Wilson was more positive about Diablos treasure system. "Its perfect. You know, all well maybe do is tweak some little things that we dont like about it, some systems that we think were maybe a little broken. But for the most part, it works really well and we dont really want to change it, but the combat, oh, that could be so much better."
翻译:Wilson对暗黑的宝物系统很满意。“它是完美的。我们所需要做的是对一些我们不满意的小细节进行改进,一些系统出现了小问题。不过从整体来看,它很出色,我们并不打算改变它。从战斗来看,暗黑3会做得更好。”Going more in-depth on the subject, Wilson explained how the early parts of Diablo III would be similar to Diablo II. The new types of systems wouldnt be felt as much until after about 10 levels or so into the game where players will have a larger number of skills to use in dealing with groups of foes. "The goal is to have players use skills where previously they would have used a potion," said Wilson. "If Ive got to deal with an enemy, Im going to go in, stun a whole bunch of guys, and circumnavigate them to reach a health orb. Or Im going to stun them and take out a bunch of guys with the hope that Im going to get a health orb, and if I dont, Ill use some other kind of mechanic to deal with that threat."
翻译:深入主题后,Wilson解释了为何暗黑3早期的部分与暗黑2相似。新系统的特性在人物等级达到10级后才能体现出来,玩家会拥有大量的技能来对付成群的敌人。“我们的目的是让玩家使用技能来代替以前的血瓶。”Wilson说,“如果我要对付敌人,我会冲入敌阵把它们震晕,然后绕过它们拿到血球。或者我会震晕它们,引出一部分敌人来获得血球。如果我不这么做,我会使用其它的方法来解除威胁。
Female witch doctor in action.(行动中的女巫医)
翻译:有了物品栏面板,玩家不再需要像以前那样计算栏数来放东西。现在所有的物品都只占一栏,当然具体如何操作还在测试中。Wilson解释了一些他们正在考虑的设计。“大部分人都会喜欢基于网格的系统,这是一个非常棒的设计,它允许使用更大的图标让物品变得更美观。因此,我们对目前装备栏的不满意之处在于图标比我们期望中的要小,我们正致力于放大图标,让它们看起来比魔兽世界的图标还要大得多。我们也做了其他的测试比如加入不同类型的背包装不用类型的物品,大物品装入大背包,小物品装入小背包,但是这些设计我们都还没有最终确定。我们不考虑基于网格的方块系统。