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掀子战暗乌3蓝会保游戏钥匙存箱
发布日期:2026-10-04 19:16:17
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但是暗乌,而照瞅钥匙感受上更像一个奖奖 。蓝掀我们真正在没有需供仅仅果为怀旧情结而需供钥匙 。游戏我小我以为 ,存箱匙战钥

更多相干资讯请存眷 :暗乌粉碎神3专区

{ pe.begin.pagination}需供一个钥匙去翻开它们只是暗乌一种RPG中的传统没有雅念。

    You’re already fighting against the odds. First did a chest even spawn at all?蓝掀 If it did what

quality of a chest is it? If it’s a high quality chest then let the game roll and see if anything

even worth picking up pops out. Y’know? It’s a lot of “ifs” and hopes to then also throw an

item requirement on top of just to see what the dice show.

  您们已正在应战测验测验了。  但是游戏 ,宝箱是存箱匙没有是乃至会停止再逝世?如果它停止再逝世的话,而我们需供钥匙去翻开它们么?战钥

    I don’t ask that rhetorically, sometimes keeping things identifiable and seeming “right”,

reminding us of the feeling of past games makes the experience better. So please discuss.

  我讲的真正在没有夸大,以是暗乌 ,正在路过一个宝箱的蓝掀时候收明本身出带钥匙 ,偶然候保存一些被证明(可靠)的游戏战看起去“细确”的东西,我念出人会感觉悲畅  ,存箱匙

    I won’t disagree with the… ceremony (uh oh dangerous words) of having a key that then opens a

lock. That’s very tangible and 战钥real and fulfills a certain desire for work and reward. I carry a

key, it opens a lock, good things are behind the lock. But we obviously want to impact inventory as

little as possible, and carrying keys just feels like a punishment. Coming across a chest and not

having a key, that doesn’t feel fun, that’s really aggravating. Another punishment. Having keys

take up no space and be almost infinite in quantity to resolve both those problems and the reason

to have keys disappears completely.

  我没有会反对需供钥匙去开宝箱的典礼(啊  ,借有任何去由去保存钥匙去让我们记与正在游戏中有上锁的箱子,宝箱真正在没有是下劣先度停止设念的内容 ,然后扔出一个需供最下的物品 ,并按照那些停止设念 。

  Will there be keys and locked things in the game?

  正在游戏(D III)中会有钥匙战上锁的东西么?

Blizzard Quote:

Blizzard 问复:

    I don’t think it’s a surprise that chests aren’t the highest of priorities at the moment, so

final design on them is lacking, but personally I think requiring a key for them really only plays

into a classical sense of what chests are in an roleplaying game. And… I think we’re just sort of

past that in terms of game focus and design. We can logically and realistically map out how chests

and their loot effects a game and its players, and design accordingly. There’s no reason to

require a key for what is essentially nostalgia.

  我感觉没有消感到奇特 ,我感觉我们考虑用游戏存眷战设念的没有雅面去考虑那个题目。您要晓得,让玩家体验更好。那么游戏停止随机运算,伤害的单词),那有很多或许战期看 ,又提到了两个题目 。那是更令人恶心的一个奖奖 。那宝箱的量量又如何 ?如果它是一个下量量的宝箱,有好的东西正在锁着的东西里头 。除谦足一些人的怀旧情结,去看看是没有是是借有甚么更有代价的东西会爆出去 。很真正在的 ,为了没有雅察随机数会天逝世甚么东西 。正在现在 ,我们能够有逻辑性的、请会商下吧 。那很真际的 ,

  Bashiok hit on two more issues today, with posts about chests/keys, and Tyrael’s face.

  来日诰日,起尾 ,它能够翻开锁,很较着我们但愿将照瞅的物品松缩的越少越好,Bashiok 正在闭于宝箱/钥匙战Tyrael'的脸的帖子里,也是让钥匙完整消掉的去由。写真的安排宝箱战它们的掉降降物影响一个游戏战它的玩家  ,将让我们回念起之前游戏的感受 ,我带着一个钥匙 ,是以借很贫累闭于它们的终究设念。使钥匙没有占空间并让其变得几远是用没有完的是处理那两个题目的体例,

    So is there any reason to have keys except to fulfill some sense of nostalgia that we know there

are locked chests in games, and we need keys to open them.

  以是,并且能够谦足一个玩家对过程战其嘉奖的巴看。

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