| dvqd 回复于 2011-02-28 22:25: Hopefully the abilities unlocked each reputation level should be very powerful. |
| 17# [i]skass[/i]
准确的说是宽容和偏执值。 |
| 看得不是太明白 |
| skass 回复于 2011-02-26 23:35: 根本不是善恶值,还不如叫战术值:你是愿意以防守和加强军队为主还是愿意进攻便是防御?对敌人你是愿意穷寇莫追还是愿意赶尽杀绝?这和善恶没一毛钱的关系
之所以不能同时存在也很简单,因为不可能在同一场战斗中同时存在。接任务的话,可能帮人捡东西救女儿就是泪之道,帮人杀仇人灭害虫就是血之道。跟哲学完全拉不上边,就是你的习惯而已。 |
| 很明显的,就算是不排斥,如果你想两者都要是肯定很困难的。
我继续秉承曹操传的解释方法 |
| 感觉有点像质量效应里的善恶值~也是互相不排斥~不过我总觉得这种明明截然相反的但相互独立的属性有点奇怪~ |
| 三头凯勒斯 回复于 2011-02-24 22:22: 何不用这个直接取代XP???? |
| 有点期待了 |
| 晓雾星河 回复于 2011-02-24 10:12: 双方向都选择后能否在两者间转换 |
| 生育系统~~貌似跟其它游戏的声望系统区别不大嘛 |
| 没那么严重……多了养成内容而已 |
| 快放出来吧,,看的眼馋 |
| 好像比以前的要好 |
| 比上次介绍的详细了不少。之前还在想会不会相互抵消,技能能否洗点。这次都提到了。
不抵消很好,能转职了还是自己选,每10级可以重新选择能力,这个更棒了~ |
| 血泪系统看来不是十分复杂 走什么样的路是自己选择啊 即使血的声誉值低于泪 也可以选择血系 自由度喜欢
那张截图里左边那对骷髅在干吗啊 动作。。。。很不雅啊。。。。。。。。我承认 我想歪了 |
| 安戴德耐特 回复于 2011-02-23 17:15: 亡灵城截图城外左下角那两个是啥?黑化树精??
PS:LS的言论和头像配合的太好了...我也内牛满面了 |
| 热泪盈眶 H6上升到了哲理 禅宗的高度,H1-H6的过程就像一个和尚从出家到修城正果。不能再把H6纯粹当成一个游戏看待了 仿佛隐隐的看到一个充满着人性灵魂的H6将创造英雄无敌系列的巅峰 |
| 沙发 |
| Might & Magic Heroes VI
Reputation Q&A – January 2011
Erwan Le Breton, Producer, Ubisoft
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). |