《暗黑破壞神III》拍賣場概要
我們計畫在遊戲中加入功能強大的拍賣場系統,提供玩家安全、有趣、便於使用的管道,買賣從遊戲中取得的各種寶物。玩家可選擇以真實世界的金錢,或是遊戲中的金幣進行交易。
便利的交易方式
打打怪物、殺殺惡魔、外加教訓幾個邪教徒,依舊是在《暗黑破壞神 III》獲得大量戰利品的不二法則。不過這次新加入的拍賣場功能,能讓你更容易為角色裝備升級,輕鬆鎖定你夢寐以求的指定裝備。你也可以把不需要的裝備拍賣出去,而這些東西說不定正是其他玩家在苦苦找尋的東西喔!
沒用的物品?拿去拍賣吧!
在遊戲中拾取的絕大多數物品,都可以透過拍賣場或是直接和其他玩家進行交易,就連金幣也是一樣。所以呢,如果你的巫醫角色拿到了一把超稀有、猛到不行、卻只有野蠻人才能使用的斧頭,在前代遊戲中只能含淚賣給商人,不過在三代呢,你現在可以將這把斧頭放到拍賣場,讓其他野蠻人玩家競標。你知道的,你無法使用的物品很有可能是其他玩家眼中的瑰寶,至少總比讓一些沒血沒淚的商人把斧頭熔成廢鐵殘渣好多了...
驚奇的搜尋功能
拍賣場的智慧搜尋功能會根據對角色最有益的級別方式自動排序物品,而且不需要登出切換角色,就能一次為同一 Battle.net 帳號下的多個不同角色找出當前最佳裝備。
你的決定,由你作主
要使用現實金錢還是遊戲貨幣進行交易,全由你自己決定。你可以按各個物品決定採用何種交易媒介,而且兩種版本的拍賣場功能完全一樣。你也可以直接把東西賣給遊戲中的商人換取金幣,或者是在遊戲中透過內建的交易介面和其他玩家直接進行交易,換取金幣、其他物品,或是乾脆大發慈悲、來個免費大贈送也行!
僅限玩家
Blizzard 並不會在拍賣場販售物品。拍賣場的立意,純粹是為了提供玩家更多處置遊戲物品的管道,獲得更多的遊戲樂趣。所以,只有玩家能在拍賣場交易物品。
安全有保障
這套以現金交易的拍賣場系統提供了玩家一個經過 Blizzard 品質保證、同時易於上手的交易管道,以遊戲中獲得的物品換取金錢。同時,這套完全在遊戲內運行的機制也能保護玩家,避免時有所聞的第三方可疑程式詐騙手段發生,讓玩家能安心為自己的角色採購物品。
超乎想像的快速
賣方可經由 Battle.net 帳號中的任一《暗黑破壞神III》遊戲角色、或是透過共用儲物箱(帳號內所有角色共用的額外儲物空間)進行拍賣,完全不需要登出。買方在得標之後,亦可立即使用該物品,對抗從煉獄爬出的惡魔大軍。
《暗黑破壞神III》封測常見問題
這次測試希望能達到怎樣的目標?
這次《暗黑破壞神 III》測試的主要目的是檢測我們的新硬體,看看伺服器與客戶端之間的架構是否穩定,同時找出安裝程式、更新程式及進行遊戲時有沒有問題;我們也期待收到一些關於遊戲初期及各個職業體驗上有品質的意見回饋。這次測試將幫助我們確保遊戲在正式上市時的穩定度及樂趣,使《暗黑破壞神III》呈現出我們堅持的一貫品質。
我要怎樣參與測試?
想要參與《暗黑破壞神III》或 Blizzard Entertainment 未來其他遊戲的測試,首先要具備 Battle.net 帳號。只需要點選 Battle.net 帳號管理下的封測資料設定,你就可以透過網站加入《暗黑破壞神 III》的測試活動,及未來其他遊戲的測試活動。請注意,透過此種方式登記,並不保證你一定會被選上、獲得參與測試的資格。
在我登記參加測試活動後,要怎樣知道我有沒有被選上呢?
被選中的人會收到由 Blizzard 寄出的電子郵件通知,如果你已有帳號,信裡會要求你在 blizzard.com/zh-tw 這個網頁以自己的 Battle.net 帳號登入。接下來你需要下載測試版的遊戲程式,可在 Battle.net 帳號管理頁面中找到。我們計畫分階段邀請玩家加入,所以如果你在測試開始階段尚未收到邀請通知,那也很有可能在之後的階段收到。
BlizzCon 承諾要送出1,000組《暗黑破壞神 III》的測試啟動碼;我要怎麼知道我是否贏得這個資格?
我們將會透過電子郵件將啟動碼寄給這些幸運兒。收到郵件的玩家,必須建立 Battle.net 帳號,在帳號管理頁面下點選「新增或更新遊戲」,然後輸入啟動碼。接下來就可以在 Battle.net 帳號管理頁面下載測試版的遊戲程式了。
測試活動會持續多久?
關於這點,測試結束的確切日期尚未決定。不過我們會在活動接近尾聲時通知參與測試的玩家。
你們打算邀請多少玩家參與這次的測試活動?
邀請人數會視測試的需要而定。如果在測試階段發現需要更多人一同參與,我們會發出更多邀請函。
測試活動的參與者是如何挑選出來?
參與測試的玩家資格是由他們的電腦配備、運氣等其他因素所決定,我們的目標是充分測試各式各樣硬體系統的相容性。
有限定哪些地區玩家能夠參與測試嗎?
世界各地的玩家都能報名參與;不過,為了讓測試過程盡可能在有效率的情況下進行,以及在最後階段盡快讓遊戲上市,我們計畫照測試硬體的狀況分批邀請,首先會從北美開始,這意味著北美以外的測試玩家可能會有網路延遲方面的問題。
這次測試中包含了哪些遊戲內容?
這次不僅能以五種職業進行遊戲,還能體驗從一開始到骷髏王階段的初期故事內容。在新崔斯特姆,你可以和這次新加入的人物,以及二代的舊面孔互動,同時與在受到詛咒的崔斯特姆大教堂中復甦、不斷湧向玩家的死者戰鬥。另外,玩家也能體驗到《暗黑破壞神 III》中各種隨機元素,及將《暗黑破壞神》的設計核心提升至嶄新境界的許多新系統設計。
測試階段創建的角色資料會保留至遊戲上市嗎?
不會,測試的目的是爲了確保遊戲和硬體架構能盡快就緒。參與活動的主要好處在於,能在遊戲上市前比其他人優先玩到遊戲。不過等到遊戲上市後,一切歸零,大家都會從同一條起跑線上開始。
在測試活動中是否會開放《暗黑破壞神 III》的拍賣場功能?
會。我們計畫在這個階段測試以遊戲金幣進行交易的拍賣場功能。
Mac 電腦的用戶也能參與這次測試活動嗎?
是的,Mac 和 Windows 這兩種作業平台的玩家會同時參與測試。
《暗黑破壞神III》獨家專訪
With the upcoming launch of the Diablo III beta test, the armies of the Burning Hells will march forth from their forgotten lairs to besiege the mortal realms anew.
To prepare for this renewed demonic invasion, the Blizzard Insider has secured an exclusive interview with Lead Content Designer Kevin Martens as he shares his thoughts and insights on Diablo III’s upcoming beta test. So read on, and prepare yourself for the next chapter in the Diablo saga.
Before we discuss the beta test, can you tell us about how the internal testing has gone so far?
Kevin Martens: Diablo III had a huge internal playtest a few weeks back and the feedback we’ve received from the other teams at Blizzard has been immensely valuable. A lot of employees across the company have played through the entire game multiple times and written up step-by-step feedback on just about everything. We’ll be discussing the balance changes more in the coming months, but based on the initial feedback, I can say we’ve already tuned the monsters a bit harder, added a ton of crafting content, implemented a major UI overhaul, and started refining the pace of the story.
Now that the internal testing is nearing completion, what aspects of the game do you hope to focus on during the beta test?
Kevin Martens: Polish, polish, polish. In particular, we’re going to keep refining our approach to the game’s action-storytelling. We want the player to experience the story, instead of just being told the story by NPCs, so we’re moving a lot of the dialogue into the gameplay and leaving the quest hubs with just the bare, essential details needed to keep the plot moving. One example of this kind of a change can be found when players first get to New Tristram. When they arrive, they find the town under siege by a horde of zombies, and the guards need help fending off the attack before they can open the gates. One of the conversations between the player and the guards used to take place before the main zombie attack, but it now takes place during the attack. That subtle change took a short conversation and moved it into the action of the game, which made it more impactful and intense. Ultimately, we want the story to feel ambient and organic, instead of something that only happens between battles.
Aside from the story elements, how are you tuning the game’s combat encounters?
Kevin Martens: We want the game’s difficulty to hit a range of “peaks” and “valleys” as the player progresses from battle to battle. During the “peaks”, the challenge level spikes and players will be tested to their limits. In the “valleys”, the difficulty relaxes and players can build up their health and energy again. From a gameplay standpoint, valleys are important because they allow players to learn and experiment with their abilities without too much fear of failure or death. It’s the skills and techniques developed during the valleys that enable players to survive the peaks, which tend to be much tougher encounters, like ambushes, large groups, rare monsters, or even bosses. The peaks will require players to think quickly, spend their resources carefully, and move around the battlefield to avoid getting surrounded.
What’s involved in designing a difficulty “peak”? Can you give us an example?
Kevin Martens: We have to make sure peaks are challenging for both melee and ranged characters, which is sometimes difficult because these two types of characters tend to have opposing strengths and weaknesses. Take the Skeleton King for example. He’s an Act 1 mini-boss who presents the highest difficulty peak in the early game. He has a ton of hit points, so he can stand toe to toe with most melee characters, but he also has a rush attack to chase down any ranged character who try to kite him [though this rush is telegraphed, so the player has a brief chance to get out of the way]. He summons minions that soak up a lot of player damage, but they also drop health globes, which the player will need to survive the lengthy boss encounter. The minions are plentiful and relatively weak, so they keep the overall intensity of the encounter high, even while the player recovers and the Skeleton King sets up his next rush attack.
How are you approaching balancing the game’s overall difficulty?
Kevin Martens: When it comes down to balancing the actual numbers, there is an expected amount of damage output that players should be able to sustain based on their level and gear. There is no absolute benchmark though, as skillful players will be able to do more damage with speed, precision, and advanced attack combos, while less experienced players will generally do less damage with more straight-forward attacks. The expected damage is a starting point to balance from. Balance must be maintained for both players types, and everyone in between, which can be tricky. Ultimately, it’s going to take the game's harder difficulty modes -- Hell and Inferno -- to challenge the limits of the best Diablo III players.
When grouping together, what roles will the five player character classes fill? How will they interact with each other?
Kevin Martens: Diablo III doesn’t adhere to rigidly-defined class roles. Instead, we want to equip each class with the core toolset of abilities they need to be self-reliant. This toolset includes abilities for single-target damage, area-of-effect damage, movement, defense, and crowd control. Of course, that’s not to say each class will play exactly the same, nor do I want to imply that grouping will not be helpful. At the most basic level, the heavily-armored melee characters tend to wade into combat and soak up attacks, while the lighter, ranged characters dart around their enemies’ flanks, using position and speed to their advantage. Runes, equipment, and skill choices can also affect how a character will play. For example: a monk with the right build can withstand a lot of damage, enabling him to wade into enemy lines, while a barbarian with a certain spec might become a crowd-controlling striker, one that doesn’t go toe-to-toe with a mob of enemies, but instead charges quickly and isolates members of a larger group.
How are you approaching balancing the itemization in the game?
Kevin Martens: Itemization is part of a character’s expected damage output, so that’s already accounted for in the balance numbers. Runestones, however, add another layer of complexity, so we’re spending a lot of time with these. In fact, we’re treating each rune much like a unique skill because we want the player to think carefully about the advantages and drawbacks of each rune choice. For example, the wizard’s Electrocute attack can be modified with an Obsidian Runestone to give it a shorter, wider blast radius, much like a shotgun, or it can be modified with a Crimson Runestone which decreases overall damage, but can pass through multiple targets in a longer line, making it ideal for sniping ranks of enemies. The former is a good for Wizards who are built to wade into groups of enemies, and the latter is good for Wizards who are built to stay out of range of enemy attacks and deal damage from afar. Our challenge is to offer the player this kind of choice with each skill and runestone.
What advice do you have for players who want to get involved in the Diablo III beta test?
Kevin Martens: We want to encourage all of our players to download the system check utility to help us test the hardware and server/client infrastructure. For a chance to get in the beta, you’ll need a Battle.net account [so create one here if you don’t already have one], then -- from Battle.net account management -- click on Beta Profile Settings, download the system utility check and send us your system info for a chance to be entered in the beta. If you’ve been selected, we’ll send an email to your Battle.net account address. If you didn’t get in, don’t give up hope as you may be selected in a later wave.
Thanks for your time. Is there anything else you’d like to share before you go?
Kevin Martens: The game is shaping up nicely and everyone on the team is looking forward to sharing this labor of love!
《暗黑破壞神III》封測概要
自 Blizzard Entertainment 《暗黑破壞神II》(2000)及其資料片《暗黑破壞神II:毀滅之王》(2001)推出後,經典的動作類角色扮演遊戲-《暗黑破壞神III》將在10年的期盼下帶著復仇歸來。在即將展開的《暗黑破壞神III》測試中,參與者探索遊戲的第一章節時,將成為世界上首批與烈焰地獄爪牙events.d3opening.d3-overview.openingtext=自 Blizzard Entertainment 《暗黑破壞神II》(2000)及其資料片《暗黑破壞神II:毀滅之王》(2001)推出後,經典的動作類角色扮演遊戲-《暗黑破壞神III》將在10年的期盼下帶著復仇歸來。在即將展開的《暗黑破壞神III》測試中,參與者探索遊戲的第一章節時,將成為世界上首批與烈焰地獄爪牙戰鬥的玩家。
駐足聆聽!
與位於新崔斯特姆的迪卡‧凱恩碰個面,了解自《暗黑破壞神II》後,聖休亞瑞世界發生了什事。與鎮上的居民聊聊,並向莉亞自我介紹,讓自已沉浸在暗黑破壞神的劇情與世界中。
聰明選擇
您可以在測試階段玩到五個職業角色:使用雙手武器的
野蠻人、令人聞風喪膽的
巫醫、擅長操縱自然界力量的
秘術師、敏捷的
武僧及致惡魔於死地的
狩魔獵人。每個職業都將以獨特且華麗的方式,帶給入侵聖休亞瑞的惡魔及亡靈無盡的痛苦。
誰怕骷髏王?
邪惡在
崔斯特姆大教堂的深處復活,一度消失的骷髏王再度將陰深的魔爪伸向這個小鎮。在測試玩家試圖重建新崔斯特姆的和平與寧靜時,將無可避免地與這個重返的暗黑魔頭戰鬥,並讓李奧瑞克王飽受折磨的靈魂安息。
同甘共苦
在測試時,玩家將可以和一些在聖休亞瑞的
工匠及
追隨者互動。這些角色將在你的旅途中,以不同的方式幫助你,提供一些珍貴的服務或非常需要的武力協助。
全新體驗
由於《暗黑破壞神III》的隨機元素,會讓玩家每次的測試體驗都像是第一次玩。隨機的地圖、怪物分布、隨機事件及掉寶將讓玩家一玩再玩、樂此不疲。
尋寶之旅
在暗黑破壞神的世界裡,尋找、蒐集、強化及交易寶物一直以來都是遊戲核心。如同前作,《暗黑破壞神III》自一開始設計開始,就希望讓獎賞與挑戰一樣誘人。在測試階段,玩家將充份體驗每個對戰敵人帶來的喜悅與驚喜,搜尋令人驚喜的升級裝備,帶給角色更強大的力量。
客製角色
每個角色都有著無限可能。你將如何組合各式各樣的技能、武器、裝備及包含寶石、符咒及
符石 -- 所帶來的強化?玩家在測試中,藉由數不清的組合方式,絕對可以了解在《暗黑破壞神III》中,「獨特」的滋味是什麼。