Kezdőlap Egyéb Újabb Jay Wilson G4TV interjú

Újabb Jay Wilson G4TV interjú

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Jay Wilson újabb interjút adott a G4TV-nek, melyből csupán egy kiemelhető dolog akadt,mégpedig az azonos accounton található karakterek közti tárgycsere. Jelenleg az in-game levelezést fogják majd tetsztelni, ill. a közös account stash ötlete is felmerült a rajongók ötletei alapján. Mindkét lehetőséget megvizsgálják, megnézik mennyire illik a játékba, ill. ha akad más lehetőség is, akkor azt is számba veszik majd. Nehéz döntés előtt állnak, de mindent megtesznek, hogy a játékosok kedvére tegyenek. Remélhetőleg, a Blizzconon már valamelyik megoldással találkozhatunk majd a videókban (a szerk). Ti melyik ötletet preferáljátok, az in-game mailt, (játékon belüli levelezés) vagy a shared account stasht (közös account láda, az accounton lévő karakternek)?

[quote=Jay Wilson]
Often, players find items that are useful, but not for that particular character. In Diablo II there was no easy way to transfer that item. We wanted to address that issue, and considered several possible methods. Mailing an item another character is one way. We do want to add that feature eventually, but it’s not super high priority and we might run out of time to implement it, so we can’t rely on that being in the game. That’s how our design process works, by the way. We’re always weighing the scenarios and possible options. What system will be the best way to implement a feature?

Including a shared stash in Diablo III is, I think, everyone’s first choice. A shared stash is very easy to deal with for the player, and having it in the game creates a nice common area where characters can gather in a game. It does create a few problems, though. For one thing, it really encourages players to mule items on multiple characters.  Which may just be something we have to deal with. Players who like to mule really like doing it. We kind of feel, well, we wish you didn’t have to mule. We wish there was a better way to store away spare items.

That’s one of our design dilemmas. Often we see a feature that the players really want, but that we don’t want to include. In those cases, it isn’t that we don’t appreciate the reasons players are giving. It’s that we’re looking at the issue and seeing why players want that, but trying to think of a better way to implement it.

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