My biggest question was how Reactions are going to work. How will the game know when you want to cast Shield or Feather Fall? What about Counterspell? How will the game know if you’d rather not take an Opportunity Attack in favor of saving your reaction for something else? Long story short: Reactions are still very much a work-in-progress in some cases, and just not used in others.
“What we found was that pausing the game action for a popup for the player to choose to take a reaction, it didn't feel good,” Holland said. “It kind of really cut away at the snappiness of the gameplay. So we have a similar Opportunity Attack,” which is based on proximity and is automatically triggered.
“With something like Counterspell, it could go a similar way, but it has yet to be decided.”
简译:
我最大的疑问是怎么用dnd中的各种“反应/抬手/打断技能”,怎么判断玩家是否想把反应在“见机攻击”上?
答:应为会影响游戏节奏,目前还是自动触发“见机攻击”,对于“打断咒”也可能会是这种自动触发的,但没还没决定
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说这i干嘛呢?
举个例子,在的dnd中如果你被敌人从悬崖踢下去,你的队友可以用“羽落”救你,即便这不是他的回合。
敌人也有,比如你的队友贴脸被怪打残,如果这时走开,敌人也可以触发“见机攻击”,队友可能就挂了。这样你可以过去然后离开触发这个攻击,这样队友就能逃走了,因为一回合只有一个反应点数
这个全自动,我觉得对DND粉来讲,挺遗憾的,BG中的AI呢,不能引用么?
“What we found was that pausing the game action for a popup for the player to choose to take a reaction, it didn't feel good,” Holland said. “It kind of really cut away at the snappiness of the gameplay. So we have a similar Opportunity Attack,” which is based on proximity and is automatically triggered.
“With something like Counterspell, it could go a similar way, but it has yet to be decided.”
简译:
我最大的疑问是怎么用dnd中的各种“反应/抬手/打断技能”,怎么判断玩家是否想把反应在“见机攻击”上?
答:应为会影响游戏节奏,目前还是自动触发“见机攻击”,对于“打断咒”也可能会是这种自动触发的,但没还没决定
——————————————————————————————————
说这i干嘛呢?
举个例子,在的dnd中如果你被敌人从悬崖踢下去,你的队友可以用“羽落”救你,即便这不是他的回合。
敌人也有,比如你的队友贴脸被怪打残,如果这时走开,敌人也可以触发“见机攻击”,队友可能就挂了。这样你可以过去然后离开触发这个攻击,这样队友就能逃走了,因为一回合只有一个反应点数
这个全自动,我觉得对DND粉来讲,挺遗憾的,BG中的AI呢,不能引用么?