Diablo 3 Energy System not fully enhanced multiplayer coordination

Source: Internet
Author: User
Keywords Game
Recently, "Diablo 3" news continues to burst, in addition to the official online blue post, the production team interview content also continued to be exposed. In a recent interview with Foreign media, designer Jay Wilson (hereinafter referred to as J) disclosed the progress of the current energy bar development, and also made a partial description of the drop and distribution of the props.  By this interview, he also revealed some of the information has not yet fully transparent.  Q: What are the current development status of the energy systems of the various roles? J: The basic concept of the Barbarian rage system will not change, but it is still being modified, and it is still a long way from being satisfied. The Mage's secret energy is somewhat similar to the witch Doctor's Mana System, but the Mage's secret energy does not recover naturally, and we are still discussing what to add to the Mage's system. At present, the more complete is only the spirit of the monk, which is our model to evaluate other systems.  The Demon Hunter, released in this year's BlizzCon, was only first to experience the general Mana system, and we began to design it after the BlizzCon ended.  Q: Will there be items that reinforce each role's energy system? J: We will certainly design something like this, but it depends on how we implement it. Now all the characters will have their own energy system, this means that we have to wait until the energy system has been finalized before we can start work, and it means having a special, unique experience, and we may be able to make this kind of stuff into role bindings, even through enchant acquisition [Page] Q: in World of Warcraft  has a fairly convenient equipment comparison interface, will the future be in "Diablo 3"? J: The problem we have at the interface is that the whole screen has been filled with various interfaces, and we have almost no place to accommodate them without obscuring the role, which is really scary!  The current presentation framework is a bit large and outdated, and we are discussing the redesign of the framework to solve the problem, but the proposal is pretty good and we'll take it into consideration.  Q: Item drop mechanism will affect the team's marching rhythm, have hit to equip people will stop to see equipment good or bad, and no people will continue to move forward, this will drag the team forward, but the "Diablo" series quite a lot of fun in the play treasure ... J: Actually in the game, even if we make the comparison of the equipment how fast, even if only two seconds, teammates are enough to leave your screen and go forward. We don't think we can make enough visual sense to solve the problem, especially when we open the bag. So we'll take another approach: add a lot of hints to multiplayer games. In multiplayer games, when the player opens the package, the skill bar, we will be in the characters, as well as the image of the picture prompts.  Let other teammates know what you're up to, and may stop waiting for you, at least the other person knows what you're doing instead of just standing there, so you'll be more patient. Q: GamesWill there be a built-in voice system?  J: This is certain. In this interview you can know that in the "Diablo3" in the enchant, it will be possible to get the drawings through the wild, and bring them back to the craftsman after learning, and to know that it will be more important to coordinate with many people, and the production team will also design a user-friendly interface for the convenience of communication. There will also be a built-in voice system that supports player coordination in multiplayer games. After all, the production team has said before that once you have a single game in multiplayer, there is no chance of survival. (Digging the shell net)
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