues with boss battles were resolved. *I fixed some problems with certain kind of localonly triggerable units pingponging messages in multiplayer *Matt Uelmen put together a even more cool ambient sounds which Patrick integrated *Some special modifications were made to the level running up to the last Act 2 boss to make it cooler. *Erich did some more fishing hole work and some unique work *Erich did some magicfind balance and made merchants cooler *Matt worked on NG+ UI stuff and some trailing portal/waypoint UI fixes. *Achievements are now being hooked up. *A new unit was made for the last Act 2 boss battle I'm working on right now which should make it much, much cooler. *Marsh continued to make good progress on his act and fixed bugs *Everyone everywhere continued with polish. *Jeff added some more face and hair options, among other things My plan for next week is to focus almost entirely on skill tree polish for the classes (although I may switch gears throughout the week to help Marsh out on Act 3 ) Thanks all! Travis
流翔到底行不行啊? 还说**地方痛……是炒作吗?
2代支持mod吗?
叹息之丘的圣星和fa衔接不上啊,我是小白,不明真相 明白人解释一下啊
无语了
继印度的幽会之战后,又一星际2的山寨作品……这次是越南 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fs.163.com%2F12%2F0510%2F11%2F8150ELMR00314D0E.html%23p%3D8151EIG52IIQ0031&urlrefer=d220abff0b6fbdf2ad5cd5651e91bf2c
有谁玩过要塞3? 以前想下载,谁知恶评如潮,我没敢下,据说萤火虫一直在做补丁,不知如今改成啥样了
不是说每周会有工作进度报告吗? 连这个也跳票? 他们跳到天际算了,人间不适合他们!!
中国第一届osl开赛了,是星际1的联赛,麻烦大家顶一顶 http://tieba.baidu.com/p/1697502017?pn=1
中国第一届osl开赛了,是星际1的联赛,麻烦大家顶一顶 http://tieba.baidu.com/p/1697502017?pn=1
请大家一起支持中国osl,一起顶链接里的帖子 http://tieba.baidu.com/p/1697502017?pn=1
麻烦大家一起去顶这个帖子,虽是广告贴,但求吧主勿删 http://tieba.baidu.com/p/1697502017?pn=1 请支持中国osl,对星际1没兴趣的也希望捧个人气
没想到,水平弱于韩国的中国osl,居然更有观赏性。 预赛的时候,中国osl的比赛还很无聊,然而淘汰了一些低阶玩家后,一些高手们开始强强对决了。 很多韩国的先进打法由于操作上的局限,国内玩家用不出来,结果战术打法没有了最优解,然而有了更多的变招
关于相册,我谈谈看法,供诸位编者们参考 首先我肯定诸位的努力,但有几点看法我不吐不快.一,我希望图片收录一些精品,有些尺寸小,不清楚的,我觉得没必要收,当然有些老游戏可以例外,二,我个人比较喜欢玩家亲自截的图,不仅突出"玩"的精神,而且还很独特和个性,水印的宣传图带有迷惑性,华而不实,但某些确实艺术性太突出的也可收录
我终于明白跳的目的了 runic是要等玩家对暗3彻底绝望,暗3摆明了就是条歧途
也水一贴,火1与火2全方位对比图 BOSS数量翻3倍 2012-7-21 14:21:05 来源:游民星空[编译] 作者:光影EA 编辑:光影EA Runic Games在他们的Facebook上公布了一张《火炬之光》与《火炬之光2》的对比图片,而这张图片透漏给我们信息量是非常大的。如果你想知道Runic在续作上投入了多少精力,那就看看下面的这个图片吧。 首先是两代游戏中怪物的对比: 怪物模型:83 VS 300; 独特怪物变异体:52 VS 183; 怪物技能: 47 VS 148; Boss战: 9 VS 27; 世界对比: 独特地区:7 VS 44 房间布局:330 VS 1200 房间数:1860 VS 5665 工具: 物品栏:33 VS 85 独特武器模型:230 VS 395 物品总量:3080 VS 5773 物品附加数量: 730 VS 1344 其他部分: 独特玩家技能:60 VS 120 背景音乐:15 VS 62 发售价格:20 VS 20!!! 评论人 火炬 貌似制作时间可不止翻了3倍. 实惠 加量不加价 Orz 恐怖的对比··· 1 不出有P用 123尼玛 20V20!!!!!黑暗3被爆出翔来了
火二的场景问题,不知大夹同感否? 火二的地图虽然不小,但通道很狭窄,不如暗2广阔,尽管暗2也有窄道,但户外基本都是大场地
我贴几张星际2坨坨兵的图,让你们知道我为何反感 尤其是神族,好像一堆金属垃圾一样
玩辐射2究竟该不该看攻略? 不看自己探索的话,玩到猴年马月,估计还是会有很多东西搞不清楚,这游戏很多东西基本没有提示,好像解谜游戏一样。 但是看了的话又怕降低乐趣。 唉
我靠,flash和老范居然打到了这种程度 最后的OSL……我啥都不说了。
第一届中国osl比赛不给力啊 不得不承认,星际1的高水平比赛,只有韩国的那几个一线选手才打得出来。
大家觉得,火二beta破解版相比火一,最大的进步体现在何处? 仅从游戏内容的角度.
张飞小零的比赛…… 我看的快哭了,我觉得星际1真是很有趣的东西。 越是末年,越是闪耀出光芒,之前是spl决赛,现在是osl的4强赛。
本吧怎么搞成这样? 当初是欣欣向荣,生机勃勃的一派繁盛气象啊。 留下的人都是被暴雪黑了吗?
今天在网吧玩了荣誉勋章之先头部队 我靠,这不是逼我转战fps领域吗? 任务太紧凑了,有种窒息的感觉,太爽了
火二有个大硬伤我忍了很久了,今天终于忍不住了 就是那些树,比假树还要假啊
最高难度下,枪手打一些boss是不是很容易死啊 有个会扔火球的大块头,我死了好几次……
蹲下模式有啥好处? 和上古,阿玛拉一样有潜行作用?敌人会看不到?
小谈无主之地 有玩家把无主之地和暗黑之门相提并论。 实际上差别较大。 暗黑之门突出的是暗黑arpg,战斗节奏比较密,是一路杀到底的游戏。 而无主之地则是给你一副较大的地图,然后在里面来回跑来回交接任务。受上古卷轴的影响很大。做任务的节奏和阿玛拉差不多,地图模式相似,有故意让玩家往返跑图的嫌疑。怪物密度不多,我玩起来就不是特别爽快,当然可能是fps这种形式太耗眼力和精力,故意稀释了战斗。该游戏的核心玩点还是fps元素,有爆头逻辑,爆头成功的话很有成就感,因此不善于fps的玩家可以退散了。 有人说该游戏是暗黑模式的fps,我大致上看了看技能树,感觉技能深度不高,没有深入研究的欲望。 剧情部分基本可以忽略。 装备系统相比暗黑比较简陋。不过既然是以fps为核心,战斗密度不高和装备系统简陋就无妨了,因为这些元素起到的是点缀和辅助作用了。 该作有个缺点系统本身无法调出尾随视角。由于游戏本身可以联机,所以可以修改控制台把人形调出来,只是准心会出bug。 很多玩家都那么做,可见玩家是喜欢这种视角的。 坦白说fps瞄准打击是很有意思的,这让我对火瀑产生了很大的兴趣。
右键后枪支在中间有啥意义? 我屏幕中央已有标记
新淫有个瓶颈,求指导 在曲折的桥上被怪物围攻,我一后退,就掉下去轮回了.......请教诸位有何眼前一亮的技巧?
屏幕中央贴准心记号算不算犯规? 枪法瞬间提高了N个层次
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