level 1
我们一直以来的核心设计哲学就是设计出风格迥异的各种职业。这意味着,无论是对于玩家还是从设计者的角度来看,每个职业的技能都要使这个职业在玩法和功能上能够清晰地与其他职业区别开来。 还在这个游戏刚刚起步的时候,就有过一场激烈的辩论,论题便是两个阵营是否应该拥有各自的特有职业。一些人希望每个职业都各有特色,但是两边阵营都应拥有所有的职业;一些人则认为给每个阵营一个特有职业会使得游戏更加有趣。很明显,如果你给某个阵营一个独一无二的职业的话,你就也得给另一边另一个独一无二的职业。就这样,萨满和圣骑士成为了这两个“独一无二”的职业。 然而,由于这两个职业之间一种相互对等的关系,我们让职业多元化的设计意图就难以实现了。我们希望阵营之间能够平衡,但不希望将一个职业的技能复制-粘贴到另一边,从而使得这两个职业变得相似。如果我们那样做的话,就根本没有必要设计出两个职业了。我们希望职业之间不仅仅有名字上的,或是外表上的区别。(这一段我的理解是,萨满和pal虽然在技能细节上有所区别,但是raid中的角色过于近似:加buff,加血,复活,防止团扑。 -译者注) 因此,出于我们维持职业多样性,并为各个职业将来的开发拓展可能性的期望,萨满和圣骑士将成为两个阵营都能拥有的职业。之所以作出这个决定,是因为我们有机会将这个改动与我们将来的开发内容融合起来 —— 也就是因为新种族的加入。在此之前,萨满和圣骑士看起来都不太适合他们对方的阵营(牛头人圣骑士?或是侏儒萨满?)随着两个新种族的到来,这个选择在游戏设计和背景上会变得更为清晰。 在游戏设计的角度上,这个改动带来的便利是在副本战斗中可以增加更多的特定职业需求。目前我们已经有一些需要依靠某些特定职业,或是职业特有技能的战斗。(比如Naxx的教官需要牧师的精神控制 -译者注)然而按目前的设计,萨满和圣骑士无法成为这样的角色。如果有一场战斗只有靠萨满才能取得胜利,那么联盟将永远无法通过,反过来也是一样。在这个改动之后,萨满和圣骑士将能够在类似的战斗中发挥他们独一无二的作用。 我有太多需要强调的地方。请大家不要把这个改动放到目前的WOW世界里去考虑。当这个改动真正实施的那一天,每个职业将会同时获得整整10级的新法术,新技能和新天赋。萨满和圣骑士都将会给战斗带入他们极其独特的新能力。你将会希望这两个职业同时出现在你的团队里,无论是PVE还是团队PVP。那些担心萨满将会失去团队地位的玩家,只能说是目光不够长远。 除此之外,将要添加的新游戏内容也会与这个改动相呼应。我们会设计一些特殊的战斗,在这些战斗中必须要某个特定职业发挥长处才能获得胜利。
2006年07月27日 00点07分
1
level 1
Something we have always held to as a core design philosophy is developing classes which are distinct from each other. This means developing a class with it's own abilities that clearly separate it from other classes in terms of how the class plays and operates, both for the player and from a design stand-point. Early on in the inception of this game, it was a hot debate as to whether factions should have a specific class, which they alone have access to. Some wanted all classes to be distinct from each other, but accessible by all. Others thought that more flavor could be generated by keeping a class unique to a faction. Obviously, if you have one side with a unique class, you should probably give the other faction a unique class as well. Thus, Shaman and Paladins became those unique classes. However, by linking them in a relationship as unique counter-points, options are closed for our main design goal, which is to keep classes distinct. We want factions to be balanced, but don't want to cut and paste abilities from one to the other and homogenize the classes. If we went that road, there would be little difference or need for a distinct class. We want classes to be different in more than just name-only or superficial appearances. So, in our desire to keep the classes distinct and open up new possibilities for development of each class, shaman and paladins shall now be a playable class for both factions. This decision comes at a time when we have an opportunity to blend this decision into future development. Namely, with the new races in the upcoming expansion. Prior to the new races, the Paladin and Shaman lent themselves easily to their own factions and not that well to the opposite faction (Tauren Paladin? Gnome Shaman?) With the advent of the two additional races, the choice was made more clear in game design and lore. In terms of game design, one of the options it opens up is for specific classes in dungeon encounters. We already have several encounters that highlight the abilities of a single class or make use of a classes specific abilities. Shaman and Paladins in the previous design could not participate in such encounters. If killing a creature required a Shaman, the Alliance could never beat the encounter and vice versa. This change allows the two classes to bring their own abilities into a situation which may highlight their class as an integral part of the encounter. I can't emphasize a few key points enough. Lets not apply this change to current World of Warcraft. The day Horde has access to the Paladin and the Alliance has access to the Shaman, ten new levels of spells, abilities and talents will be available for all classes. The Shaman will have extremely unique and special abilities that they will bring to an encounter, as will the Paladin. You will want both classes present in both group PvE and group PvP. Players that are fearful that Shaman won't be needed simply aren't seeing the larger picture. In addition to this, we've been designing the future content of the game to support this change, which means we can create specific encounters where one class really excels and in certain cases, is pretty much required.
2006年07月27日 00点07分
2
level 1
此文章仅供参考,不代表本人(Fire霹雳火)观点。
2006年07月27日 00点07分
3
level 1
超强的魔兽群285769389,欢迎各位jjmm加入,群主是个帅哥哦,地区不限,西安的更好!!哈哈
2006年07月27日 01点07分
6
level 1
此文章仅供参考,不代表本人(Fire霹雳火)观点。
2006年07月28日 12点07分
7
level 1
。如果有一场战斗只有靠萨满才能取得胜利,那么联盟将永远无法通过,反过来也是一样。。。。白痴 这也算解释``要是这样BOSS可以靠1个职业 方法就固定死了还有什么乐趣
2006年07月28日 12点07分
8