"Diablo 3" personalized system: The design idea of trait system
Source: Internet
Author: User
KeywordsCharacteristics
There have been a lot of discussion about trait systems in the forum recently, especially about the naming problem. How to more accurately express the meaning of this new term, it is necessary to analyze the blizzard in the launch of its introduction. Now let's talk about this new system--the trait. So what is the trait? Basically they are passive skills, a way of personalizing and changing your playing role while making your build diverse. Trait system trait points are acquired as the player upgrades. The current setting is that each odd rank gets a trait point. The idea of a trait system is to change the core attributes and career mechanisms of a player's character. For example, you play a barbarian, and you want to be stronger. No problem, there is a trait to satisfy your wishes. If you're a mage, you want to focus on elemental skills. There is no problem, there will also be characteristics to provide you. Wait a minute... There is also the characteristics of the game to add some flavor to the world. So each trait has a short excerpt to tell you about the Dark World, in addition to the proper profile. Another goal is to show you what you're playing with. Let's take a look at a few examples: the nature of Barbarians: Inner rage This is a trait of barbarians called Inner Rage (innerrage). This example embodies the characteristics of the trait system. It is not a pot system that is used in all occupations. Every profession has its own characteristics. Certain qualities can span several occupations, but in most cases they are exclusive to each profession. For this trait, we don't just want to make it clear that the barbarian is an angry guy, and that he actually gets power from anger. This is a mage and the Mage's character tends to be magical. We want to tell you that even if the mage is not in the casting/fighting situation, she has some inherent magical characteristics. There is a trait called the multicolored cloak (prismaticcloak), which basically makes the Mage's armor spell more powerful. The idea behind her is to focus on this skill and make it strong. In the same way, we add some selling points to the description of this trait, and if you choose this trait, it is the characterization of your character. Why do we decide to do this system? There are many reasons, the most important one is for character personality. The vast majority of people who understand and love Diablo 1 and 2 know that character personalization is a big part of the game. If you're new, personalization is the essence of the Diablo series, which is a big focus of our development. In Diablo 2 We had a system where you spent the attribute points on all of your core attributes. Everyone loves to use the system to personalize their characters, but we find that most of the points are used in the same position in the same place, sometimes even across careers. So we think this is not a very good personalization system (Note: This is why the core attribute points in Diablo 3 are changed to automatically allocate)。 Trait systems are specifically designed to address the problem of removal of attribute-point allocation systems. The trait system appears with the automatic collocation (page) as I said before, for example, you want a very strong savage, with a very strong strike force and a great fight. There are qualities that satisfy you. You can choose the legendary force legendary might, it can improve your strength, you can also choose Skeleton iron Skin, let you get actual armor. Savage's, but if you want a rabid savage, you care about the frequency of attacks, hitting them before the enemy can fight back. Well, it also has the qualities that satisfy your desire to speed up the attack rate of your character and increase the debuff effect on the enemy. Live demo More types represent more builds. At present, there are about 30 traits in each profession that you can spend 1 to 5 o'clock on, adding up to almost a career with a total of 90 places to add. Consider that you can only get about 29 to 30 trait points, and there are a lot of personalized places to be. Even if we later feel that there are too many types of traits, we will only reduce the number of points per plant, because we want to maintain a lot of personalized categories. And one of the reasons we want to do this system is that you have some bad choices in the skills tree in Diablo 2. For example, when you give you the knowledge that a passive skill can give you extra armor, this skill looks good. Math makes sense, but math sometimes sucks. Diablo? If Diablo is an active skill ... Sometimes it takes a bit of passive skill. That is, I want to add a point in the whirlwind, I don't want to waste points on more armor. So separating the passive and more aggressive skills (all of the skill trees in Diablo 3 are all active skills) makes it easier for us to make better choices. Passive skills are also important. The last thing to say is "make the numbers better"! So, how to make math cool? We try to get the numbers lit up, and then put the skeletons in the background, which is pretty cool ... But not enough. So the design idea behind the trait system is that if we do a trait to let the player choose, we don't want to be "Oh, if you choose this, you can get 0.1% Armor bonus!" ”。。。。 0.1% is not good at all ... So we decided that if we were to add a big number ... 25%,50%,100%. Basically is how cool how to come. So we are in the design of the time will try to avoid the strange, do not know how to choose, need to calculate to calculate the number of the figure is not clear. The personalized selection in Diablo 3 is very clear and straightforward. It's important to us. It's hard to finish. We don't think the system is finished yet, so I want to share with you the process of thinking. See what else we need to do. First, the interface of the trait system is not good enough. Now it's a big list and it's not that interesting. It's not perfect to get a trait at every level. We might as well keep it that way on sale, but it's still a little weird right now. Also, there may be too many types of traits or too many points per trait. We are also revising this.
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