美服《江湖》战斗系统更新演变 掌握游戏最新动态

2014-04-14 865


战斗更新
2014已走过3个月,年初我们野心勃勃宣布的战斗计划目前进展迅速。从遗留模式中,你就可以看到我们正在努力对当前的作战系统做出重大改进,重振PvP。
我们已经发布了革命、势头、排队能力、能力条共享和银行快速预设,但它们只是冰山一角。
特殊攻击——如果你参加过战斗测试,你就会知道,所有旧的特殊攻击现在正在推行,且在优化和平衡。这将增加装备的多样性,及战斗的另一个兴奋点。
138战斗计算——社区投票以压倒性的优势要求恢复138战斗计算。这已经用在beta测试,我们已经有了修改版。
怪兽侵略——我们对怪兽的仇恨值做了修改,所以江湖的生物就会更激进;同样,更像过去。当然,游戏的战斗方式很多,所以我们采取新的暴力规则,但最终的结果将是怪物会更激进,作战训练就没那么激烈。
界面变化——这些都是一系列较小的UI改进,包括允许在战斗时聊天,更清晰的目标信息、快速库存功能。这些使战斗感觉更顺利、更直观。
平衡——我们正在对战斗的某些方面进行一些重要的平衡调整,尤其是防守方面。我们正在做盾牌和防御坦克的装甲。
PvP机制——我们相信PvP现场将真正从 EoC改进和遗产的引进,但我们也致力于重振具体倡议。这意味着更改作战系统,它提供更令人满意的PvP游戏,包括PvP的XP,调优能力伤害并击晕影响,平衡PvP盔甲和改善点击输入识别。
PvP内容——同样重要的是改善PvP-为中心的游戏内容。将包括改革坩埚和返工一群其他PvP优点,并创建一个分组系统,使进入这些内容更加方便、快捷。
注意,许多PvP机制变化和上面列出的内容今天已经进入测试服务器。专业玩家网,网游工作室门户站,为所有游戏工作室提供游戏打金技术,游戏防封技术。

 

 

原文

Evolution of Combat Improvements
We’re three months through 2014, and the ambitious plans we announced for RuneScape’s combat at the start of the year are proceeding apace. Alongside my post about Legacy Mode, I wanted to let you know what we’re working on to make major improvements to the current combat system and revitalise PvP.
We’ve already released Revolution, Momentum Plus, ability queuing, ability bar sharing and bank quick presets, but they’re just the tip of the iceberg.
Special Attacks – If you’ve played the combat beta, you’ll know that all of the old special attacks are implemented and are now undergoing polish and balancing. This will add more diversity to viable gear and another notch of excitement when fighting.
138 Combat Calculation – The community voted overwhelming to reintroduce this the 138 Combat Calculation. This is also available to test on the beta already, where we’ve got a tweaked version of the old formula that give Magic and Ranged equal contribution.
Monster Aggression – We’re making a change to monster aggro so the creatures across RuneScape are more aggressive; again, more like it used to be. Of course, the game is multi-way combat now, so we’re taking a new approach for aggro rules, but the end result will be that more monsters are aggressive and combat training can be slightly lower-intensity.
Interface changes – These are a range of smaller UI improvements, including allowing chat to stay in focus during combat, clearer target information and a reworked quick inventory feature. These all contribute towards combat feeling smoother and more intuitive.
Balancing – We’re making some important balance adjustments to certain aspects of combat, especially the defensive side of things. We’re making shields and defensive ‘tank’ armour more useful, and reviewing defensive abilities so more of them are important and relevant.
PvP mechanics - We believe the PvP scene will really benefit from all of the EoC improvements and introduction of Legacy, but we’re also working on specific initiatives to revitalise it. This means making changes to the combat system so it delivers more satisfying PvP gameplay, including XP for PvP, tuning ability damage and stun affects, rebalancing PvP Armour and improving click input recognition for faster responsiveness.
PvP content – It’s just as important to improve PvP-centric game content and how it’s accessed. This will include overhauling the Crucible and reworking a bunch of other PvP minigames, and creating a grouping system that makes getting into such content much quicker and easier.
Note that the many of the PvP mechanical changes and content listed above have entered the beta servers today. Read over the patch notes for full details, and give them a try in the beta!

 

 

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