gil 发表于 2020-2-28 20:53

倒不是觉得回合制不好,真正的黑岛遗老是不可能讨厌神界系列这个和辐射1、2一脉相承的战斗系统的

只不过BG、DAO这套半即时的战斗系统把策略性和紧张刺激战斗感受融合得非常好,像BG2里的红龙战、黑龙战那种战场情况瞬息万变、同时考验玩家的思维判断和反应胆识的荡气回肠的Boss战用其它方式很难替代

茛菪 发表于 2020-2-28 20:58

Hidewhite 发表于 2020-2-28 20:04
永恒之柱2我玩下来都快全自动战斗了,绝大多数时间都在跟编辑AI较劲,本代法师又资源紧缺相比过去近乎残废 ...

柱子2你是什么难度?普通的话基本等于没玩,哪怕veteran也只是少数战斗需要真的去了解系统……
法系残废这个完全不能同意。柱子2核心就是buff/debuff攻防,高难度没有法系当所谓的“buff机”就是万年打不中打中不破防。资源改成per ecounter之后法系杂兵战实力其实加强了,高级法术可以随便丢,无耻一点甚至可以场场开局empower麻痹火球反正睡觉不要钱。强敌战爆发力是比1差了点,不过有empower有brilliant也还好,实际上的战斗时间也不够高级角色丢完法术。一些强力法术的特殊效果也是难以取代的。

gil 发表于 2020-2-28 21:02

本帖最后由 gil 于 2020-2-28 21:03 编辑

nukejoker 发表于 2020-2-28 19:09
因为真跑过团的人就知道回合制一场战斗要花多久。
拉瑞安的神界原罪本来就以战斗节奏慢到爆而著称。


BG这套战斗其实即使是Boss战节奏也非常快,大型Boss战大部分也在10分钟之内。我第一次玩BG2初见影龙时打了近两个小时,其中一直在调整法术组合和打法反复尝试了一两十遍,这个感觉有点像后来的黑魂系列打Boss

Boss战节奏快有个明显的特点就是重试成本低,这样就可以很自然地把游戏难度做高

而战斗节奏太慢的话,让玩家重试太多遍难免会让游戏过程显得拖沓

ReiFukai 发表于 2020-2-28 21:02

神界原罪3

Hidewhite 发表于 2020-2-28 21:18

本帖最后由 Hidewhite 于 2020-2-28 21:26 编辑

茛菪 发表于 2020-2-28 20:58
柱子2你是什么难度?普通的话基本等于没玩,哪怕veteran也只是少数战斗需要真的去了解系统……
法系残废 ...
普通难度。游戏难度调控明显失败了,在已经有前两个简易模式下,普通模式打起来还能这么平淡,显然设计失败——不知道是开放世界的经验值调控问题还是战斗强度控制问题。一个策略倾向游戏在它的普通难度几乎失去策略性,不知道说什么好。

法系buff机很强,有大量无cd的防护法术。这里说的残废很明显是跟过去那种全能法系相比,没有召唤能力(给德鲁伊和诗人,这个问题不大,职业正常分工),输出能力不给力(读条长误伤型多,有限强的几个还限制几本魔典里,加上本代资源少法术选择非常有限,输出法术选不出几个能用的)。本来法师可以针对情况出控制出伤害的法术的,现在情况是魔典就带那么几个,我自己点的几个大概还是偏防护的,遇到正好会的法术对抗高的免疫的,更是直接哑火。杂兵战更强问题是杂兵也不缺法师这种需要操作的,菜刀自动化都能砍死多数没细功夫摆弄法师那些手操麻烦的,过去法师用更集中的资源带来更强的战斗力和可操作性。当然,目前兼职情况菜刀兼职法师又没特别惩罚,法师要是照老样子来作为兼职显然过强了,它改成这样不奇怪。

精钢魔像 发表于 2020-2-28 21:45

Hidewhite 发表于 2020-2-28 21:18
普通难度。游戏难度调控明显失败了,在已经有前两个简易模式下,普通模式打起来还能这么平淡,显然设计失 ...

普通难度太简单了
诅咒之路才相当于博德的核心规则

茛菪 发表于 2020-2-28 21:49

Hidewhite 发表于 2020-2-28 21:18
普通难度。游戏难度调控明显失败了,在已经有前两个简易模式下,普通模式打起来还能这么平淡,显然设计失 ...

对面抗性高就先削了啊,各种武器专精模式就是干这个的。比如morningstar削fort,即配合蛮子的被动又辅助不少输出魔法。当然,普通难度的话可能不需要想这么多就直接砍死了…………低难度不需要了解系统,高难度即时制暂停按的心累,是挺蛋疼的。

Hidewhite 发表于 2020-2-28 22:08

本帖最后由 Hidewhite 于 2020-2-28 22:19 编辑

精钢魔像 发表于 2020-2-28 21:45
普通难度太简单了
诅咒之路才相当于博德的核心规则
简单本身并不一定不行,它是在普通难度下有点无聊了。它要真是简单到摧枯拉朽那也是种快感,但它也不是,也玩不出太多虐菜的爽感。近战偏托管,法系buff也自动刷,手动技能也没什么扭转乾坤作用,打起来主要就让菜刀突突后排,牧师放两个阵地战法术,太流程化了

asika 发表于 2020-2-28 22:13

今天凌晨,《博德之门3》公布了最新的试玩,但是游戏却一改前两部的风格变成了回合制RPG,于是很多玩家对此产生了疑问。而作为《博德之门3》的开发商,Larian Studios之前的《神界:原罪》系列可以说是让回合制RPG大热了一把,作为这次《博德之门3》的开发商,Larian Studios一改之前生软的风格,新的回合制引起了玩家的质疑,之后Larian Studios也对此做出了解释。

《博德之门3》的开发人员认为,在如此系统化的战斗中不断暂停动作会很混乱。根据《博德之门3》高级设计师Edouard Imbert的说法,Larian决定采用更清晰,更明确的回合制战斗模式,在这方面他们有着非常多的经验并且也做出过让大家很满意的东西。

《博德之门3》高级设计师Edouard Imbert在接受外媒PCGamer的采访时说:“我对实时暂停持一种批评态度,我认为实时暂停看起来很混乱。这就像是MISS——暂停——发出三个指令——MISS——暂停一样。此外,我不认为坚持使用老旧的游戏模式可以扩大玩家群体。 而像‘你的回合,我的回合’这种回合制逻辑的游戏是每个人都可以理解的。我们也在回合制RPG上拥有丰富的经验,我们在《神界:原罪》的第一部和第二部中都是使用了回合制,并且这种“龙与地下城”风格的游戏都是回合制的。而您的角色是您用来解决难题的工具,如果所有事物同时移动,游戏就会变得更加混乱。”

《博德之门》系列的部分粉丝对《博德之门3》使用回合制战斗这一点不太满意,不仅因为新作在这方面与前两个游戏有很大的偏差,还因为在他们看来,《博德之门3》的《神界:原罪》系列太相似了。 这种说法并非没有道理,但必须指出的是,《神界:原罪》系列两部作品是有史以来最好的两款CRPG——因此,同样的游戏越多越好。再加上Larian Studios无可挑剔的回合制游戏品质,《博德之门3》应该不会让大家失望。

来源:Larian Studios

原来遗老们反复吹的半即时这么麻烦 1v1互砍一刀不中不是要笑死人

jf8350143 发表于 2020-2-28 22:17

本帖最后由 jf8350143 于 2020-2-28 22:23 编辑

很多人都用RTwP 的思维模式去看回合制,然后就得出结论“这打起来得多慢啊……”

但是RTwP 的遭遇战设计和回合制的思路是完全不同的,RTwP 最常见的就是你走在路上前面随便丢几个怪站那里,你上去砍就完事了,一张地图上会有很多这样的野怪,典型的trash mob,为的就是拉长你的游戏时间。

但是在回合制里这种设计完全没必要存在,原罪里绝大部分战斗都是设计过的,战斗地点敌人的组合之类的,而不是随便把怪一丢就完事了。战斗的数量相对也非常少,很多还是可以跳过的。举个例子,你在神界第一个岛上的战斗次数大概也就是20到30次(你知道攻略的话甚至10次以内就可以出岛),这已经是游戏四分之一以上的内容了,放博得1里你同样的战斗次数也就是两个地下城的事情。

博德之门那么多战斗,真正能让人记住的也就那么几个,其他那些垃圾战斗去掉了就去掉了,毫无乐趣可言只是为了拖长时间的部分留下干嘛……还不如数量减少但是增强挑战性和战略性

精钢魔像 发表于 2020-2-28 22:23

Hidewhite 发表于 2020-2-28 22:08
简单本身并不一定不行,它是在普通难度下有点无聊了。它要真是简单到摧枯拉朽那也是种快感,但它也不是, ...

无聊那你干嘛不玩诅咒之路
诅咒之路不开等级向上调整只相当于博德的核心规则,最高难度都不是

nukejoker 发表于 2020-2-28 22:24

数了下这楼里张嘴闭嘴遗老的拉瑞安粉。

看样子接着暴白,魂小将,岛卫兵的下一个令人反感的群体已经诞生了。

游戏都是好游戏,但是部分用户盲目自大不把其他人放眼里容不得半点质疑的样子倒是如出一辙了。

精钢魔像 发表于 2020-2-28 22:25

asika 发表于 2020-2-28 22:13
今天凌晨,《博德之门3》公布了最新的试玩,但是游戏却一改前两部的风格变成了回合制RPG,于是很多玩家对此 ...

是啊,博德原版里一轮只有一次攻击的时候,你看着双方在互相捅刀,但就是打不中

茛菪 发表于 2020-2-28 22:26

本帖最后由 茛菪 于 2020-2-28 22:34 编辑

asika 发表于 2020-2-28 22:13
今天凌晨,《博德之门3》公布了最新的试玩,但是游戏却一改前两部的风格变成了回合制RPG,于是很多玩家对此 ...
无冬里闪避跟格挡导致的miss都有对应动画(虽然街舞很尬
拥王者格挡有音效
最可笑的不是砍不中,而是砍不中之后要深情对视直到走完六秒……
不过我记得博德是加了假装在砍人的动画避免了深情对视

e.f.s.f 发表于 2020-2-28 22:29

《博德之门3》高级设计师Edouard Imbert在接受外媒PCGamer的采访时说:“我对实时暂停持一种批评态度,我认为实时暂停看起来很混乱。这就像是MISS——暂停——发出三个指令——MISS——暂停一样。此外,我不认为坚持使用老旧的游戏模式可以扩大玩家群体。 而像‘你的回合,我的回合’这种回合制逻辑的游戏是每个人都可以理解的。我们也在回合制RPG上拥有丰富的经验,我们在《神界:原罪》的第一部和第二部中都是使用了回合制,并且这种“龙与地下城”风格的游戏都是回合制的。而您的角色是您用来解决难题的工具,如果所有事物同时移动,游戏就会变得更加混乱。”

飘了飘了,玩家扮演的角色在你们的心目中就是一个工具?

pgain2004 发表于 2020-2-28 22:42

本帖最后由 pgain2004 于 2020-2-28 22:43 编辑

https://www.pcgamer.com/baldurs-gate-3-gameplay-preview/

Baldur's Gate 3 looks great even when everything is going wrongByFraser Brown 18 hours agoOur first big look at Larian's Forgotten Realms misadventure full of mind flayers and dice rolls.
"Jesus Christ," mutters Larian CEO Swen Vincke as another arrow hits his unconscious wizard. We've barely started our journey to Baldur's Gate and we're close to a second party wipe. Vincke gets creative. He takes off his boot and throws it at a bandit, dealing a small amount of damage. Five minutes later, unrelated to his missing footwear, he slips on some stairs and dies.
Like a classic tabletop campaign, Baldur's Gate 3 promises an epic yarn full of cosmic invaders, trap-filled dungeons and more characters with a mysterious past than an Agatha Christie mystery. And just like its tabletop progenitor, a few unlucky rolls and some interesting decisions can transform it into a brilliant comedy of errors.
Details were slim when we first spoke to Larian about its next big RPG, but this time the developer has opened the gate—though lamentably not to the point where I've been able to take it for a spin myself. The illithids, the grotesque alien tyrants more commonly known as mind flayers, have rediscovered the secret of flying nautiloids, their weird crustacean ships, and have decided to invade the Forgotten Realms. They've abducted people and stuck parasitic tadpoles in their heads, but before the show can really get started, another alien race appears, the githyanki, on top of red dragons no less, and blows them out of the sky.
This is good news for you, as it turns out. As one of the unfortunate abductees, you're now free. Unfortunately, you still have a parasite in your head. It's not a great thing to have stuck in your noggin, as it's how mind flayers procreate.
"So I have a central problem," Vincke says. "I need to get rid of this tadpole or I'm going to become a mind flayer. So I'm looking for somebody that can help me with that, and that too turns out to be quite a problem, but I can go in many directions."

Origin story
Between the extremely flashy cinematics, you'll make your character. Here you've got to decide what race you are, what your background is and then pick a class. All custom characters hail from Baldur's Gate, but you might be an dwarven noble or a crooked drow. Chances are, however, that you'll make an origin character. Yes, Divinity: Original Sin 2's origin system is returning, letting you pick named characters with more elaborate backstories, special hooks and unique dialogue options. Vincke picks Astarion, a vampire spawn who now finds himself free from his master's clutches and somehow able to walk in the sunlight—a 'gift' from the tadpole. This time, they're also locked into a class.
"The stories are very much tied to class at times," says senior writer Adam Smith. "Class is such a part of identity in D&D, in a way that it wasn't in DOS2." But those initial decisions will eventually be overshadowed by the choices you make as you play.
"A Rogue is always going to be able to do certain things that other people can't do, and an elf is going to be reacted to by some characters in a certain way. There will always be things that are specific to you because of the person you are, but the really interesting things are the things that are specific to you because of what you did. And then what gets even more interesting is how your companions remember the things that you did, and the way that you treated them and other people. And that becomes very complicated."
At camp, Vincke starts feeding on one of his companions. He's made a few friends, including one of the aforementioned githyanki, Lae'zel, all of whom can also be chosen as an origin character at the start of the game. They're as complex as the player character, and in the case of the multiplayer mode they are all player characters, the heroes or villains of their own story—but for the time being the half-elf cleric known as Shadowheart is a light evening snack.
As Vincke drinks, he's able to give into his craving, or he can pull back before sucking her dry, leading to a D20 being rolled at the centre of the screen. Luckily he passes the roll, as failure would have ended Shadowheart's story prematurely. Even with the roll, however, he's not out of the woods. The party could discover his secret, which seems pretty plausible given that tadpoles give their victims a psychic connection.
He likens the parasite to the Bhaalspawn legacy from the earlier games. It's a power that can be tapped, but it comes from a dangerous source. "Every single time that you use it, you give into it," Vincke warns. "And as you give into it, things start happening when you encounter other people with tadpoles, and you might not be so resistant. Eventually you'll find mind flayers, and if you use the tadpole, you might find that it's really hard."
Conflict in Baldur's Gate 3 stems from conversations just as much as combat. The game is constantly rolling skill checks and dialogue checks, pitting your arcane knowledge or religious know-how against a D20. During one chat, Vincke tries to pilfer a toe ring from a goblin, which he's able to do by gingerly kissing the gobbo's feet while employing some sleight of hand. Thanks to the close-up conversations and mo-capped animation, you can get a real good look at the makeout session, made even steamier by the detailed description. Vincke leaves the encounter with some new jewellery, while the goblin leaves with a smile.


Turn it up
Fights are bound to happen, of course, and unlike the earlier games, Baldur's Gate 3's brawls are all turn-based. Exploration happens in real-time, while players or characters not in the brawl can continue to move normally, but when the swords are unsheathed things get tactical.
"I'm critical of real-time-with-pause because I think that it looks messy. It's like a miss, pause, give three orders, a miss, pause," says senior designer Edouard Imbert. "Also, I don't believe that sticking to the old system can expand to a greater audience. The thing with turn-based logic is that everybody understands it. It's my turn, it's your turn. And we have this experience with it—it worked for us with DOS1, it worked for us with DOS2, and D&D is turn-based. Your characters are the tools you'll use to solve a puzzle, and the puzzle is a lot more messy if everything is moving at the same time."
To tackle one of the criticisms of the turn-based model—that it's slow or laborious—Larian's made some tweaks. Instead of characters going in order and getting an attack or an action, you can swap between them, using attacks and bonus actions to create a combo. Your party effectively moves simultaneously. If you love the turn-based combat so much you want it on even when you're out of battle, however, you can force turn-based mode. This should make it easier to sneak around, since you won't have to avoid guards in real-time.
All of the spells, abilities and values are as they would be in a regular game of D&D, but just as important are all the open-ended roleplaying and combat opportunities. D&D is largely fuelled by imagination, and while Baldur's Gate 3 has to impose a few more limits (sorry, no Wish spell), it still promises to be more interactive and experimental—and just as free to exploit and abuse—than the already liberating Original Sin 2.
In one fight, Vincke places some crates to give him more elevation and a combat advantage, and he could have alternatively used them to create a barricade. Before another, he sneaks around removing weapons from suspicious-looking skeletons, so when the trap is sprung, they have to use their fists. The plan is to eventually make the AI find a new weapon, comparing their values to find the most effective one, but they'd still have to spend precious time looking around. In a pinch, you can fling some of your inventory at your foes, just like Vincke did with his boot. That means Larian needs to figure out how much damage, along with what kind of damage, all these objects do. Then there are the environmental factors, like elemental surface effects, loose boulders, or floors that can be destroyed, splitting the battle across multiple levels.

High ground
Original Sin 2 had elevated areas, but the fights really took place on an invisible 2D grid. In Baldur's Gate 3, it's fully 3D. This means you could have your ranger hanging out in the rafters, your rogue finding an alternate below the ground, and your fighter rushing in, sword swinging. There are lots of ways to prepare for a battle to give you an advantage, but some of them will just be there to make you feel like a badass.
"We don't want all the fights to be complicated," says Imbert. "Some of the fights have to be easy, like three goblins standing next to an explosive barrel. So we have this concept of popcorn fights, which are designed to make you feel good about yourself."
With more complex level design comes a more flexible camera. The isometric view is helpful in combat, but as you're wandering around, you might fancy zooming in and playing it more like a third-person affair, watching your character's rear and, for the first time, admiring skyboxes and distant vistas.
Aesthetically, it's not that far removed from Original Sin 2, but character models, animation, magical effects, lighting—they've all clearly benefited from a bigger budget and more designers. Even though the alpha build is rough around the edges and the mo-cap has yet to be finalised, when you get up close the difference between the two games becomes very apparent.

Out of alignment
While mind flayers and tadpoles loom over this early part of Baldur's Gate 3, there's also the threat of monsters and traditionally 'evil' races teaming up. "Suddenly, all of these forces, the goblin, the drow, gnolls, and all kinds of different evil are gathering together and working together," says Smith. "The Sword Coast is a really dangerous place, but one of the things that makes it a place of opportunity rather than a place of incredible danger is the fact that these guys don't work together normally. Right now they are, and they have a new god, the Absolute. It's uniting them, and it's saying 'You are the future, the world is going to be yours.'"
There's likely a bit more to this coalition of villains than meets the eye, particularly because Wizards of the Coast asked Larian not to get too hung up on the traditional alignment system, which the tabletop game also leans on less these days. This matters for your character, too. You can be good, evil, lawful and chaotic, but that's purely up to you, not an arbitrary alignment you pick at character creation, and doesn't come with restrictions or penalties.
The slimy cosmic monsters, on the other hand, seem more like cut and dry bastards. Meeting a mind flayer probably means you're about to become dinner or a host. Even dying, they're a menace. After the nautiloid crash, you can find the mind flayer who infected you, and just like the tadpole, he will try to make you give into him. If you have some unlucky rolls or give in, he'll suck your brain out of your skull, which probably wouldn't bode well for the rest of the adventure.
Baldur's Gate itself hasn't yet had its big unveiling. The first map, which Larian calls the Act One A map, is massive, and from above you're only seeing the surface details, not all the caves and dungeons and hidden places. To end the demo, Vincke jumped to a later save, around ten hours in, but it was still on the same map. Depending on the route the party takes, it could take anywhere between 10 to 20 hours to hit that point. While Larian's keeping schtum about the city, it seems like it's making the journey to get there meaty enough for some good anecdotes for the tavern.
Despite delving into someone else's toy box, there's no evidence so far that Larian has toned down its style or identity. My biggest concern was that Baldur's Gate 3 would be too beholden to the old games and their magical nostalgia powers, but while it's shaping up to be an authentic D&D game, the same design philosophy that gave us Divinity: Original Sin 2 still seems very much at the centre of it. Especially when everything is on fire.
"Your characters are the tools you'll use to solve a puzzle, and the puzzle is a lot more messy if everything is moving at the same time."
确实是说的“工具人”

历史之 发表于 2020-2-28 22:44

e.f.s.f 发表于 2020-2-28 22:29
《博德之门3》高级设计师Edouard Imbert在接受外媒PCGamer的采访时说:“我对实时暂停持一种批评态度,我认 ...

这不就是说敌人和战斗是经过设计的题目,要根据自己角色的能力找出最好的解法吗
要标红也要顺便强调一下难题吧

Hidewhite 发表于 2020-2-28 22:49

本帖最后由 Hidewhite 于 2020-2-28 22:55 编辑

精钢魔像 发表于 2020-2-28 22:23
无聊那你干嘛不玩诅咒之路
诅咒之路不开等级向上调整只相当于博德的核心规则,最高难度都不是 ...
习惯。我觉得游戏的普通难度在正常情况下应该是调试得最舒服的,而很多游戏的高难度很难保证设计者脑子没抽。当然另一方面是我懒和残,不喜欢练和深入研究。从游戏方面则是,在它自身面对受众最广的普通难度下控制不好的游戏多数没前途

e.f.s.f 发表于 2020-2-28 22:51

历史之 发表于 2020-2-28 22:44
这不就是说敌人和战斗是经过设计的题目,要根据自己角色的能力找出最好的解法吗
要标红也要顺便强 ...

不论跑团还是玩RPG都是很强调“代入感”的,很多玩家对自己操作的角色也是有感情的。解决难题固然让人开心,但那不是玩RPG的最终目的,只是一个过程。所以把角色当工具看我是不认同的

茛菪 发表于 2020-2-28 22:59

e.f.s.f 发表于 2020-2-28 22:51
不论跑团还是玩RPG都是很强调“代入感”的,很多玩家对自己操作的角色也是有感情的。解决难题固然让人开 ...

还以为是玩笑,居然是真的有被冒犯?
这段话是在讲回合制战斗的好处啊,战斗不是万岁冲锋而是解谜,角色也就不是猪突莽夫而是解谜的工具,难道在这里要专门强调角色扮演代入感?还是说rtwp有助于带入角色所以可以作为反论?
虽然现在自媒体、网媒断章取义的傻逼越来越多,但阅读理解要结合上下文语境不是语文基础吗……

Hidewhite 发表于 2020-2-28 23:00

本帖最后由 Hidewhite 于 2020-2-28 23:11 编辑

这是要开语文阅读理解课?要不要这么微言大义。角色塑造好不好等游戏出了看就是,这种行文措辞还真跟语文课堂里读书反应了人物XXX价值观一样能研究出来吗……
你们疯了还是我疯了

历史之 发表于 2020-2-28 23:04

e.f.s.f 发表于 2020-2-28 22:51
不论跑团还是玩RPG都是很强调“代入感”的,很多玩家对自己操作的角色也是有感情的。解决难题固然让人开 ...

上面贴出的原文那段,是在讲为什么不选择即时制而选择回合制。
他提到了即时制在他看来非常混乱,会变成不断地暂停,指挥,再暂停。而回合制更加容易理解,也有利于拓展受众。
然后说到了角色是玩家用来解决谜题的工具,如果所有人都在同时移动,谜题就会显得过于混乱了。
我当然认同RPG对于角色的扮演是非常重要的,但这里重点讨论的还是不同战斗机制的影响,和他对于战斗时角色的看法吧。战斗中能塑造人物的毕竟还是少数。

yolu 发表于 2020-2-28 23:38

喷了,姨姥们也太玻璃心了

Algie 发表于 2020-2-28 23:56

心情复杂,两派人杀疯了。。。
所以拉瑞安干嘛不另起一个系列呢,这样争议会小很多

-- 来自 能手机投票的 Stage1官方 Android客户端

ebox 发表于 2020-2-29 01:08

楼里一口一个遗老的简直臭傻逼,希望博德之门系列的续作延续至少能保留部分特色怎么了?拉瑞安粉就这么高贵的?
半即时制杂乱无章?需要不停指挥暂停?回合制把暂停变成强制性的就不算暂停了?就不会一大堆敌人队友的情况下杂乱无章了?就不需要不停指挥了?

—— 来自 HUAWEI BKL-AL20, Android 9上的 S1Next-鹅版 v2.1.2

bluebirdy. 发表于 2020-2-29 01:14

这游戏不是威世智去找拉瑞安做的吗,我估计也是想借游戏推5版规则,回合制正好。

bwsusaga 发表于 2020-2-29 01:21

才看完演示,UI问题上来就说了,因为是早期演示所以先用了大量神界的UI面板。后期肯定会有变化。

回合制香。

AIOS 发表于 2020-2-29 01:23

绝了你们就是不会做即时制而已吧找那么多借口

九十九忍 发表于 2020-2-29 01:39

喷了怎么忽然冒出来一帮拱火的

shiroamada 发表于 2020-2-29 02:29

shiroamada 发表于 2020-2-29 02:31

传说中的天才 发表于 2020-2-29 02:38

ebox 发表于 2020-2-29 01:08
楼里一口一个遗老的简直臭傻逼,希望博德之门系列的续作延续至少能保留部分特色怎么了?拉瑞安粉就这么高贵 ...

就觉得这事很扯,想做DND游戏明明可以随便开新系列,非把博德之门给带下水。对我来说好消息就是幸亏没把无冬之夜带下水,而且还有6个新的DND游戏可以继续期待。

johan·liebert 发表于 2020-2-29 02:39

lostneverland 发表于 2020-2-29 07:01

玩过博德之门一二全系列不下十遍,也玩过灰鹰,拥王者,柱子的人表示,我不喜欢半即时制,改成回合制好,战斗可以更有策略性和思考性。

洗刷刷 发表于 2020-2-29 07:12

sepcorvus 发表于 2020-2-29 07:45

对博德之门3,我真是心情复杂。先谈战斗,我个人偏爱即时暂停制,但不是bg式的即时暂停制,而是龙腾1跟永恒之柱2这样带有AI编辑的即时暂停制,我觉得这是即时暂停制的发展方向。bg式的即时暂停制的问题在于,面对有难度的战斗时,必须得不断暂停以调整,并且其繁琐度随角色的数量及角色本身的复杂度而倍增。AI编辑很好的改进了这个问题,它将许多需要暂停时进行操作演变为AI设定的思考,设置的更合适,暂停越少,战斗的流畅度越高。拉瑞安的回合制,让我觉得很棒的是跟环境的互动,当然,这是它系统本身的延伸。回合制最让我难以接受的一点,就是节奏太慢,随参与者的数量而时间倍增。当然,可能会有人说,减少无意义的堆怪,只保留有挑战的战斗,但这意味着游戏本身受到了限制,人海也是战斗的一种,同时也是环境构建的一部分。5e是回合制,所以博德之门3用回合制,这不是一个好的理由,因为博德之门3首先是电子游戏,而不是桌游。5e用回合制是因为它有的选而用回合制,还是受限于条件不得不用回合制?再来谈角色,根据演示的视频,我看到了跟神界原罪2一样的队友设置,即我知道有几个队友,且我知道队友是谁,且我可以选择他们。这剧透一样的操作让我感觉糟透了。我期待一场冒险,探寻着未知,在各种机缘巧合的情况下,认识了我的队友。这些感觉全毁了,仿佛又到了开发者教你玩游戏的环节。等正式版出来再看吧。

—— 来自 HUAWEI EVR-AL00, Android 10上的 S1Next-鹅版 v2.2.0.1

jf8350143 发表于 2020-2-29 07:51

所以博德之门的粉丝已经统一成一个群体了吗?不喜欢rtwp的就没资格当博德之门的粉丝了?

-- 来自 能手机投票的 Stage1官方 Android客户端

shiroamada 发表于 2020-2-29 08:00

医生狼多 发表于 2020-2-29 08:09

Algie 发表于 2020-2-28 23:56
心情复杂,两派人杀疯了。。。
所以拉瑞安干嘛不另起一个系列呢,这样争议会小很多


有争议才有声名啊反正比神界的壳子响亮

—— 来自 Xiaomi Redmi K20, Android 9上的 S1Next-鹅版 v2.2.0.1

shiroamada 发表于 2020-2-29 08:10

页: 1 2 3 4 5 6 7 8 9 10 [11] 12 13 14 15 16 17 18 19 20
查看完整版本: 博德之门3,它来了!