[樂游網導讀]我們正計劃著制作一些物品是可以綁定到游戲人物身上的暗黑破壞神3。因此,在一開始,并非所有物品,甚至在某一品級之下的裝備都不會被綁定。
在最新的暗黑破壞神3官方藍貼中,暴雪解釋了有關物品綁定的一些問題,下面讓我們來看看暴雪的說法吧:
我們正計劃著制作一些物品是可以綁定到游戲人物身上的暗黑破壞神3。
因此,在一開始,并非所有物品,甚至在某一品級之下的裝備都不會被綁定。
僅僅這一點,我認為我們應該重視物品綁定這件事。
另外,事先說明,我只知道這個系統很大一部分仍然處于概念性狀態,還有很多細節沒有最終確定下來。
對付裝備綁定,當代這種想法是只適用于一些可稱為“游戲終結者”的特別的高品質的裝備。
固然,那些物品不會在你撿起它們的時候就綁定,除了是那些任務物品和其他角色特別的裝備之外,因為那些物品是不允許隨處生意業務的。固然,將會有可綁定的裝備,你可以拾取它們,如果你不想要它,你可以將它用于生意業務,或者將它給你的另外一個角色,也可以給你的朋友,甚至可以擺攤出售,你可以任意處理它。不過,如果你使用了該裝備的話,那么它就是只屬于你的了暗黑破壞神3。
為什么打造這個體系,是因為我們必要有一個能夠保持游戲內經濟平衡的方法。隨著物品生意業務系統的成熟,物品的潛在價值不停增加,那么將造成沒有辦法去控制物品價格的情況出現?赡芤患b備在游戲中4至5年內都是屬于很稀有的,不過隨著該物品數量的增多,他們的價值將會和他們的稀有度孕育發生不匹配的現象。當金幣貶值之后,我們就會走進我們很熟悉的一種循環之中(喬丹之石),這是我們不想見到的。不過游戲中玩家能賺取的黃金數量是恒定的或者很有可能會增加,因為玩家數量之后可以刷錢,而游戲中花費金幣的地方不多,這樣就造成了金幣貶值。
原文:
we are planning to have some amount of items that will bind to a character upon equipping them.
We absolutely won’t have items that bind when picked up, except for the obvious things like quest items and other character-specific items that wouldn’t/shouldn’t be tradable anyway.
That alone, I think, should dissuade the most severe concerns with binding items.
And before I go on just understand that while a lot of this is very stable in its concepts, the details aren’t final.
For Bind on Equip (BoE), the idea right now is that it would only be applied to “end game” items of specific quality levels. So to start, it’s not every item, and it’s not even every item above a certain level. For the BoE items that will exist, you can pick them up, if you don’t want it you can still trade it, or give it to another character, a friend, vendor it, whatever you like. But, if you make the commitment to keeping the item and equipping it, yes, it’s yours now.
The reasoning is that in reality we need a solid way to keep the economy stable at the end game. With items building up over a potentially infinite amount of time there’s no way to have any measure of control over worth of items. While an item may be the rarest and best in the game, over four or five years a stockpile has built up and those items are now commonplace and hold little value as compared to their rarity. The gold being earned by players stays the same or likely increases as players become more proficient at playing the game while they spend less as items lose their value. Gold value drops, and we’re skirting into a familiar cycle.