神佑释放打破了变化以来的战斗设计

2019-10-15 1157
在一个新的开发者博客中,Bless详细描述了今年晚些时候MMORPG的战斗变化。在博客中,首席设计师Jeomsul Park强调了这些变化。
第一个公开测试版将于11月7日登陆Xbox One,该团队希望根据上次封闭测试的反馈,详细介绍战斗中的一些变化。特别是战斗设计的变化,以及控制本身。
根据帕克的说法,重点是战斗和控制迟缓,以及了解什么能力需要资源。最后,团队考虑了锁定功能和需要改进的整体游戏控制。
在我们最后的封闭测试中,我们收到了许多关于祝福释放战斗的反馈。我们尽了最大的努力去回顾和梳理所有这些反馈,并总结出在玩家回到游戏之前我们有三个需要改进的要点。
这些要点如下:
1.战斗和移动速度太慢,感觉迟钝。你告诉我们玩家输入和角色反应之间的延迟太慢了,角色在战斗中移动太慢了。你们中的许多人也觉得在战斗中没有足够的机会取消行动来躲避敌人的攻击。
2.很难判断哪些技能需要资源,如何获得这些资源,还有一些技能,尤其是带有移动元素的技能(比如守卫者的冲锋技能,或者狂战士的跳跃)很难正确使用。
3.游戏的功能和控制也需要改进。很多玩家觉得目标锁定控制很难使用,很多玩家觉得瞄准攻击和按下攻击按钮都很困难,因为相机是通过右摇杆控制的,主要的攻击按钮也在X、Y和B按钮上。
为了解决这个问题,团队提高了战斗速度,并努力改进即将到来的beta版的控制和角色移动。帕克提到,这样做并不容易。然而,该团队已经确保所有的组合步骤现在将很容易与道奇系统连接,这意味着更容易躲避你的敌人的攻击。此外,他们增加了一些低层战斗攻击的速度,减少了输入和动画之间的延迟。
至于能力和资源,团队已经“改进了能力链到组合的方式”。技能现在可以用来打断组合,而且大多数技能的力量也被增加了。此外,该团队还改进了摄像头和锁定系统,特别是根据怪物的大小固定POV,以及自动锁定最近的目标。但是,您可以使用R标尺轻松地在目标之间进行切换。
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原文:
In a new developer blog, Bless Unleashed has detailed many of the combat changes coming to the MMORPG later this year. In the blog, the Lead Designer Jeomsul Park highlights the changes.
The first open beta hits Xbox One on November 7th, and the team wanted to detail some of the changes made to the combat based on the feedback from the last closed beta test. Specifically the combat design changes as well as the controls themselves.
According to Park, the main points were combat and controls feeling sluggish, as well as understanding what abilities needed resources. Finally the team took at look at the lock-on function and the overall game controls to improve upon.
During our last closed beta we received so much feedback regarding the combat of Bless Unleashed. We did our best to review and comb through all of this feedback, and concluded we had three main points which needed to improve before players returned to the game.
These points are as follows:
1.Combat and movement speed was too slow, and felt sluggish. You told us that the delay between player input and character reaction was too slow, and that characters moved too slowly during combat. Many of you also felt that there were not enough opportunities to cancel out of actions to evade enemy attacks during combat as well.
2.It was difficult to tell what abilities needed resources, how to gain those resources and that some abilities, especially those with movement components (like the Guardian’s charge ability, or Berserker’s leap) were difficult to use properly.
3.The lock on function and the controls of the game needed improvement as well. Many players felt the target lock-on control was difficult to use, and many players experienced difficult both aiming attacks and pressing the attack button, as the camera was controlled via the right stick, and the primary attack buttons were also on the X, Y, and B buttons.
To combat this, the team increased combat speed and worked to improve upon the controls  and character movement for the upcoming beta. Park mentions that doing so isn't an easy task. However, the team has ensured all combo steps will now connect easily with the dodge system, meaning that it's easier to dodge your enemy's attacks. Additionally they increased the speed of some of the lower tier combat attacks, creating less of a delay between the input and the animation.
As far as abilities and resources, the team has "improved the way abilities chain into combos." Abilities can now be used to interrupt combos, and the power of most abilities has also been increased. Additionally, the team has improved the camera and the lock-on system, specifically fixing the POV based on the monster size, as well as locking on automatically to the nearest target. You can easily swap between targets using the R stick, however.
 
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