龙腾世纪 新Discord问答:
选项/自定义 Options/Customization
▪️您可以在场景中暂停
You can pause during cutscenes
▪️您可以在角色创建中选择您的内衣,切换裸体的开/关。
You can choose your undergarments in the character creator, toggle nudity ON/OFF
▪️如果您愿意,可以退还所有技能点数,以选取其他专长
You can refund all your skill points to respect into other specializations if you want
▪️未来推出的无障碍功能的完整列表
Full list of accessibility features coming in the future before launch
▪️有很多 “派系物品”(与派系相关的装备),当你帮助其他派系变得更强大时,这些物品就会变得可用,比如来自 “影障守护者 ”派系的盔甲,看起来像是由 “影障守护者 ”制造的,而且可能有关联(比如电伤害)
There are a lot of 'faction items' (gear tied to factions) that become available as you help other factions get stronger, like armor from the Veil Jumpers faction that looks like it was made by Veil Jumpers and may be connected (like having electric damage)
▪️完整的幻化系统:你找到的任何一件装备都会解锁该装备的外观,有些装备可能只是装饰性的(例如:你可以把自己打扮成训练假人的样子)
Full transmog system: any piece of gear you find unlocks the appearance for that gear, and some can be cosmetic only (ex: you can dress up to look like a training dummy)
▪️您还可以对盔甲和便装进行转魔,因此如果您想穿着全套盔甲在灯塔周围走动,您可以这样做
You can also transmog both armor and casual wear, so if you want to walk around the Lighthouse in full armor, you can
▪️,您可以保存在创建器中创建的角色,这样您就不必每次都从头开始,不过由于《面纱护卫》是一款离线游戏,它只能保存在您的控制台/电脑上。
You can save a character you create in the creator so you don't have to start from scratch every time, though it is local to your console/PC as Veilguard is an offline game
▪️“头发技术 ”获得了很多赞誉,角色创建器中有一些 “不可思议 ”的胡须,比如矮人风格的大胡子(辫子、珠子等)
Lots of praise for the hair tech, there are some "incredible" beards in the character creator, like grander Dwarven style beards (braids, beads, etc)
▪️ 您可以隐藏战斗伤害数字、小地图、寻路标记、健康条、来袭攻击指示器等。
You can hide things like combat damage numbers, minimap, wayfinder markers, health bar, incoming attack indicators, and more
▪️ 所有种族都可以佩戴头盔,但有一个例外: 库纳里人的脸部涂装(有多种变体)
All helmets can be worn by all races with one exception: Qunari face paint (there are many variants)
▪️每件盔甲都有标准颜色,但大多数盔甲都有各种颜色的变体(通常与不同派别一致)
Each armor piece has standard colors, but most of them have a variety of color variant cosmetics (often aligned with the different factions)
▪️你在游戏中的姓氏取决于你所选择的派别背景,并会在对话中被大量提及
Your in-game surname is based on your faction background choice and gets mentioned in dialogue a decent amount
探索
▪️ 关键的故事任务更具线性,因此可以高度手工制作
Critical story missions are more linear so they can be highly handcrafted
▪️有几个大型可探索开放区域,如阿尔拉坦森林、霍斯伯格湿地、十字路口等。)
There are several large explorable open areas like Arlathan Forest, The Hossberg Wetlands, Crossroads, etc)
▪️每个同伴在战斗之外都有独特的能力,可以在探索、解谜等过程中提供帮助
Each companion has unique abilities outside of combat that can help you during exploration, puzzles, etc
同伴
▪️ 塔什(女库纳里人)最年轻(20 岁出头),艾默瑞(灰发法师)最年长,50 岁出头
Taash (the female Qunari) is the youngest (early 20s), Emmerich (gray haired mage) is the oldest in his early 50s
▪️ 达夫林(灰袍典狱长同伴)性格严厉、体贴周到,但也有温柔的一面。他有很强的自尊心,也许与其他一些同伴有竞争关系。他也是一个尽职尽责、天赋异禀的怪物猎人。
Davrin (Grey Warden companion) is stern, thoughtful and considerate but also has a soft side. He has a strong sense of pride and maybe a rivalry with certain other companions. He is also a dedicated and gifted monster hunter
▪️同伴之外没有可浪漫的 NPC,因为制作团队希望浪漫集中在同伴身上
There are no romanceable NPCs outside of the companions as the team wanted romance to focus on them
▪️Teased,同伴们拥有了更多奇怪的能力,这可能与影障状况不佳以及更多魔法通过眼泪回归世界有关。
Teased that companions are having more strange abilities may have something to do with the Veil being in bad shape and more magic coming back to the world through the tears
▪️例如,在整个游戏过程中,同伴之间会发展出许多有机的关系: 妮芙和贝拉拉结成了姐妹,塔什和艾默瑞之间有很好的戏谑,但在亡灵魔法上却完全不对盘
There are many organic relationships between companions that develop throughout the game, for example: Neve and Bellara form a sisterly bond, which Taash and Emmerich have great banter and don't see eye to eye on necromancy at all
▪️游戏中没有 “拥抱同伴 ”按钮,但在某些情况下你可以拥抱同伴
There's no 'hug companion' button, but there are instances where you can hug companions
▪️ 礼物回归,您可以在世界的特定地点找到可以购买的物品,这些物品对同伴来说非常私人。这些礼物也会反映在他们的房间中。
Gifts return, you can find items out in the world in specific locations that you can buy and very personal to companions. These gifts will also be reflected in each of their rooms
▪️所有的同伴都有个人的发展轨迹,他们的任务也是多种多样的
All companions have a personal arc and their quests are varied
▪️,有些任务会根据您的选择或剧情发展而过期,但一般来说,团队不希望您错过任何东西(例如:同伴可能会出现在世界上,并自发地与他们一起冒险)
Some quests can expire based on choices you make or plot progression, but generally the team doesn't want you to miss out on stuff (ex: companions can show up in the world and spontaneously lead to adventures with them)
▪️,同伴之间的关系会在游戏中不断发展,就像你对某人的承诺一样。游戏中会有各种友谊和竞争
Companion relationships with each other will develop throughout the game, like when you commit to someone romantically. There are various friendships and rivalries
▪️所有同伴都有自己喜欢的食物,团队中的一些人在烹饪方面有着不同的技能。贝拉拉和卢卡尼斯实际上是团队中的厨师,这在游戏中也会出现
All the companions have favorite foods, some on the team have varied skills in cooking. Bellara and Lucanis are practically the team cooks, and this comes up in the game
▪️,同伴们感觉就像 “找到的家人”,彼此投入,这体现在许多场景、戏谑、枢纽互动等方面。制作团队不想让玩家感觉游戏只是一个主题公园,而是让同伴们感觉自己是一个人,生活在这个世界中。
Companions feel like a 'found family', become invested in each other which shows up in many scenes, banter, hub interactions, etc. The team didn't want the game to feel like a theme park just for the player but for companions to feel like their own person and living in the world
战斗
▪️Combos: 法师会施加削弱/压倒性debuff(“引子”),还会引爆 “毁灭 ”debuff。游侠使用 “削弱”/“削弱”,并引爆 “压倒”。战士使用 “被击倒/被淹没 ”并引爆 “被削弱”。这种 “剪刀石头布 ”式的关系可能是每种等级都有一个的好处之一。装备/技能/符文也可以打破这种模式,具有很大的灵活性。
Combos: Mages apply weakened/overwhelmed debuffs ("primers"), and also detonate the 'sunder' debuff. Rogues apply weakened/sunder and detonate 'overwhelmed'. Warriors apply 'sundered/overwhelmed' and detonate 'weakened'. This rock-paper-scissors style relationship can be one of the benefits of having one of each class. Gear/skills/runes can also break this paradigm, lots of flexibility
▪️,每个等级都有两个武器插槽,您甚至可以在攻击过程中切换武器。例如,法师可以使用法杖或法球+匕首。您可以使用法杖攻击,然后在攻击中途切换到 “球+匕首”。
Each class has two weapon slots and you can switch between them even mid-attack. For example mages can use a staff or orb+dagger. You can attack with the staff then switch mid-attack to orb+dagger
▪️,您还可以利用这一点来对付元素生物,例如先用火攻击,然后迅速切换到亡灵球+匕首,以造成额外伤害。
You can also use that to your advantage with elementals, for example a fire attack then quickly switching to a necrotic orb+dagger for extra damage
▪️ 在战斗中不需要携带 “tank”,即使在难度较高的情况下也是如此。团队意识到玩家会对同伴产生感情,每次都想带着他们一起战斗,所以他们会在战斗中使用 “tank”。
Bringing a 'tank' into battle isn't required, even on harder difficulties. The team realized players get attached to companions and always want to bring them along every time, so they built and designed gameplay to accommodate a variety of builds and playstyles
▪️ 法师类可以学习所有元素的能力,不与任何专业挂钩(不过,例如 Evoker 这样的专业可以让您更容易掌握冰系法术)
Mage class can learn abilities from all elements, not tied to any specialization (though specializations like Evoker can make it easier to get into ice spells for example)
▪️元素效果是开发游戏时的一大重点,因此这意味着所有类别都需要在视觉上有所体现,这样才不会让人觉得被遗漏(例如:流氓和战士看起来会更魔幻一些)。战士是玩家最不喜欢的职业之一,因此开发团队希望他们在视觉上更有趣、更有冲击力(如果你愿意,你可以制作一个更基于物理/不那么华丽的建筑)。
Elemental effects were a large focus while developing the game, so that meant all classes needed to be visually represented so no one felt left out (ex: rogues and warriors can seem a little more magical). Warriors were one of the least favorite classes so the team wanted them to be more visually interesting and impactful (you can make a build that's more physical-based/not as flashy if you want to)
故事/传说
▪️除了阿桑,游戏中还会出现其他狮鹫
There are other griffons that show up in the game besides Assan
▪️游戏中有许多鼓励玩家多次游玩的因素,包括三个等级的玩法截然不同、你所做的选择会影响不同的结果、你可能会也可能不会看到基于这些选择的内容等等
There are many incentives for multiple playthroughs, including the three classes playing very differently, as well as choices you make affecting different outcomes, content you may or may not see based on those choices, etc
▪️游戏并不要求你阅读书籍、漫画等外部传说,尽管这些会增强游戏体验
The game doesn't require you to have read outside lore like books, comics, etc, though these enhance the experience
▪️***** 剧透**** 梅 ---尼确认将出现在游戏中
***SPOILER*** Maevaris Tilani confirmed to appear in the game
▪️你的派别选择将开启与某些同伴的独特对话选项
Your faction choice will open up unique dialogue options with certain companions
▪️你与索拉斯的关系和对话可以更加友好或更加敌对。同伴之间的关系有时会与索拉斯有交叉(例如贝拉拉和达夫林对索拉斯有更深的想法)
Your relationship and dialogue with Solas can be more friendly or more antagonistic. Companion relationships sometimes cross over with Solas (Bellara and Davrin for example have deeper thoughts on Solas)
▪️回归的角色都是有目的的。例如,莫瑞根正在接受对自己和母亲的反思,接受自己的身份等等。
Returning characters are brought back with purpose. Morrigan for example is coming to terms with reflections about herself and her mother, accepting who she is, etc
https://x.com/shinobi602/status/1829619654551117993
评论区
共 条评论热门最新