《星球大战 OL》:修改系统 服装系统功能大问答

2012-08-23 4197

这周,我们还真是有些惊奇。正如公告所言,Carbine工作室回答了社区经济团队的提问。下面我们就一起来关注一下吧!

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Q:玩家可以自己改装的程度有多大呢?我们看着挺好,其实会不会只有一点呢?又或是玩家拾到的掉落的装备远比自己制造的好用呢?

A:有了我们的物品修改系统,每一件装备都会由不同的物品组成。如果你想尽可能地把你的装备做到最好,你就需要从不同的地方收集物品,包括制造。所以无论你穿着多精心制造的盔甲,或者是不好的,改装制造在最大程度优化你的装备上是必不可少的。

Q:那么关于制造“磨”——制造了一大堆没有贸易价值的物品和技能的东西——这个问题该如何解决?

A:在我们的系统里,物品可能在制造或修改其他物品时损坏掉。如果你造了一个物品来升级技能而你又不能卖掉它,你可以拆掉它来自己使用。

Q:你在信息中提到了染料,但这些染料是不是只适用于一个项目的预设图案?或者适用于一个完全不同图案的物品怎么办呢?

A:一个物品上的图案是不可变的,这是它们相互区别的标志。上色系统允许你把那些图案染成你喜欢的颜色。如果你想要你的装备看起来与众不同,你就要进入服装系统(以后会详细介绍)。

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Q:你说物品修改系统很灵活,是真的只是开发者说的“装备上有个可以把宝石嵌入的地方,你可以是魔法来提高性能”还是实际上只更接近于能够轻微修改(比方说,一个枪可以有一个附加的范围提高准确性,虽然我猜这两者某种程度上道理差不多)?或者是完全无关,那你能不能具体说说?

A:虽然我不能透露所有有趣的细节,但我可以自信地说我们修改系统提供了比嵌宝石、是魔法更多的复杂性和可定制性。我们覆盖所有你宝石,施魔法,再造,甚至更多能达到的成就,这很显然。我们的目标是建造建筑和修改你的装备包括选择和定制,而不是遵循一个“最好”的选择的蓝图。

Q:你能详细说下服装系统吗?它是一个单独的“外观选项卡”吗?是哪种你能把一个物品装饰成另外一种那样吗?或者是把所有物品都分开?

A:你可以使用任何你形象显示的衣服。我们还计划提供装备中没有的材料来让你看起来特别。我们想让玩家按照他们自己的作战技能要求来自己搭配服装。

Q:有效范围拾取和有效范围装备运用有多广?你认为这是一个必需包括的属性/要求吗?

A:捆绑拾取物品是一个很重要的工具,提供不同的游戏元素,还有独特的奖励,而装备绑定的是用于删除经济条目,所以这两个运用广泛。也就是说,一个强大的玩家带动的经济需要大量的可交易商品。甚至会有很多你可以交易的精心制作的物品和战利品地位下降。游戏工作室想要找到代理IP及免费代理IP可关注值得大家信赖的专业玩家网VPN代理版块

 

 

 

 

 

 

As announced last week, Carbine are answering questions posed to the Economics Team from the community. What they "neglected" to mention however is that the Q&A is being hosted right here on WildStar Central!

Q: To how big of an extent will player crafting be? Are we looking at top-tier, player-only-made items? Or will certain drops always be "better" than things the player can make?

A: With our item modification system, each piece of gear ends up being made up of parts from many different items. If you want your gear to be the best it can be, you will need to collect items from different sources, including crafting. So whether you are wearing crafted gear modified by looted gear, or vice versa, crafting will play an integral role in maximizing your gear’s potential.
 
Q: With regards to the crafting "grind" - creating piles of items to skill up a trade with no actual demand or need for the items - how is this addressed/handled?

A: In our system, items can be broken down for parts which can be used for crafting or modifying other items. If you craft an item to skill up and you can’t sell it, you can cannibalize it for your own use.
 
Q: You mentioned dyes in your intro, but do these dyes apply in preset patterns to an item? Or can the dye apply a completely different pattern to an item?

A: The patterns on an item are not changeable, since they are what makes each item distinct. The dye system allows you to color the different parts of that pattern to your liking. If you want your gear to look completely different, you’ll want to use the costume system (something we'll be showing off in great detail in the future).
 
Q: When you say you have a flexible system for item modification, is that really just dev speak for "items have sockets which you can put gems in, and you can enchant the items to improve their stats!" or is it more along the lines of being able to slap on actual modifications (like, let's say, a gun could have a scope attached for improved accuracy - although I guess that is really the same as sockets, in a way)? Or is it something else entirely, that you may or may not be able to tell us more about at this point?

A: While I can’t reveal all the juicy details yet, I can confidently say our modification system offers more complexity and customizability than simple gem sockets and enchants. We cover everything you can accomplish with gems, enchants, reforging, and even more, in one compelling package. Our goal is to make building and modifying your gear about choice and customization, rather than following a blueprint for the “best” choices.
 
Q: Can you elaborate on the costume system? Will it be a separate "appearance tab" where you can keep the stats of one item, but the look of another in that same slot? Or is it a separate item system all together?

A: You can use any gear that you have to overwrite the visual display of the gear you are wearing. We also plan to provide gear without stats intended to be used specifically for costuming. We want to allow players to completely customize their look, regardless of the gear they need to wear for combat effectiveness.
 
Q: How prevalent is the use of Bind on Pickup / Bind on Equip on WildStar items? Do you see this as a required/desirable property to include?

A: Bind on pickup items are an important tool for providing different gameplay elements with unique rewards, while bind on equip is useful for removing items from the economy, so both of those will be prevalent. That said, a robust player-driven economy requires ton of tradable items. There will be plenty of crafted items and loot drops that you can trade, and even bound items may often be broken down into component parts that are tradable.

 

 

 

 

 

 

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