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【博得3】反应技若只有"见机攻击",元芳们怎么看? My biggest question was how Reactions are going to work. How will the game know when you want to cast Shield or Feather Fall? What about Counterspell? How will the game know if you’d rather not take an Opportunity Attack in favor of saving your reaction for something else? Long story short: Reactions are still very much a work-in-progress in some cases, and just not used in others. “What we found was that pausing the game action for a popup for the player to choose to take a reaction, it didn't feel good,” Holland said. “It kind of really cut away at the snappiness of the gameplay. So we have a similar Opportunity Attack,” which is based on proximity and is automatically triggered. “With something like Counterspell, it could go a similar way, but it has yet to be decided.” 简译: 我最大的疑问是怎么用dnd中的各种“反应/抬手/打断技能”,怎么判断玩家是否想把反应花给“见机攻击”? 答:应为会影响游戏节奏,目前还是自动触发“见机攻击”,对于“打断咒”也可能会是这种自动触发的,但没还没决定 ———————————————————————————————————— 我个人觉得,如果不自动,一次遭遇可能就得30分钟起跳,会吓走不少人,但是也不能因此就费了吧?毕竟至少在跑团中的各种的神操都来自这里,至少可以定制AI吧,这没什么难度,poe2的ai那种完全可以做到 解放双手
【讨论】反应技若只有“见机攻击”,元芳们怎么看? My biggest question was how Reactions are going to work. How will the game know when you want to cast Shield or Feather Fall? What about Counterspell? How will the game know if you’d rather not take an Opportunity Attack in favor of saving your reaction for something else? Long story short: Reactions are still very much a work-in-progress in some cases, and just not used in others. “What we found was that pausing the game action for a popup for the player to choose to take a reaction, it didn't feel good,” Holland said. “It kind of really cut away at the snappiness of the gameplay. So we have a similar Opportunity Attack,” which is based on proximity and is automatically triggered. “With something like Counterspell, it could go a similar way, but it has yet to be decided.” 简译: 我最大的疑问是怎么用dnd中的各种“反应/抬手/打断技能”,怎么判断玩家是否想把反应在“见机攻击”上? 答:应为会影响游戏节奏,目前还是自动触发“见机攻击”,对于“打断咒”也可能会是这种自动触发的,但没还没决定 —————————————————————————————————— 说这i干嘛呢? 举个例子,在的dnd中如果你被敌人从悬崖踢下去,你的队友可以用“羽落”救你,即便这不是他的回合。 敌人也有,比如你的队友贴脸被怪打残,如果这时走开,敌人也可以触发“见机攻击”,队友可能就挂了。这样你可以过去然后离开触发这个攻击,这样队友就能逃走了,因为一回合只有一个反应点数 这个全自动,我觉得对DND粉来讲,挺遗憾的,BG中的AI呢,不能引用么?
【消极.悲观】眺望3A游戏的未来,竟没有你我的位置 读完了GameDaily对EA总裁的长篇专访(链接怕被删) 篇幅过长,大家都蛮忙的,总结下: 1.EA19年的财年报表让股东失望,但没有变动高层的计划,目前CEO以连任超过一般美国公司任期年限。抛开CEO的说辞,实际原因:因为没人敢挑梁子,资本还是不懂游戏市场(宅文化) 2.高层让出百万美元红利(稀奇)。抛开辞藻,实际原因:因之前大幅裁员导致员工士气低迷,个人的高额红利用于提升员工士气。钱太多,怕烫手 3.EA将继续在“黑盒子”上加大投入。主要因是多国陆续开展对游戏内赌博的法律问政听审,EA需要通过自己和第三方平台,加入一定的亲子监督机制。实际:主要还是用来进行法律游说 4.EA对游戏产业未来的理解,包括营销策略和对游戏商品属性的策略性分析,明确了,要坚定不移的贯彻可持续更新的GSAS(Games-as-a-service)路线(圣歌) 5.EA认为老玩家根深蒂固的游戏观念,跟不上商品时代的变化,不符合资本家广撒种,短收割的思路。所以将目标人群放定在新生代(未成年)玩家身上,将 “城堡之夜”中的用户习惯当做培养典范 6.EA认为玩家都是喜欢社交的一帮人,即便你是宅。EA认为,追根溯源,人类玩游戏,是因为你向往交际,所以,让EA当成典范来学习的商业模式便是:YouTube,Netflix,twitter,等等社交流媒体平台。注重每月用户使用量与订阅量所显示的用户黏性,而不再是传统的游戏销售量 基本上,从电脑游戏出现之初,人们就自我定义了宅,nerd,geek与死肥宅,所以大家可以考虑下,将社交属性放大后,还会有什么“3A剧情神作”? 更蓝瘦的是,将“内向”型产业当“外向型”产业来做后,市场更有可能迎来爆发式的增长,只是以后的游戏,是否还属于“宅文化”,我们是否还能认得出,就是个问题了。。。
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