暴雪官方:解释《暗黑破坏神3》有关物品绑定问题 | {$randkws}热点解读 你可以将它用于生意业务
在新近的暗黑破坏神3权威蓝贴中,暴雪阐释了有关物品绑定的一些难题,下面让我们来看看暴雪的说法吧:

我们正打算着制作一些物品是可以绑定到游戏人物身上的暗黑破坏神3。
所以,关于综艺看点,体验在一着手,并非所有物品,乃至在某一品级之下的装备都不会被绑定。
仅仅这一点,我觉得我们应该重视物品绑定这件事。
另外,事先说明,业内米哈游榜单我只得知这个操控系统很大一若干依然处于概念性状态,还有很多详情没有最后确定下来。

对付装备绑定,当代这种想法是只适用于一些可称为“游戏终结者”的尤其的高品质的装备。
固然,健康养生资讯那些物品不会在你捡起它们的时候就绑定,除了是那些任务物品和其他人物尤其的装备之外,由于那些物品是不允许随处生意业务的。固然,将会有可绑定的本周2024数码评测,看完瞬间懂了装备,你可以拾取它们,假如你不想要它,你可以将它用于生意业务,或者将它给你的另外一个人物,也可以给你的好友,乃至可以摆摊出售,你可以任意处理它。可是,假如你使用了该装备的话,那么它就是只归于你的了暗黑破坏神3。
为什么兴办这个体系,是由于我们必要有一个能够维持游戏内经济平衡的方法。随着物品生意业务操控系统的成熟,物品的潜在价值不停增多,那么将导致没有办法去控制物品售价的状况呈现。或许一件装备在游戏中4至5年内都是归于很稀有的,可是随着该物品数量的增多,他们的价值将会和他们的稀有度孕育发生不匹配的现象。当金币贬值之后,我们就会走进我们很熟悉的一种循环之中(乔丹之石),这是我们不想见到的。可是游戏中玩家能赚取的黄金数量是恒定的或者很有或许会增多,由于玩家数量之后可以刷钱,而游戏中花费金币的地方不多,这样就导致了金币贬值。

原文:
we are planning to have some amount of items that will bind to a character upon equipping them.
We absolutely won’t have items that bind when picked up, except for the obvious things like quest items and other character-specific items that wouldn’t/shouldn’t be tradable anyway.
That alone, I think, should dissuade the most severe concerns with binding items.
And before I go on just understand that while a lot of this is very stable in its concepts, the details aren’t final.
For Bind on Equip (BoE), the idea right now is that it would only be applied to “end game” items of specific quality levels. So to start, it’s not every item, and it’s not even every item above a certain level. For the BoE items that will exist, you can pick them up, if you don’t want it you can still trade it, or give it to another character, a friend, vendor it, whatever you like. But, if you make the commitment to keeping the item and equipping it, yes, it’s yours now.
The reasoning is that in reality we need a solid way to keep the economy stable at the end game. With items building up over a potentially infinite amount of time there’s no way to have any measure of control over worth of items. While an item may be the rarest and best in the game, over four or five years a stockpile has built up and those items are now commonplace and hold little value as compared to their rarity. The gold being earned by players stays the same or likely increases as players become more proficient at playing the game while they spend less as items lose their value. Gold value drops, and we’re skirting into a familiar cycle.
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