魔法門之英雄無敵6 特性系統(tǒng)——聲譽(yù)系統(tǒng)(善惡值)
作者:佚名 來源:本站 時(shí)間:2023-09-06 點(diǎn)擊:次
電腦大家應(yīng)該不怎么陌生吧!現(xiàn)在電腦已經(jīng)普及到大多數(shù)人的家庭之中了,電腦的用途非常地廣,不同年齡段、不同行業(yè)的人對電腦的用處不同。但是對于很多的年輕人來說電腦最大的用途就是玩游戲了。電腦游戲大家肯定玩過吧!它可以使人上癮。
(左邊是邪惡,右邊是善良)
1) Can you present us the Reputation System?
"You were born a Griffin! The story of your life is yours to write, but choose your ink wisely. There are only two colors… your blood or your tears."
In Might & Magic Heroes, you are proposed two distinct ways of writing your destiny. Your blood descends from the Dragon-gods themselves, and if you follow your instincts, attacking fast and hard, throwing caution to the wind, your blood will serve you well.
There is also another way to write your hero’s story. You can do your best to understand the complexity of a situation before acting rashly. This path is for seekers of knowledge, protectors and the curious at heart. It is full of moments of surprising happiness, but also times of tragic sadness. This is the path of Tears.
Whatever path you choose, you must follow it through to its logical end. True heroes are true to their hearts. Whether trusting Blood or risking Tears, writing the story of your destiny will be an exciting adventure.
In H6 the player will be faced with a very important Reputation choice between two different "moral paths": the path of Dragon Tears and the path of Dragon Blood.
This is not a Manichean "Good vs Evil" dichotomy but rather a dynamic concept of conflicting perspectives.
Blood Heroes will be active and offensive, Tears Heroes will be more reactive and defensive.
Imagine, for instance, that your hero stumbles upon an innocent person being assaulted by a robber.
Like a "Punisher", the Blood hero will chase the robber and attack him to prevent him from causing more harm.
Like a "Paladin", the Tears hero will interpose himself between the robber and its victim. He will try to intimidate or persuade the robber, and comfort the victim.
2) What are the IG consequences of these choices?
Your hero’s path will strongly influence your player’s experience:
In terms of storytelling, it will unlock special quests on each campaign map, different companion heroes, and a unique "epilogue" map linked to your path.
Gameplaywise, it will grant you access to specific "advanced classes", 4 per faction, each with their unique visuals and sets of abilities.
The more Reputation you gain, the more powerful your Reputation-related abilities become.
For instance, Healing (a Light spell) will be influenced by your Tears rating, whereas Fireball (a Fire spell) will be influenced by your Blood rating.
This is truly a unique system, never before seen in a strategy game.
3) What can we expect from the advanced classes? Will they work like in H4?
No, because they’re not based on a specific combination of abilities but rather on your Reputation choices.
Your heroes’ classes will ultimately be defined by their faction, their affinity (Might or Magic) and their Reputation choice.
For instance, a Might hero from the Haven faction will start as a "Knight" and can later evolve into a "Paladin" (Tears) or a "Vindicator" (Blood).
4) Can you hold your class advancing? Or will it happen automatically?
Most ingame actions will award Reputation points.
For instance, if your enemies flee before your powerful army, choosing to let them escape will grant you Tear points. Chasing them down to kill them will give you Blood points.
More generally, using Tear abilities will grant you Tear points, and the same goes for Blood.
Many quests will also offer a Reputation choice and they will reward you with the appropriate Reputation points.
These gains are not mutually exclusive. Your Blood and Tears ratings are not co-dependant and you never lose the Reputation points you’ve gained.
When you reach a certain Blood or Tears threshold, you’re offered the choice of evolving into the corresponding Reputation advanced class.
This is not automatic; you have to return to one of your towns to change classes. So you can wait until you have reached both of the Tears and Blood thresholds, and then make your choice.
Every ten levels, you can also "respec" your hero’s Reputation (and therefore their class and abilities).
But in the single player campaigns, you have to make a final Reputation choice at a certain moment, and you cannot go back and respec (for obvious storytelling reasons).
可以介紹下聲譽(yù)系統(tǒng)嗎?
“你天生就是獅鷲家的種!你的人生是由自己來書寫的,不過要明智的選擇好墨水。墨水只有兩種...血或淚。”(這詞用的)
在英雄無敵中,你有兩種截然不同的書寫命運(yùn)的方式。你的血液傳承自龍神,所以如果你依直覺行事,迅速而猛烈的攻擊,孤注一擲,你的血脈將會(huì)發(fā)揮奇效。(與其說邪惡,不如說偏執(zhí))
同樣你可以選擇另一種方式,在魯莽行動(dòng)前對復(fù)雜的形勢剖玄析微。這條路是給知識(shí)的探索者,守護(hù)者以及富有好奇心的人走的。有時(shí)這會(huì)讓你驚喜異常,也會(huì)讓你悲從中來,這是淚之道。(憐憫,仁慈,博愛,總是就是現(xiàn)在人們已經(jīng)沒有的東西)
不管你如何選擇,你都要一路走到底。真的英雄要直指本心,不管是遵循本性(血)還是冒險(xiǎn)行事(淚),書寫人生永遠(yuǎn)是刺激的經(jīng)歷。
在H6中玩家要在不同的“道德取向”間做出重要的聲譽(yù)選擇:龍淚路線(the path of Dragon Tears)和龍血路線(the path of Dragon Blood)。這不是摩尼教的“善與惡”二分法,而是一種對立觀念的動(dòng)態(tài)概念。(后面這句讓我去查了查摩尼教,茅塞頓開)
血道英雄會(huì)比較主動(dòng)并更具攻擊性,淚道英雄相對被動(dòng)而多處于防衛(wèi)姿態(tài)?梢韵胂裣拢愕挠⑿叟既慌錾弦粋(gè)無辜的人正被強(qiáng)盜搶劫。血道英雄會(huì)像個(gè)“懲罰者”,趕走并攻擊強(qiáng)盜以防止他造成更多的損害。淚系英雄會(huì)像個(gè)“圣騎士”,他會(huì)介入強(qiáng)盜和受害者間,試圖威嚇或勸說強(qiáng)盜,并安慰受害者。(覺得想不想東方部落里面的人類的兩系升級(jí)分支?)
在游戲中這個(gè)選擇會(huì)有什么不同的結(jié)果?
你的英雄的選擇會(huì)強(qiáng)烈的影響經(jīng)驗(yàn)獲得;依據(jù)情節(jié),戰(zhàn)役地圖中會(huì)開啟特殊任務(wù);不同的隊(duì)友;以及根據(jù)選擇進(jìn)行不同的終章任務(wù)。(攢!)
在游戲方式方面,血淚選擇將允許你升級(jí)為進(jìn)階職業(yè),每個(gè)勢力4個(gè),每個(gè)系都有獨(dú)特的英雄外觀和能力設(shè)置。你獲得的聲譽(yù)點(diǎn)數(shù)越高,與聲譽(yù)相關(guān)的能力的效果將會(huì)越強(qiáng)大。比如治療(一個(gè)光系魔法)受你的淚系聲譽(yù)等級(jí)影響,反之火球(一個(gè)火系魔法)受你的血系聲譽(yù)等級(jí)影響。這是個(gè)在其它策略游戲中從未有過的獨(dú)特系統(tǒng)。
進(jìn)階職業(yè)有什么值得期待的?會(huì)像H4那樣么?
不會(huì),因?yàn)槁殬I(yè)進(jìn)階不是基于技能的組合,而是取決于你的聲譽(yù)方向選擇。英雄的最終職業(yè)取決于勢力、力量/魔法親和力、聲譽(yù)方向選擇。比如一個(gè)圣堂的力量系英雄,基礎(chǔ)職業(yè)是騎士(Knight),他可以進(jìn)階為圣騎士(Paladin,淚方向)或者懲罰者(Vindicator,血方向)。
可以選擇暫時(shí)不進(jìn)階職業(yè)么?還是說職業(yè)進(jìn)階是自動(dòng)的?
游戲中大多數(shù)的行為都會(huì)獲得聲譽(yù)點(diǎn)數(shù)。比如你的敵人在你強(qiáng)大的軍隊(duì)面前表示屈服投降,讓其逃逸會(huì)增加你的淚系聲譽(yù)點(diǎn)數(shù),趕盡殺絶則會(huì)增加你的血系聲譽(yù)點(diǎn)數(shù)。通常,使用淚系能力會(huì)增加淚系聲譽(yù)點(diǎn)數(shù),血系亦然。許多任務(wù)也會(huì)有聲譽(yù)取向選擇,完成會(huì)給予適當(dāng)?shù)南鄳?yīng)聲譽(yù)點(diǎn)數(shù)。這些點(diǎn)數(shù)不會(huì)相互排斥抵消,血系和淚系點(diǎn)數(shù)是相互依存的,你永遠(yuǎn)不會(huì)失去你獲得的聲譽(yù)點(diǎn)數(shù)。
當(dāng)你的血系或者淚系點(diǎn)數(shù)突破一定的閾值,你將獲得升級(jí)為進(jìn)階職業(yè)的機(jī)會(huì),這不是自動(dòng)的,你必須返回城鎮(zhèn)進(jìn)行進(jìn)階。所以你可等到你的血系和淚系都達(dá)到閾值再選擇進(jìn)階進(jìn)階。每10級(jí)你有一次重新選擇的機(jī)會(huì),包括職業(yè)進(jìn)階和能力選擇。不過在戰(zhàn)役中,你必須在某個(gè)時(shí)候做出最終選擇,選擇后就不能再改,為了保持故事情節(jié)的明確性。玩游戲可以在很大程度上讓大家放松放松,但是我建議大家不要把過多的時(shí)間投入到工作當(dāng)中,因?yàn)檫@樣的話大家很有可能上癮,這樣不利于大家的工作或者是學(xué)習(xí)。
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