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[预热]远古卷轴4消息汇总完毕==4楼和5楼和6楼新增游戏概念访谈==

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 楼主| 发表于 2006-2-8 04:06  ·  澳大利亚 | 显示全部楼层 |阅读模式


Welcome to the World of Oblivion

Oblivion常识篇
Q:游戏什么时候发售?
; D/ M8 b/ P  T9 e+ J$ F  J2 nA:2006年3月20日左右, y8 Y0 i8 {" U+ t' z2 L
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Q:游戏是从什么时候开始开发的?
2 S. j/ h9 y3 F8 A6 Y. HA:2002年中旬+ X4 o: z, q* t: _5 {" R% G. p
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Q:Oblivion是什么意思?" k$ d! `: B$ I* v5 o1 c
A:Tamriel是一个存在远古卷轴的世界,而Oblivion在Tamriel的概念等同于地狱
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1 B) k6 S' e2 u# FQ:Oblivion的故事是在哪里展开的?4 v! `  ~* \( z0 W! `; ]4 W+ q
A:故事的起端始于Cyrodiil,Tamriel的首都,同时也是Oblivion的一部分. U9 t- F- F# H- B* L
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Q:游戏会有多人模式吗?- x8 ]) X; q" m. N
A:没有,Oblivion是一个单人游戏。与其分散注意力去开发不同的游戏方式,Oblivion将着重于单人游戏,同时努力给玩家带来最棒的单人游戏体验
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  Q$ r' d1 Z0 C. MQ:这次的游戏会有哪些视角?第一人称还是第三人称?+ I- M( u: B* V
A:两个视角都有。虽然制作人的本意是希望玩家通过更有代入感的第一人称体验游戏,但是游戏将会提供一个第三人称视角,视角可以随时通过一个按键来切换( w0 f* `* l9 r0 U/ n% @

3 I* K3 k2 Z4 ?& f  p+ ZQ:Oblivion的剧情会延续上代Morrowind吗?5 o/ K6 D" K" I. q; v4 ]
A:不会,每代的ES都是一个崭新的故事,每代游戏之间都没有直接的联系,游戏每代都会展现新的故事,你不需要玩其他的ES游戏来进一步了解4代
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Q:........................
- 本文原载于A9VG游戏社区


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 楼主| 发表于 2006-2-8 04:07  ·  澳大利亚 | 显示全部楼层
Oblivion Collecter’s Edition, s8 U$ G8 F: I2 g. G. A# d6 T, v6 z% G$ n
大部分人已经知道,OB将发售两个版本,普通版和特别版。

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普通版的内容:0 L( _% q; {$ d0 e1 t
游戏光碟--1DVD
4 j) b1 }1 u' x) C游戏手册--48页全彩游戏上手指南6 Y) X& X/ ^8 G: w
游戏地图—游戏的大幅世界地图; `6 S; n% ?& U7 b/ c

8 m; w' f4 q3 k地图一角(小图)) P2 J* M. K/ D; Y

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特殊版里普通版本没有的内容:
0 a3 {: U9 H+ q/ w1·比普通版更酷的包装
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  a2 W" m' w& m! G5 L从右到左分别是:
0 [4 \! O. u8 T$ e$ T游戏手册,地图,反馈卡。9 ?& g5 O1 p, h7 r7 z+ r
游戏光碟4 f! u4 e8 O0 N4 l
BONUS DVD' U7 Y- ^7 b% d/ ^9 i
游戏指南和硬币
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BONUS DVD:内容为游戏原设画,演示,游戏截图等等。但是最重要的是里面还附带着游戏的制作过程和游戏资料。点击这里下载THE MAKING OF的一些片段http://bethsoft.com/redirects-doc/video-mov.htm
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硬币
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游戏中的货币的实物版。(酷)
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( r+ R' y  V- M/ a* K游戏指南# s& {0 n# ^# x  _' j$ R3 S

# R* F# Z6 N% H1 V1 R/ R! |112页的指南,并不是攻略,本指南中介绍了ES4的背景故事,包含了游戏中的事件和历史的起因和背景,所经历的战争,领导者,名人的背景历史和资料,还有一些特殊事件的记载。  r* y+ }, F, y! y
这本指南反射了ES4宏伟的世界观和世界设定。
- 本文原载于A9VG游戏社区


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 楼主| 发表于 2006-2-8 04:09  ·  澳大利亚 | 显示全部楼层

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 楼主| 发表于 2006-2-8 04:09  ·  澳大利亚 | 显示全部楼层
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 楼主| 发表于 2006-2-8 04:10  ·  澳大利亚 | 显示全部楼层
翻译人:
akari0283
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官方采访:Todd Howard, Executive Producer 的ES4的概念访谈
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Last month we revealed that our next game is indeed, The Elder Scrolls IV: Oblivion. And information is starting to flow on just what we've been up to. So, what have we been up to?0 ^9 }( I- Y$ h6 K' D0 d
上个月我们拿到下一个游戏.The Elder Scrolls IV: Oblivion,和一些资料..! r  N6 _/ L% ]) o7 x7 K
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(Quick sidebar so you won't miss this below -- Oblivion is larger than Morrowind. Ok, read on now.)
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4 `- V2 {; }% c; z( Y7 }Well, we started the project soon after Morrowind, and our team was split into two groups -- one working on technology for Oblivion, and one working on expansion packs. The Oblivion group was mostly comprised of programmers and the expansion team mostly artists and designers. But we were still one big Elder Scrolls team. We were also fortunate to add a lot of new talent during this time as our profile as a strong developer grew. After the expansions were done (Tribunal and Bloodmoon) the entire staff was full steam ahead on Oblivion.0 \/ Y* F, J9 z- T( V
well.0 v6 K* k- ^/ ^
我们开始做这个工作是在Morrowind之后,我们的开发小组分为两队,一队在做Oblivion技术部分,另外一队是做扩展部分.虽然Oblivion的开发小组主要是由程序师和扩展部门的制图师所组成,但我们还是其中一个大的Elder Scrolls小组.我们好幸运地在这期间增加一部分有才能的开发人员.当完成了扩展部分后,我们全组人员将投入到Oblivion的开发.7 c# {  E2 J$ Y6 D& x

2 M" ]2 w; }& ?The first thing we do when we start a game like this is say -- "What did the fans like about the last game? What do they want improved?" Over the years we've gotten thousands of letters from you all, and we can't thank you enough. Yes, we read them all. Our forums are an endless source of inspiration to us. From Arena to Daggerfall to Morrowind, we've had the best fans you could ask for over the last 10 years. They're smart, engaged, and full of wild excitement. Keep it up.
# C& G  g* s7 l3 u. n2 |当我们开始做的时候,第一时间说说~~"玩家们为何喜欢上一个作品?有什么他们想要加强的?"几年内我们收到上千封来自你们的信,但我们不能一一回谢.是的,我们有看的.我们的论坛里也有很多玩家给的资料,从Arena到Daggerfall再到Morrowind,有些更是10年的老玩家.他们都很聪明和踊跃.继续啦~~~~
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9 A' G5 S* a: k8 v$ GBut there is a key part of this plan that has guided The Elder Scrolls every time we do a new one, and that is "Reinvention." You see, even though each game has been a sequel to the last game, our goal is to always make a new game that stands on its own, that has its own identity. Even down to the naming of them, our games are generally known by their single name, and not their numbered sequence. How do we create the definitive "RPG for the Next Generation?" Not just in terms of technology -- but how it plays?
( k( P4 F5 `; g. t% E2 G( B) N4 \但这里有个窍门一直都在引领我们去做下一个新游戏,这就是"创新".你看看,每个游戏都有个完整的结局,我们的目标是做一个全新的游戏,这就是我们的个性.虽然都是用同一个名字,但他们的数字不同.我们如何去做下一代RPG游戏?不仅仅在技术方面,是在怎么个玩法?
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' V/ x$ ?0 H8 J5 H! t! |" b- aWe go back to the main theme of the series -- "Live another life, in another world" -- and think about how we can make that come alive for the next game. To simply add onto Arena would never have yielded Daggerfall, and to add onto Daggerfall would never have yielded Morrowind. To present the best game we can each time, we must reinvent it for the next generation of hardware and gameplay." _5 \9 Z1 E& \  Q# R
我们回想到以前的系列~~"不同的生活在不同的世界"~~和想想我们能在下一作里做些什么.在Arena上用到的我们不会搬到Daggerfall,在Daggerfall用到的我们也不会搬上Morrowind.我们只运用一次,我们必需为下一代新主机创作新的玩法.: q! A$ E6 Y8 [- H4 r
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So we reach all the way back to Arena, see what worked then. Replay Daggerfall -- what worked well there, and of course Morrowind. We then look at what games of the future could do. Not just RPGs, but what could any game do? What are the key elements that make a great RPG and how can they be done in the future?, V5 V( N2 N! J1 Q4 Z2 ?' D4 I& D
所以我们回去玩玩Arena,看看我们做过点什么.再一次玩玩Daggerfall和Morrowind.从中找到将来新的一作,有什么我们能做的.不仅仅是RPGs.其它的游戏是怎样的?什么是一个好的RPG的关键和将来会怎么做?
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There is not a single system that has not gone through a change. Combat, dialogue, exploration, magic…you name it. That change could be a small tweak, major addition, or major deletion. Tweaks include things like rebalancing the skills to get better class progression. Major additions include all new AI, forests, combat, mounts, and more. One major deletion is thrown items and crossbows.
; l( S, I" [. c" G没有一个系统是没有修改过的.作战,对话,探险,魔法等.我们只是改了小小,加了一点点或减少点.转变的部分能够更好地平衡技能和更好的级数.将增加大量的新AI,森林,作战...但我们把投道具和crossbows(这个我不会写中文,就是拿在手中的那种弓箭)去掉了.
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, H8 j9 f) K; }: |+ D( X: VWhat!!?? No thrown items and crossbows? Hear me out here, because it will let you into our thought process. When we look at characters that like to do ranged combat, they mostly want to use bows and arrows. So instead of doing many types of ranged combat, we decided to stick with bows and arrows -- but -- it's a grand implementation of bows and arrows. You feel the string draw, arrows arc properly, bounce realistically, and stick deep into the right materials. You can see the quiver on your back and type of arrows you have and there are tons of different bows and arrow types. So we trade having several types of ranged combat done in an average way, and get bows done in a grand way. 5 w( q* W2 r- T: J/ ]
什么?不能投道具和射箭?听我说完,看看我们的想法.当我们看见角色想作远程战斗时,最想用到的就是射箭.代替一些远程攻击,我们决定使用弓箭(这弓箭是很传统的那种,我不会形容)~~但~~这才是弓和箭的使用方法.你会看到包住的线条,弧形的箭头,真实地反弹,和一些很好的质感.你能看见背后的箭袋和一大堆不同的弓和箭.so,我们改变一些远程战斗的方法,使弓箭得到更好的利用.(就是说他们去掉了crossbows而改用更加旧的弓箭,能使游戏更加真实): @/ j. y- t; ?

1 K, q4 W. F3 I5 L8 WOne major assumption everyone makes when we do a new Elder Scrolls game is that it will be small. Everyone thought this about Daggerfall and Morrowind as well when we talked about them "being more focused." No Elder Scrolls game will ever be small. Ever. We make 'em big folks. We super-size them. Why? This is a question everyone asks us, "Why make them so damn big? You could make it small and most people still wouldn't finish it."
  U, S$ O& i$ p2 z8 z可能大家会觉得我们会把Elder Scrolls系列的新游戏做得小点.大家都在关心我们在说Daggerfall和Morrowind"会有更多特色",但Elder Scrolls的游戏内容不会变小,我们会越做越大,越来越多内容.为什么?这是每个人都问的问题,"为何我们把他做得这么大?你可以去做小点,还有一些玩家们还未完成游戏呢."+ h3 G/ u6 P2 s9 |0 ?. s

; {  W# `2 }+ n3 W, H; mMy answer is this -- For the time you did play it, it wouldn't be as fun. The Elder Scrolls is about choice -- player choice to do what you want in any way you want. You need a certain amount of size and choices so that experience is actually meaningful.
4 c0 _2 M3 @: t) \* [我的回答是~~当你玩的时候,游戏将不再作为乐趣.The Elder Scrolls是关于选择的游戏--玩家们去选择他们想做的事.之后的可以说是人生的缩影,你将会有大量的选择.
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Now, we do change scale in each game, because certain things you do cause the game to flow differently. Even though Morrowind is about 0.0001% the landmass of Daggerfall, the way you play it makes it feel even richer. Oblivion's landmass is larger than Morrowind's, but you can fast travel around much easier. It still has Morrowind's feel of open exploration, but Arena's feel of ease of travel and, well, it's more fun.
% _, [. O7 E5 x1 Z9 h1 R现在,我们都会修改每个游戏中的每个场地,因为多点新鲜感啦.Morrowind的场地大概比Daggerfall大0.0001%,当你玩的时候你就会觉得他很丰富.虽然Oblivion的场地更加大,但你能够很容易地走遍每个角落.同时还能感受到Morrowind和Arena所带来的乐趣.
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So what do we actually mean when we say Oblivion is more focused? The quests and NPCs are more focused. Are there less NPCs and quests than Morrowind? Yes, but still too many to count. If we hadn't told you, you'd probably never notice. This is still a game measured in the hundreds of play hours. We're trying to stay away from mindless filler (something, Ok, we've been guilty of in the past) and create quests and NPCs that are dynamic, alive, and more engaging than anyone's seen. ! U6 h) R: J  X- ?9 C9 w5 @+ r2 |
什么是Oblivion的特色?特色是Quests和NPCs.游戏里的Quests和NPCs会不会比Morrowind少?是的,但也不是少数,若是我们不说,你们还不知道呢.但游戏都能让你玩上100多小时.每一个Quests和NPCs我们会尽力做到互动,真实和有魅力.(人物做靓D)
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% O% X, R. l0 ]" g1 I% MI could go on and on for 100 pages here, because the depth of Oblivion and our excitement to bring it to all of you is huge. You'll start seeing more and more info about the game in the press everywhere and on elderscrolls.com. We'll do our best to create the best game we can for you.
! K$ U. H" u3 K) R- x6 s( J我能写100页(lolz,你就写吧),因为Oblivion有太多令人兴奋的东东带给你们.你将会在其他地方或上elderscrolls.com看到更多有关这游戏的资料.我们会尽力做个最好的游戏给你们. - 本文原载于A9VG游戏社区


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 楼主| 发表于 2006-2-8 04:11  ·  澳大利亚 | 显示全部楼层
翻译人:
saml
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Steve Meister- Programmer
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"He will win who knows when to fight and when not to fight. He will win who knows how to handle both superior and inferior forces. He will win who, prepared himself, waits to take the enemy unprepared.
! R- Y3 F) p  `0 k9 x! y7 D-Sun Tzu, the Art of War
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孙子的名言…# l' s4 K. k: v: _# @) K
故知勝有五:知可以戰與不可以戰者勝,識眾寡之用者勝,上下同欲7 R( l# ~3 V$ R( ^
者勝,以虞待不虞者勝,將能而君不御者勝。此五者,知勝之道也。
* w- D6 r# I3 d0 h$ V英文中的中文翻译是: 知可以戰與不可以戰者勝, 識眾寡之用者勝, 以虞待不虞者勝.

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You're walking through a seedy part of a town in Western Cyrodiil. People mill about, some engaged in conversation, others minding their own business out on their own errands. Suddenly, an ugly man decides he doesn't like you. Maybe he's drunk, maybe he's just a bully, maybe he's just showing off in front of his friends -- but for whatever reason, he has taken your measure and decided he can best you./ H' Z) _0 r6 h1 t7 d6 V9 l

9 z) {6 W& A- i" s% e想象一下你在游戏中的情形:你正在western cyrodiil的贫民窟里走着. 街上的人都在各做各事, 有人在交头接耳,有的人在干自己的活. 突然, 一个丑恶的男人觉得你很不顺眼, 也许因为他醉了,也许他是个喜欢欺负弱小的家伙,也许他想在自己的朋友面前炫耀------无论如何,他决定要找你的麻烦.
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He comes charging at you, with a nasty looking mace in his hand and a look of hatred on his face. Onlookers move back to make room for what should be an entertaining fight./ K' {) `1 U+ d9 u! i3 M

7 P4 ]/ F1 K; E他向你攻击过来,手里拿这破陋的棍棒,脸上带着憎恶的表情. 旁观者都自动让开, 给你们俩的单挑留出了地方.
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Quickly drawing your sword and shield, you wheel around to face him. He's upon you pretty quickly though, and you barely have time to raise your shield (hold right mouse button) before his first blow thunders down upon you.
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- n* ]% y% ]6 z" {4 S你很快地拔出了你的宝剑,和他打了起来. 但是他的攻击速度很快,时间差不多刚刚让你能够在他雷霆般的攻击轰到你之前,举起你的盾.
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' E* Z/ j, B) W4 m; r" OBut you block well, and as he recoils from the collision, you quickly perform left & right slashes with your sword (two clicks of the right trigger button, about a second apart). The bully realizes this isn't going to be easy.
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) @4 u# S+ D2 s4 S8 G' z但是你漂亮地挡下了他的攻击, 乘着他后退的挡, 你很快的用你的宝剑给他来了一个左右2连击(连按两下RT,间隔1秒左右) 然后,那个恶霸终于认识到你不是那么好对付的.
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He backs off a bit, and starts dodging around you. First to the left, then to the right. You maneuver to keep him in view, looking for an opening. Suddenly he steps back, raises his mace in both hands, and steps forward, bringing the mace towards your head in a crushing blow!+ t' M5 {, G+ O5 [& \6 d' k' m# v

5 S* {& g2 P5 o9 p7 c2 }他往后一退,开始围着你转,开始闪避,忽左忽右. 你则是很敏捷的跟着他,让他总保持在你的视线之内,寻找破绽. 突然,他往后一退,双手高举铁锤, 向你劈下这致命的一击.& [# o2 r' o3 n* z. a; N

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, [5 O& o2 q" E# kBut you're quick -- you step to the side as he attacks. As he passes by, you execute a spinning maneuver and slash him in the side (hold left trigger and left thumbstick). The hit is solid, and your foe staggers from the blow.# k8 Q  x2 l; @; ]( F  ^9 x5 }
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但是你很快,你往旁边一躲,等他攻击过来,正好转身攻击他的侧面, 砍了一刀 (按住LT键,以及左摇杆).如果对方结结实实挨了着一下, 他会摇摆一下.
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. @8 y6 d# G% S0 e# E+ M( v' T5 q! f6 QBut it's not over yet. The bully swings his mace wildly -- his first swing misses, but the next one connects for a blow that sends you staggering. Pressing his advantage, the bully bears down on you with a power attack of his own. OUCH. This isn't going well. You take a glance at your health meter; it's getting a bit low. You quickly back up out of the bully's reach and raise your shield.
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可是还没完, 那恶霸疯狂地舞着铁锤,冲了过来,第一下空了,但是第2下紧接着就来了,打得你摇摇晃晃. 由于那一下,那恶霸用力量型的攻击给了你一下. 唉呀! 不妙了. 你看了一眼你的血槽, 血量下降了.你接着很快地向后退到了他的攻击范围之外并且举起了你的盾.5 Q1 u( k* ~  O  w
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2 c- M6 X# \6 \# ^! L4 ^He's hurting, too. You circle each other for a time, looking for an opening, trying to recover some fatigue. Finally the bully charges forward with a devastating overhead blow, perhaps hoping to break your shield. But the shield holds and the recoil send him staggering back. This is your chance! You perform a mighty forward power attack (hold the RT, press forward) and connect solidly. The blow staggers your foe once again, and you perform 3 slashing attacks in rapid succession (three taps on the right trigger button, about a second apart), and finally the bully collapses to the ground, defeated. - o, N9 G' _4 ?- ]
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他也受伤了. 你们互相周旋着,想找出破绽,试着趁这个机会,能够回复点体力。最终,恶霸向你发动了最终攻击,也许想把你的盾也一举击碎。但是攻击被盾挡住了,他人被冲击力弹开。机会来了!你给他来了重重的一击(按住RT键然后拉前),打的那个恶霸又后退了一步,然后你有给他来一个3连击(连续3下RT键,中间间隔大约1秒),终于那家伙倒在了地上,被打败了., \9 ~) J  _+ C4 v6 r8 y# f/ U
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The crowd disperses, going back to their own business.; n( B5 q4 C# X1 P! y
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人群也散开了,回去做他们自己的事情去了.
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# G9 c1 o/ J4 B& r9 V( hHello folks, it's MrSmileyFaceDude again, and this time 'round I'm going to talk about combat in Oblivion. Since Morrowind, we've made a lot of changes, both in how you, the player, control combat and in how NPCs and creatures handle things. Gone are the days of "Always Use Best Attack." Button mashing will NOT result in successful combat. Skills and stats are still as crucial as ever. The goal is to make combat exciting, violent and fun, while still maintaining the balance between character skills and player skills./ J( s7 l7 F6 f& J
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大家好,又是MrSmileyFaceDude,这次,我回谈关于bolivion的战斗问题。 自从morrowwind,我们对游戏的战斗做了很多改变,在玩家的控制上,还有npc的运用上。过去是“总是用最强招”的时代。只是让玩家一味地搓招,并不会成为一个出色的战斗系统。技能和状态数值还是和任何时候一样那么重要。 战斗系统的目的是为了让战斗刺激,火暴,好玩, 同时也要有角色技能和玩家技术的平衡性.' n8 j3 i+ O3 U: u/ L! v
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8 x; O( ~6 f  }1 j+ i1 p- SSo what's new? First of all, weapons only have one damage rating. Gone are the three attack types from Morrowind - Chop, Slash, and Thrust. Instead, the damage rating simply indicates the base damage the weapon can do. That damage value will be modified based on the attacker's skill, luck, fatigue, type of attack selected (more on that in a second), and on the target's defensive stats, armor, fatigue, and whether or not they're blocking…and even the weapon's condition comes into play.
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那么本作有什么新的要素呢? 首先,武器都只有一种固定的基础伤害值。 过去在morrowind里面,有三种不同的攻击方式----剁,砍,刺。 取而代之的这次则是由武器的基础伤害值会决定此武器能有多少基础伤害。最终的攻击的伤害则取决于攻击者的技能,运气以及体力还有攻击的方式,除此之外,还有取决于攻击目标的防御属性,盔甲,体力,还有是否有防御你的攻击。。等等。。甚至武器的状态也是因素之一。4 [+ ]5 |! n) D( G" x( m: R3 P# H
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In Morrowind, you selected the type of attack you wanted to do (Thrust, Chop, Slash) by pressing the attack button in conjunction with a movement key. Or you just turned on the "Always Use Best Attack" option, since for some weapons there wasn't much point in choosing anything BUT the best attack. For Oblivion, selecting attacks is different.% y" c$ C- I. t. G$ {
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在morrowind里,你利用攻击键和方向的组合,选择你的攻击方式(剁,砍,刺) 或者你可以开启“总是使用最佳攻击”这一选项,因为对于有的武器来说,选择别的攻击方式的意义不大,只能选最佳攻击。在oblivion中,攻击方式的选择就不一样了。
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To perform "normal" attacks, you just click the attack button to swing your melee weapon. If you click again at a certain point in the swing, you can perform another attack on the back swing - so you can do multiple slashes with your weapon by properly timed clicks of the attack button. Each time you attack, some fatigue is burned.
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. k6 o% l! c6 X你可以按攻击键来使用通常攻击,如果在你攻击的时候,在适当时机,再次按下攻击键,你就可以作出连续打击。每次你攻击的时候,你的体力都会受到消耗。
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3 B8 Q4 I( I5 U/ }9 c) m  We've also added a new kind of attack called a "Power Attack". Power attacks do significantly more damage than normal attacks, but they take longer to perform (leaving you vulnerable) and burn more fatigue. You perform a power attack by holding the attack button down briefly while either standing still or selecting a direction. For example, if you hold down the left movement key and press and hold the attack button with a sword equipped your character will do a cool spinning attack while moving to the left. (No, the camera doesn't spin in first person - trust me, you'd need a bucket next to your gaming setup if we put THAT in!) And as your skills progress, you earn new power attacks. 1 q* p5 \4 ^% |& ~( H" _

+ s9 ?- |" h- V我们在本作中,又加了一种新的攻击方式:“力量攻击”。 力量攻击相比普通攻击,可以造成更多的伤害。但是发招时间很长(发招的时候很容易受到攻击)而且消耗更多的体力。按住攻击键不放(方向任意,站着也行)
, |: @6 @( [4 q8 H就可以作出力量攻击。比如说,你装备了剑,按坐然后按住攻击键,你的游戏角色就会作出酷酷的向左的旋风攻击(当然视角不回跟着你的旋转攻击转,如果要是跟着转,你就得随时准备一个呕吐袋了=。=!)

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8 A6 f. [6 J8 ~! Y# b( G# FAll of the attacks - "normal" and power attacks - are appropriate for the weapon type. No more thrusting hammers or axes., ^& @9 g8 D  s0 i
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所有的攻击,普通攻击和力量攻击都是适合你的武器种类的。不会再有刺击锤或者刺击斧之类的出现了。。。
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In Morrowind, blocking was done automatically, based on your blocking skill. For Oblivion, blocking is now performed manually using a block button. Just hold the button, and you can block - either with your shield OR with a weapon. If you're facing an opponent and you block, some of the damage from your opponent's attack will be absorbed by the shield or weapon you're blocking with. But be sure to watch that weapon condition -- broken swords are useless until they're repaired! You can even block with your hands if you're in hand-to-hand combat. But wait, you say, why would you do that, since there's no shield or weapon to absorb the damage?' B7 }8 \# ^8 \

. ^9 c/ z* f" k  y# r) d在morrowind中,防御是自动的,取决于你的防御技能。在oblivion里面,防御是手动的。用防御键来防御。你只需要按住防御键,你就可以利用的盾或者你的武器来进行防御。如果你在你的对手向你攻击的时候,作出防御,则伤害会减小。但是你必须要注意你的武器状态,已经毁坏的武器是无用的,除非你修好它。你可以在赤手肉搏战中空手防御。但是等一下,你说,既然没有盾还有武器来减少伤害值,那干吗还要空手去防御呢?3 x; D8 t9 n- J4 z3 K* P

- c7 _! `6 z. _+ J6 _; y, x/ \The answer is another new feature: recoil. If an attacker's blow is blocked, the attacker will recoil. Think of a sword bouncing off a shield. Recoils send the opponent back a little bit, and it takes a second or two for them to recover - an excellent opportunity to press your advantage. Now there are two reasons to block - to protect yourself from maximum damage, and to try to force your opponent to recoil so you can perform a counter attack. Of course, you'll recoil too if your own attack is blocked - and you can be sure your opponent will be taking advantage of your temporary vulnerability!
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答案就是本作的一个新要素:反弹。如果角色的攻击被防守了,攻击者本身就回遭反弹。你可以想象一下剑盾交击的情况。反弹会使攻击者后退,并且会受身1到2秒--------这你是攻击的大好机会。现在有2大你需要防御的原因,减少对手对你的伤害以及反弹对方从而进行反击。当然,如果你攻击敌人的时候被防守住了,你也会遭到反弹,你也会被对手抓住机会反击的。$ G0 L0 a& q6 _/ r( h0 x

* j! [1 V: k7 h! s! {Combatants hit hard enough will stagger from the blow. Like recoil, a staggered opponent is briefly vulnerable to attacks.
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如果攻击的力道足够的话,还可以使对方站立不稳从而破绽百出,摇摇晃晃的对手是很容易被你攻击得手的。
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Hand-to-hand combat is improved as well. As with melee combat, there are "normal" attacks - left & right punches - as well as power attacks. One big difference is that hand-to-hand hits will damage health as well as fatigue. In Morrowind, only the opponent's fatigue was damaged until the opponent was unconscious, after which the opponent's health was damaged by further hand-to-hand hits. The base amount of health and fatigue damage done is based on the attacker's hand-to-hand skill and luck, and as with weapon attacks, that amount is further adjusted based on the defender's stats.
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本作的赤手的肉搏战也进化了。同样的,赤手肉搏也有普通攻击—左拳右拳,还有力量攻击。但是有一点不同的是,徒手攻击,回同时减少对方的体力还有hp。 在morrowind里,只有对手的体力值才会减少,一直到对手失去知觉,然后你就可以继续乘胜攻击对手,从而减少对手的hp。本作中,徒手攻击的伤害是由攻击者的徒手战技能以及运气所决定的。当然如果不是徒手战的话,攻击伤害还要加上武器加成,还有对方的防御属性。
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  K  h: ?6 l( s! T+ `' }* l: l# rWhile I'm not going to get too much into magic, I will mention this: you can cast spells at any time. You no longer need to "switch" to magic. If you only have one free hand, you'll cast with the empty one. If both hands are holding something, you'll cast with your weapon hand. There's no more "ready magic" button, just a "cast" button. This makes for some very exciting combat, since you can alternate weapon attacks and spell casting on the fly.) {, y$ T' `/ K4 |# k9 a
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我不会讲太多关于本作的魔法的东西,但是我要说的是:“在本作,你可以在任意时间使用魔法。” 你在也不用切换去魔法模式了。如果你只有一只空手,就是那只空手来施放魔法。如果你2只手上都是装备,则那武器的那只手会被用来施放魔法。本作中没有魔法准备键,只有施放键。这将使战斗更为刺激因为你可以随意交换着使用魔法和物理攻击。" J$ l- u( X; P) p
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OK, so the player character has a lot of meaningful combat options available, accessed with a simple control scheme that's very similar to Morrowind's. Stats are every bit as crucial as in previous Elder Scrolls games. But what about NPC's? How has their combat behavior been enhanced?
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" F" Y1 Q) A( F: P好,玩家角色已经有了更加有意义的战斗选项了,操控方法也和morrowind很相似。属性值也是一如既往的重要。但是npc呢?npc被改进得如何了呢?0 U, C+ j1 Q0 s& t$ n8 S
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9 a  t* S1 E4 B' d* NFirst of all, NPC's can do everything the player can do. They can move around, block, use normal and power attacks, mix things up with weapon or hand-to-hand combat, or magic, etc. So can creatures. And it's all customizable using a new feature called a Combat Style.4 Y( ~3 i4 m5 c* v4 N5 [% H; O

' B4 a" B# \" n1 F6 l首先,npc可以做所有玩家角色可以做的事情。 他们可以到处走,防御,使用普通攻击或者力量攻击,混合着使用徒手攻击,武器攻击,召唤生物,以及魔法攻击等等。而且玩家可以自定义npc的攻击类型。- U. V4 @' G* K3 Q6 a
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Combat Styles are collections of settings related to combat behavior. They dictate things like how often a combatant will move around, how often and under what circumstances they'll attack or block, how often they'll use power attacks and how they choose which ones to use, and even things like how likely a combatant is to attack when their opponent is recoiling, staggering, or knocked unconscious. Combat Styles are created in the TES CS and can be assigned to creatures or NPCs either in the editor or via a script function. So, you can swap combat behavior in and out on the fly. It's a very powerful, very flexible system. The Combat AI system makes use of these Combat Styles, along with AI traits set for each NPC or creature such as aggression, confidence, to make most of the decisions during combat.0 |1 ?( w; q/ [" W. g! w( e, e
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攻击类型其实就是npc一系列行为的组合。它决定了npc的移动频率,什么时候攻击,什么时候防守,使用力量攻击的频率和他们如何决定使用力量攻击还是普通攻击,甚至于当玩家被防御,受身或者是晕倒的时候,npc进行反击的频率。攻击种类是在test cs中被创造出来的。攻击种类可以在编辑器里利用一个脚本函数被分给npc或者游戏里的生物。 所以你可以随意地选择npc的攻击类型。这是一个非常强大而又富有弹性的的系统。战斗ai系统会利用这些战斗类型加上ai特性来为游戏里每一个npc或者生物量身定做。(比如好战,自信。。等等)( l) s! K+ m6 j3 {8 L3 W7 F
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+ O* `: f; U) D0 E$ S' pOther behaviors implemented include intelligent use of buffs (such as fortification potions or spells, summoned creatures, or bound weapons,) restoration, and even counter effect magic. Archers can be set up to maneuver from gap to gap along the top of a castle wall, in order to maintain a visual on their target. And a lot of time has been spent working on path finding and object avoidance. The Combat AI uses our own Radiant AI technology to handle pursuit and fleeing, and even the acquisition of nearby weapons if a combatant is unarmed, among other things. Spectators will clear space for combat they're uninvolved with. NPCs will leave interiors in order to summon guards if a crime is committed, and can flee or pursue through load doors, as well. No more running into a tavern to escape the guards - they'll follow you right in.
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此外,npc的行为还包括使用辅助性道具,回复道具,甚至是反击效果的魔法。 弓箭手可以自动在城墙上站好位置,以便有个很好的视角来瞄准对手。我们花了大量的精力来处理npc的路线寻找,以及障碍物的躲避上。 本作的战斗ai用的是我们自己的radiant ai 技术。它可以处理npc在战斗中追击和逃跑的问题。npc甚至可以在战斗中自动在附近寻找武器。(如果npc是徒手的。)旁观者npc则会躲的远远的,不会参与战斗。而且npc不再是只能在单一场景***现了。如果他决定要追击你,哪怕你跑出了一张地图,进入另外一个地界,npc会一直追击你。
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5 p  {% K) v4 Q9 }; GAnd finally, combat need not be lethal. Any combatant - including the player -- can yield to their opponent. It's up to the opponent to accept the yield or not, but if they do accept, combat ends. It's a way to get out of those sticky situations where you find yourself in over your head. Just don't try it with a creature or with anyone who really, really hates you! And if an NPC yields to you, you make the call - walk away, or keep fighting.
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. f, {" b8 x# [+ _! {# Y1 f/ J最后,战斗都不是一定要你死我活的。不论玩家角色还是npc都可以选择投降。但是投降成功与否则这由对方决定,如果他接受了,那么战斗便结束了。如果你身陷麻烦之中,投降不失为一个明智的选择。但是你要注意千万别试着向你的仇敌投降。 如果npc向你投降,你也可以选择接受,或者继续战斗。& m/ ~$ T0 ]2 O  x% w

& ~7 B2 B! U! n' U. c( XSo that's my "summary" of combat in Oblivion. There's a lot more, but I hope this gives you an idea of what's in store. We're having a lot of fun with it, and I hope you do too. See you on the forums!+ s& i( H8 M/ G5 S- K
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这就是我对于本作战斗系统的报告。 另外还有很多,但是我希望我所说的能给你一个本作的战斗系统的概念。我们觉得它很好玩,希望你也有同感。咱们论坛见。 - 本文原载于A9VG游戏社区


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发表于 2006-2-8 09:12  ·  江苏 | 显示全部楼层
不知道会不会有中文版啊?
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work hard, play harder.

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发表于 2006-2-8 10:18  ·  加拿大 | 显示全部楼层
支持一下。。。。。。这游戏的效果没画说,看看那些视频就知道了,(特别是CHAPTER2)只是暂时还不知道这游戏对不对我的味口。。。。。

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发表于 2006-2-8 14:47  ·  北京 | 显示全部楼层
等待详细点的消息,如果有中文版那就太有诱惑力了……对我来说
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发表于 2006-2-8 15:08  ·  北京 | 显示全部楼层
次世代上的第一个RPG大作,超级期待~~~~~
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