美服《月升之时》战斗系统揭示 让玩家看看战斗将如何发挥作用

2014-11-01 610

《月升之时》团队在Undead Labs网站发布了长篇文章,让玩家看看战斗将如何发挥作用。战斗的标志和独特的功能是,面对对手和在战斗中权力的力量平衡时,可以在以多项因素为基础的任何时间移动,每一个决定真的很重要。

《月升之时》的战斗是流动的。来来回回都具有真正意义,因为每一个技能“移动表针”,将势头转向你或你的对手。我收取buff,而你负责攻击。首先攻击登陆,我随后:对你有优势。同时,也设置了一个街区?你的任何消极的特质会防止损坏?你打消Solari的buffs?如果不是这样,各式的Solari会崩溃,将他们清理掉:对我有优势。

在战斗方面做出每一个决定,这是建立在我们的早期设计上。没有小到足以忽略的攻击,而且没有非常重要的错误会摧毁战斗。你会发现你自己在测试敌人,施展出各种策略和技巧的组合。并不是一切都会正常工作,但当你发现你喜欢的图案时,你可以再次使用它们。游戏工作室联盟首选专业玩家网,集合所有网游项目,游戏辅助,等游戏赚钱方法。

原文

The Moonrise team has posted a lengthy article on the Undead Labs site that gives fans an inside look at how combat will play out. The hallmark and unique feature of combat is that every decision truly matters when taking on an opponent and that the balance of power during battle can shift at any time based on a number of factors.

Combat in Moonrise is fluid. There’s a real sense of back and forth, as every skill “moves the needle,” shifting momentum toward you or your opponent. I charge a buff for both of my Solari while you charge an attack. Your attack lands first, and now I’m behind: advantage you. Meanwhile, did you set up a block? Do any of your passive Traits prevent damage? Did you Dispel my Solari’s buffs? If not, my souped-up Solari will come crashing down on one of yours, clearing them off the board: advantage me.

Every decision made in combat matters. That’s a bar we set early in our design. No attack is small enough to ignore, and none is so important that one error will ruin the fight. You’ll find yourself testing your enemies, trying out various strategies and skill combinations. Not everything will work, but when you find patterns you like, you can to use them time and time again.

免责声明:部分内容转自其他媒体,转载目的在于为游戏工作室传递更多信息,如因作品内容、版权和其他问题请 联系客服