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《魔法门之英雄无敌6》特性系统——声誉系统(善恶值)

编辑:admin 时间:2012-03-27 15:18:16 来源:魂狼

 

(左边是邪恶,右边是善良)

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).

可以介绍下声誉系统吗?
“你天生就是狮鹫家的种!你的人生是由自己来书写的,不过要明智的选择好墨水。墨水只有两种...血或泪。”(这词用的)
在英雄无敌中,你有两种截然不同的书写命运的方式。你的血液传承自龙神,所以如果你依直觉行事,迅速而猛烈的攻击,孤注一掷,你的血脉将会发挥奇效。(与其说邪恶,不如说偏执)
同样你可以选择另一种方式,在鲁莽行动前对复杂的形势剖玄析微。这条路是给知识的探索者,守护者以及富有好奇心的人走的。有时这会让你惊喜异常,也会让你悲从中来,这是泪之道。(怜悯,仁慈,博爱,总是就是现在人们已经没有的东西)
不管你如何选择,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)还是冒险行事(泪),书写人生永远是刺激的经历。
在H6中玩家要在不同的“道德取向”间做出重要的声誉选择:龙泪路线(the path of Dragon Tears)和龙血路线(the path of Dragon Blood)。这不是摩尼教的“善与恶”二分法,而是一种对立观念的动态概念。(后面这句让我去查了查摩尼教,茅塞顿开)
血道英雄会比较主动并更具攻击性,泪道英雄相对被动而多处于防卫姿态。可以想像下,你的英雄偶然碰上一个无辜的人正被强盗抢劫。血道英雄会像个“惩罚者”,赶走并攻击强盗以防止他造成更多的损害。泪系英雄会像个“圣骑士”,他会介入强盗和受害者间,试图威吓或劝说强盗,并安慰受害者。(觉得想不想东方部落里面的人类的两系升级分支?)
在游戏中这个选择会有什么不同的结果?
你的英雄的选择会强烈的影响经验获得;依据情节,战役地图中会开启特殊任务;不同的队友;以及根据选择进行不同的终章任务。(攒!)
在游戏方式方面,血泪选择将允许你升级为进阶职业,每个势力4个,每个系都有独特的英雄外观和能力设置。你获得的声誉点数越高,与声誉相关的能力的效果将会越强大。比如治疗(一个光系魔法)受你的泪系声誉等级影响,反之火球(一个火系魔法)受你的血系声誉等级影响。这是个在其它策略游戏中从未有过的独特系统。
进阶职业有什么值得期待的?会像H4那样么?
不会,因为职业进阶不是基于技能的组合,而是取决于你的声誉方向选择。英雄的最终职业取决于势力、力量/魔法亲和力、声誉方向选择。比如一个圣堂的力量系英雄,基础职业是骑士(Knight),他可以进阶为圣骑士(Paladin,泪方向)或者惩罚者(Vindicator,血方向)。
可以选择暂时不进阶职业么?还是说职业进阶是自动的?
游戏中大多数的行为都会获得声誉点数。比如你的敌人在你强大的军队面前表示屈服投降,让其逃逸会增加你的泪系声誉点数,赶尽杀絶则会增加你的血系声誉点数。通常,使用泪系能力会增加泪系声誉点数,血系亦然。许多任务也会有声誉取向选择,完成会给予适当的相应声誉点数。这些点数不会相互排斥抵消,血系和泪系点数是相互依存的,你永远不会失去你获得的声誉点数。
当你的血系或者泪系点数突破一定的阈值,你将获得升级为进阶职业的机会,这不是自动的,你必须返回城镇进行进阶。所以你可等到你的血系和泪系都达到阈值再选择进阶进阶。每10级你有一次重新选择的机会,包括职业进阶和能力选择。不过在战役中,你必须在某个时候做出最终选择,选择后就不能再改,为了保持故事情节的明确性。

 

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