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官方更新武僧技能動畫 更具合理性
官方更新武僧技能動畫 更具合理性

翻譯整理:Ocean.Hsu

  已經更新了疾風擊(Dashing Strike),斷筋訣(Crippling Wave)和致命長拳(Deadly Reach)的動畫。在以後的補丁中會增加爆裂掌(Exploding Palm),百傷拳(Way of the Hundred Fists)和雷霆拳(Fists of Thunder)的動畫!

  (昨天剛說了對武僧的技能動畫有糾結,今天就有這麼好的消息!)

  值得注意的是,除了上述棘手的工作,我們也著手對技能動畫進行了符合邏輯的探討。有些技能我們特意沒有使用武器,這主要適用於那些summoning技能或者buff技能,這些技能本沒有運用武器,如真言技能或者避難陣(Inner Sanctuary)。另有一些技能我們特意沒有使用武器,是因為該技能的概念與武器無關,如七星斬(Seven-Sided Strike)和掃堂腿(Lashing Tail Kick)。此外,有些技能我們特意沒有使用武器是因為該技能在概念上是關於武僧僅使用其拳或掌,如百傷拳(Way of the Hundred Fists)和爆裂掌(Exploding Palm)。
 


  還有些技能與上述情況不同,本應該使用武器。當看到玩家的反饋,我們確實瞭解到了你們對增加技能動畫的要求,我們對那些最應該改進的技能增加了一整套的技能動畫,如疾風擊(Dashing Strike),斷筋訣(Crippling Wave)和致命長拳(Deadly Reach)。這不僅僅是動用了很多資源來完成的事情,對我們來說,這更是一個表明我們一直在關注玩家的感受的方式。
 
  因此,根據上述信息,我們仍打算在發行以後,很快發佈補丁來進行更多的改進。在補丁中我們打算改進爆裂掌(Exploding Palm),百傷拳(Way of the Hundred Fists)和雷霆拳(Fists of Thunder),是這些技能可以使用拳套類武器。因為武僧的這些技能是使用拳頭的,因此在運技能時使用拳套類武器合情合理。另外,因為我們在不斷地完善武僧這個職業,完善設計理念,我們對武僧使用何種武器比較合理的看法也隨之改變。為了完成設計理念的改善,我們正考慮讓武僧能夠使用更多類型的武器,並給出武器的全部技能動畫效果。
 
  希望這些信息能夠說明我們對技能動畫的計劃,而且並不只是武僧這一個職業,所有相同的理念和處理方式也已經運用於對每個職業及其技能動畫的完善中。當然,我們期待幾周後將遊戲送到你們手中,並關注每個玩家對所選職業及其所用技能的喜愛程度。



以下為原文:
Originally Posted by Blizzard (Blue Tracker / Official Forums)

We’re certainly aware of how we’re handling our skill animation sets, as well as your feedback regarding the monk specifically. While working on any piece of the game we have to make production calls on what has the biggest benefit for the time we’re spending on it, because time is quite simply a very precious commodity. We made some choices, some that you may not agree with, to ensure a solid level of animations throughout the game. To make a call on not displaying a weapon during a skill may allow us to animate a multitude of spell casts for a demon, a higher priority animation for another character, or unique animation to ensure an in-game cutscene feels epic. Making the tough calls on when and where the game and players as a whole will benefit most is one of the most difficult things the producers, designers and artists have to do.

It’s worth noting that in addition to making those tough calls we take a logical approach to skill animations, and there are some where we purposely do not show a weapon. This is mostly for summoning or buff abilities where a weapon doesn’t play into the skill, such as mantras, or Inner Sanctuary. There are other skills where we purposely do not show a weapon because the concept of the skill is not connected to a weapon, such as Seven-Sided Strike and Lashing Tail Kick. In addition there are skills that purposely do not show a weapon because the skill is conceptually about the monk using his fists or hands, such as Way of the Hundred Fists or Exploding Palm.

There are skills though that don’t fall into any of those, and just should have been showing weapons. When you gave us that feedback we absolutely heard your requests for additional animations, and we added a full animation suite to the three skills where we felt the impact would be the greatest; Dashing Strike, Crippling Wave, and Deadly Reach. For us that was not only a great use of our resources to get it done, but we thought it was a very visible way to relate to you that we’ve been listening.

So, all of that background and info said, we still have plans to make even more changes and improvements in patches released fairly shortly after release. In a patch we plan to change Exploding Palm, Way of the Hundred Fists, and Fists of Thunder so they don’t hide fist weapons. Since the idea is that these skills are about the monk using their fists, it just makes sense to allow fist weapons to continue to show. In addition, as we continued to refine the monk class and our design philosophies for itemization, our ideas about what weapons make sense for the monk have changed over time. To see that philosophy shift through we’re looking at simply giving monks the ability to wield more types of weapons, complete with full animation support for their skills.

Hopefully that explains some of our intent with skill animations, and not just with the monk, all of the same thought and care (if not more) has gone into crafting the animations for each class and their skills. We're of course looking forward to getting the game into your hands in a couple weeks, and seeing how everyone enjoys the class they choose, and the skills they wield.

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