《老卷轴在线》深入探讨了ESO中的阶级身份

2019-09-26 710
《上古卷轴》在线版的一个显著特点是,在定义了技能线的同时,每一个职业都不受传统MMO职业三位一体的束缚。当然,每个班级都可以扮演一个特定的角色,而ESO在分组时仍然依赖于三位一体。但是每个类的身份是由它的用户定义的,而不是由游戏本身定义的。
ZeniMax团队还考虑了阶级身份,因为这一直是ESO论坛上争论不休的话题。
类身份一直是一个重要的主题,特别是最近几个月在ESO论坛、社交渠道和开发团队中。这个词对不同的人有不同的含义,我们都认为这是创造令人满意的战斗体验的一个重要因素。为了改善我们在ESO中沟通未来战斗愿景的方式,我们认为这将是一个很好的话题,可以深入探讨并分享我们的观点。
上古卷轴长期以来一直被定义为能够按照你选择的方式来玩。虽然ESO并不总是这样认为,但自从Tamriel的一次更新彻底撼动了Nirn以来,它在过去几年的表现越来越好。ZeniMax表示,当他们的团队使用“阶级身份”这个术语时,它是“指的是,无论角色扮演的是什么角色,扮演一个阶级的体验都与其他阶级不同。”这可以分为两个部分:权力幻想和游戏模式。
根据ESO开发者的说法,“权力幻想”是游戏如何证明“你的角色的权力,以及它是如何通过能力的外观和感觉来表达的。”
亡灵法师从死亡魔法中吸取力量,他们操纵灵魂、肉体和骨头。圣堂武士召唤光的力量和燃烧的太阳。每个类都应该有一个明确的力量来源,并且类的能力应该通过它们的描述、动画、视觉效果和音频来强化这种幻想。当你看到一个玩家使用职业技能时,你应该毫不怀疑他们在玩什么职业,并且它应该看起来很棒!
这些都不会妨碍你选择如何塑造你的角色,所以团队会努力确保每个类在你选择在团队中扮演的任何角色上都是可行的。年长的Scrolls Online开发人员承认,虽然并不是每个类都成功地做到了这一点,但团队在未来的更新和平衡更改中也会考虑到这一点。
ZeniMax还详细说明了游戏模式——即您如何交互并使用特定机制执行任务——如何指导团队设计特定的类以使每个任务具有独特性。
阶级认同的第二个组成部分关注游戏模式,这是你必须学习、参与和掌握的特定机制和行为,以实现战斗目标。虽然所有的治疗者可能都有一个“防止盟友的健康值达到零”的目标,但你可以通过以下几个效果行为来达到这个目标:直接治疗、随时间的愈合、伤害护盾和减少伤害等等。这些效果行为中的每一个都有其优点和局限性,当与触发方法结合使用时,会使它们在不同的上下文中或多或少地有效。例如,直接治疗可以快速补充生命值较低的盟友,但你必须等到盟友受到伤害后才可以使用,如果你治疗过度,还可能会降低成本效率。你可以将同样的思维模式应用到伤害和坦克技能上。
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原文:
One of the defining features of The Elder Scrolls Online is how each class, while having defined skill lines isn't shackled to the traditional Holy Trinity of MMO classes. Sure, every class can fit a specific role, and ESO still relies on the trinity when grouping up. But the identity of each class is defined by its user, not so much predefined by the game itself.
The ZeniMax team also thinks about class identity, as it's been a topic on the ESO forums constantly debated.
Class identity has long been an important topic, especially in recent months on the ESO forums, in social channels, and on the dev team. This loaded term can mean different things to different people, and we all can agree it’s an important element in creating a satisfying combat experience. In an effort to improve how we communicate our vision for combat in ESO going forward, we thought this would be a good topic to dive into and share our perspective.
Elder Scrolls has long been defined by the ability to play the way you choose to play. While ESO didn't always feel that way, it has more and more the past few years since the One Tamriel update shook Nirn to its core. ZeniMax sates that when its team uses the term "class identity," it's " referring to what makes the experience of playing a class feel unique from other classes, regardless of what role the character may be fulfilling." This is broken down into two components: power fantasy and play patterns.
According to the ESO devs, "power fantasy" is how the game justifies "your character's power and how its expressed through the look and feel of abilities."
Necromancers draw their strength from death magic as they manipulate souls, flesh, and bone. Templars call upon the power of light and the burning sun. Every class should have a clearly defined source of power, and class abilities should reinforce that fantasy through their descriptions, animations, visual effects, and audio. When you see a player using class abilities, you should have little doubt which class they are playing, and it should look awesome!
These can't get in the way of how you choose to build your character, so the team strives to ensure each class is viable at whatever role you choose to take within your group. The Elder Scrolls Online developer admits though that not every class succeeds at this and its something the team takes into account with future updates and balance changes.
ZeniMax also details how play patterns - i.e. the way you interact and use specific mechanics to perform a task - inform how the team designs a specific class to feel unique to each task.
The second component of class identity focuses on play patterns, which are the specific mechanics and behaviors you have to learn, engage with, and master to achieve objectives in battle. While all healers might have an objective of "prevent ally health from reaching zero," you can achieve this through several effect behaviors: direct heals, heal over time, damage shields, and damage reduction, to name a few. Each of these effect behaviors exhibit benefits and limitations that, when combined with a triggering method, make them more or less effective in various contexts. Direct heals, for example, can quickly replenish an ally who is low on health, but you have to wait until the ally has taken damage to use it and risk a loss of cost efficiency if you overheal. You can apply this same model of thought to damage and tanking abilities.
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