美服《火瀑》一月份最新更新内容预览

2014-01-10 1204


剧情/活动

1.问:新赛季任务有什么变化?玩家如何获得剧情故事?
答:玩家可以看到我们对基本信息和Firefall知识的重视,以及深入了解重新出现的诸多角色。 我们正深入研究角色, 你已经知道的如Oilspill和Aero,并打算增加新角色。 就访问活动任务, 玩家不需要启用新角色,一切从头开始。任何人都可以享受这些任务。将某些内容拉出来供玩家不断探索也是我们的目标之一,包括未来某个时刻的排行榜功能。
2.问:任务分类是什么?
答:任务分类类似于活动中的路线图。它集任务日志,求成就跟踪器, 副本管理器功能于一身。 它存在于故事任务之间,玩家通过参与世界事件和开放世界游戏如龙卷风和阿瑞斯,获得等级点,解锁下一个任务。我们想要玩家可以从容不迫,匆匆忙忙,几天就完成了所有任务。

 奖励
3.问:讲讲技能的事吧。
技能系统是Firefall新增设定,专注于战争服的个性化和多样性。随着你的一步步成长,能够解锁战争服的限制,如质量、力量,或CPU;你将获得技能点,可以用来获得各式各样的技能。许多技能的获得只能通过解锁一定数量的约束,它们有着特定的战争服。
4.问:技能点与技能池。
答:技能点针对特定的battleframe,。技能池代表所有解锁的技能,并可用于任何职业装备。玩家起始阶段都有共同的技能池,一旦技能点足够就可启用。初始技能通常用于改善目的,会使Firefall生活更加轻松。 技能的类型截然不同, 从新添加的如近战能力到一系列被动和主动特质。
5.问:技能系统会包括属性提高吗?
答:有一些技能可以提高属性,如增加健康值,提升移动速度,但绝大多数的技能创造更多的动态选择和游戏设定,以适应不同的玩家的风格。游戏工作室项目,欧服,美服,台服,韩服,日服,国服,东南亚服等所有游戏收货商家信息请关注专业玩家网。


 原文

Story/Campaign
Q: What can we expect from the new campaign missions and how will players access the story installments?
A: Players can expect a heightened emphasis on the backstory and lore of Firefall along with a deeper look at the reoccurring characters. We delve into the characters that you already know like Oilspill and Aero and also add some new ones to the mix. In terms of accessing the campaign missions, players will not be required to start over with a new character in order to experience the campaign. Anyone can play and enjoy these missions. It is also our goal to make some of this content instanced so players can tackle them over and over again, including leaderboard functionality at some point in the future.
Q: What is the mission ledger?
A: The mission ledger will act as a roadmap through the campaign. It is your quest log, achievement tracker, and instance launcher all rolled into one. In between story missions, players will earn rank points by participating in world events and open world gameplay such as tornados and ARES missions in order to unlock the next mission. We want to encourage users to take their time instead of charging through the story, and knocking it out in a matter of days.
Perks
Q: Tell us a little bit about perks.
A: The perk system is a new mechanic in Firefall gameplay focusing on battleframe customization and variety. As you progress and unlock battleframe constraints such as Mass, Power, or CPU; you will gain perk points which can be used to equip an assortment of perks. Many perks can only be unlocked by attaining a certain number of constraints with a particular battleframe but once unlocked, they can be utilized by any battleframe. For a detailed look at perks, check out Ktav’s post on the Firefall forums.
Q: Perk points vs. perk pool.

A: Perk points are specific to each battleframe The perk pool represents all of the perks that have been unlocked, and are available to equip to any class. Players will all start with a pool of common perks that can be used as soon as enough perk points are acquired on that frame. The starting perks are general purpose improvements that will make life easier while fragging around the world of Firefall. The types of perks vary greatly from adding entirely new functions, like the melee ability, to an array of both passive and active traits.

Q: Should we expect perks to include stat boosts?


A: There a few perks that increase stats such as increased health regeneration and movement speed, but the vast majority of perks create more dynamic options and gameplay possibilities to suit varied play styles.

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