作者wake01 (醒来)
看板LoL
标题Re: [情报] Zileas讨厌的几个设计模式
时间Thu Jul 14 21:24:46 2011
※ 引述《wulouise (在线上!=在电脑前)》之铭言:
http://www.leagueoflegends.com/board/showthread.php?t=293417
原文靠北长
看完就懒了
--
I've been asked a few times, "Why don't you do stuff like Rupture (from DOTA
Bloodseeker) in LoL?"
我被人问了很多次为啥不在LOL加个类似OS的含笑半步颠的技能
I usually respond -- Rupture contains several basic design 'anti-patterns'. I
thought I'd post for the benefit of those who are interested what strong
anti-patterns I am aware of.
我通常回说,因为这技能是"反模式"的设计
我在这就说明一下我注意到哪些是强力的"反模式"设计
So... Here are a few that come to mind.... Note that you can find an example
of each of these somewhere in our game at some intensity level. Sometimes
this is just bad design. Sometimes this is because we got something else in
exchange. Design is an optimization -- but these anti-patterns are of
negative design value, so you should only do them if you get something good
in return.
我说一说我想到的
你可以在我们的游戏都各找到一些
有些可能只是不好的设计,有些是因为我们在其他地方弥补
设计是一种最佳化,而这些反模式设计则是有负面设计价值
所以你只应该在有良好的弥补下才使用这些负面设计
To be clear, LoL has a number of abilities that use these anti-patterns.
Sometimes it's because we got something good in return. Sometimes it's
because we made design errors. However, we generally avoid them nonetheless,
and certainly use them a lot less than other games in our genre.
LOL的这些反模式设计有些可能是因为我们有好的弥补,或是只是设计失误
然而,我们一般都会去避免或是尽量少用
Power Without Gameplay
不需要主动玩的POWER
This is when we give a big benefit in a way that players don't find
satisfying or don't notice. The classic example of this is team benefit
Auras. In general, other players don't value the aura you give them very
much, and you don't value it much either -- even though auras can win games.
As a REALLY general example, I would say that players value a +50 armor aura
only about twice as much as a +10 armor aura... Even though +50 is 5x better.
Another example would be comparing a +10 damage aura to a skill that every 10
seconds gives flaming weapons that make +30 damage to all teammates next
attack (with fire and explosions!). I am pretty sure that most players are
WAY more excited about the fiery weapons buff, even though the strength is
lower overall.
这些可能是有着很大效益但是玩家却不领情的POWER
经典的例子就是灵气
一般来说,玩家都不觉得灵气很强,即使它们可以帮你赢也一样
举一个非常非常一般的例子,+50甲的灵气在玩家们的心中价值大概只有+10甲的两倍好
即使它事实上是五倍强也一样
另一个例子是跟+10伤害的灵气比起来
每10秒给全队一次+30伤害的单击火焰武器强化(如果还有火焰和爆炸就更好了)
玩家们绝对比较喜欢後者,即使後者事实上比灵气烂很多也一样
The problem with using a "power without gameplay" mechanic is that you tend
to have to 'over-buff' the mechanic and create a game balance problem before
people appreciate it. As a result, we tend to keep Auras weak, and/or avoid
them altogether, and/or pair them on an active/passive where the active is
very strong and satisfying, so that the passive is more strategic around
character choice. For example, Sona's auras are all quite weak -- because at
weak values they ARE appreciated properly.
从上面的例子看,因为玩家们普遍低估,所以你可能会倾向把它们弄得太强
因为我们的灵气都很弱,而且(或是)避免把它们搞在一起、或是跟主动被动效果搭配
然後这个主动要够强,这样来弥补
举例来说唢呐的灵气都烂烂的,但其实它们够好
(
总结:像是灵气的不讨喜,所以尽量不要,不然还有人会哭弱,大家偏好爆炸)
Burden of Knowledge
知识超载
This is a VERY common pattern amongst hardcore novice game designers. This
pattern is when you do a complex mechanic that creates gameplay -- ONLY IF
the victim understands what is going on. Rupture is a great example -- with
Rupture in DOTA, you receive a DOT that triggers if you, the victim, choose
to move. However, you have no way of knowing this is happening unless someone
tells you or unless you read up on it online... So the initial response is
extreme frustration. We believe that giving the victim counter gameplay is
VERY fun -- but that we should not place a 'burden of knowledge' on them
figuring out what that gameplay might be. That's why we like Dark Binding and
Black Shield (both of which have bait and/or 'dodge' counter gameplay that is
VERY obvious), but not Rupture, which is not obvious.
这在硬派的新手设计师非常非常常见
就是你设计了很复杂的玩法,只有受害者才知道发生什麽事
含笑半步颠就是个很棒的例子,你只要走动就会受到伤害
但是你除了去看说明或是别人告诉你,不然你不知道WHYYY
所以可以说这招的初步反应很让人混乱
我们相信让受害者有反制法是很好玩的,但是不应该有知识超载
In a sense, ALL abilities have some burden of knowledge, but some have _a lot
more_ -- the ones that force the opponent to know about a specific
interaction to 'enjoy' the gameplay have it worst.
某种意义来说,所有的招式都有这问题,只是有些招多很多
招式越独特越特化的问题就越大
Good particle work and sound -- good 'salesmanship' -- will reduce burden of
knowledge (but not eliminate it). We still would not do Rupture as is in LoL
ever, but I would say that the HON version of Rupture, with it's really
distinct sound effect when you move, greatly reduces the burden of knowledge
on it.
良好的声光效果,也就是推销,会降低这问题(但不会解决)
总之我们不会在LOL搞个含笑半步颠
但是我得说HON也有这招,而它的非常特殊的声音效果大大地降低了这问题
In summary, all mechanics have some burden of knowledge, and as game
designers, we seek to design skills in a way that gives us a lot of gameplay,
for not too much burden of knowledge. If we get a lot more gameplay from
something, we are willing to take on more burden of knowledge -- but for a
given mechanic, we want to have as little burden of knowledge as possible.
总之我们总是在寻求降低知识超载的问题
(
总结:玩家都懒得看说明,招式要有多直觉就有多直觉,不用文字就了最好)
Unclear Optimization
不清楚的最佳化
This is a more subtle one. when players KNOW they've used a spell optimally,
they feel really good. An example is disintegrate on Annie. When you kill a
target and get the mana back, you know that you used it optimally, and this
makes the game more fun. On the other hand, some mechanics are so convoluted,
or have so many contrary effects, that it is not possible to 'off the cuff'
analyze if you played optimally, so you tend not to be satisfied. A good
example of this is Proudmoore's ult in DOTA where he drops a ship. The ship
hits the target a bit in the future, dealing a bunch of damage and some stun
to enemies. Allies on the other hand get damage resistance and bonus move
speed, but damage mitigated comes up later. Very complicated! And almost
impossible to know if you have used it optimally -- do you really want your
squishies getting into the AOE? Maybe! Maybe not... It's really hard to know
that you've used this skill optimally and feel that you made a 'clutch' play,
because it's so hard to tell, and there are so many considerations you have
to make. On the other hand, with Ashe's skill shot, if you hit the guy who
was weak and running, you know you did it right... You also know you did it
right if you slowed their entire team... Ditto on Ezreal's skill shot.
这部分比较微妙
当玩家们知道他们最佳化地使用了某个技能,他们就会很爽
举例来说安妮用火球烧了个敌人以後会回法力,所以玩家知道他做对了,就爽了
相对的有些就比较别扭,或是有相反的效果,以至於你无法当场就了解怎麽做才是最好
所以你就会没法满足
一个好例子就是OS船长的幽灵船,一艘船过一段时间撞过来,造成一大堆伤害和昏迷
然而队友同时得到抗伤害和额外跑速,但是伤害的缓和会晚一些
OMG这超级复杂的对吧,你根本没法知道你是不是真的有把这招用到最好
你是不是真的要把脆皮卷进范围?可能要也可能不要,你需要考虑的太多,也无法满足
我们的艾许就简单多了,你射出去,把一个快挂掉然後逃命的家伙给爆头了
或是把一团人全都给缓了
你知道你超强也就爽了
EZ的射射也是一样
(
总结:玩家喜欢简单又容易回馈的技能,不用担心一堆,因为用的完美就爽)
Use Pattern Mis-matches Surrounding Gameplay
不搭配的技能
I won't go into too much detail on this, but the simple example is giving a
melee DPS ability to a ranged DPS character -- the use pattern on that is to
force move to melee, then use. This does not feel good, and should be
avoided. I'm sure you are all thinking -- but WoW mages are ranged, and they
have all these melee abilities! Well... Frost Nova is an escape, and the
various AEs are fit around a _comprehensive_ different mage playstyle that no
longer is truly 'ranged' and is mechanically supported across the board by
Blizzard -- so the rules don't apply there ;p
这边没太多细节,举例来说就是给弓手一个近战技能
所以他们得靠过去用这个技能,这样感觉会不好,应该避免如此
我知道你们这时会想,嘿,WOW的法师不就有一堆近战技能吗
well 冰霜新星是逃跑技,而那堆范围技则容易理解而且符合不同的法师风格...
总之我说他不适用这个例子
Fun Fails to Exceed Anti-Fun
反乐趣>乐趣
Anti-fun is the negative experience your opponents feel when you do something
that prevents them from 'playing their game' or doing activities they
consider fun. While everything useful you can do as a player is likely to
cause SOME anti-fun in your opponents, it only becomes a design issue when
the 'anti-fun' created on your use of a mechanic is greater than your fun in
using the mechanic. Dark Binding is VERY favorable on this measurement,
because opponents get clutch dodges just like you get clutch hits, so it
might actually create fun on both sides, instead of fun on one and weak
anti-fun on another. On the other hand, a strong mana burn is NOT desirable
-- if you drain someone to 0 you feel kinda good, and they feel TERRIBLE --
so the anti-fun is exceeded by the fun. This is important because the goal of
the game is for players to have fun, so designers should seek abilities that
result in a net increase of fun in the game. Basic design theory, yes?
反乐趣就是你做了某件事然後伤害到对方的游戏体验
虽说其实在玩游戏你几乎都是在破坏对方的游戏体验,但是在设计时就要注意不要太超过
Morgana的Q就让我们非常非常满意,
因为射出去的时候绑到人的时候你会爽,没绑到对方也会爽,不管怎麽样都是有人爽
相反的我们就没有做强力的燃烧法力
因为你把对方抽成0的时候只会觉得不错,但是对方会觉得超级不爽
这时候就是反乐趣>乐趣
因为我们要知道玩游戏就是要乐趣,所以我们要注意两边的平衡,
这是基础的设计理论,yes?
(
总结:两边都能爽最好,不然也要尽量平衡,显然TK就是个糟糕的例子)
Conflicted Purpose
冲突的目标
This one is not a super strong anti-pattern, but sometimes it's there. A good
example of this would be a 500 damage nuke that slows enemy attack speed by
50% for 10 seconds (as opposed to say, 20%), on a 20 second cooldown. At 50%,
this is a strong combat initiation disable... but at 500 damage it's a great
finisher on someone who is running... but you also want to use it early to
get the disable -- even though you won't have it avail by the end of combat
usually to finish. This makes players queasy about using the ability much
like in the optimization case, but it's a slightly different problem. If the
ability exists for too many different purposes on an explicit basis, it
becomes confusing. this is different from something like blink which can be
used for many purposes, but has a clear basic purpose -- in that place,
players tend to just feel creative instead.
这个并不严重,但是有时候就是在那边
举例来说有一招是500瞬伤同时又会缓对方攻速50%十秒(或是20%),CD20s
当缓50%时她是个强大的开场控场,但是500瞬伤又是个良好的尾刀技
所以这地方就冲突了,你很难决定要要开场还是尾刀用(这地方跟玩法最佳化类似)
如果一招有太多用途,就容易造成混乱
这不像跳跳,有着多用途,但是基本目的很清楚,这时候玩家倾向认为不同玩法是有创意
Anti-Combo
反组合
This one is bad. This is essentially when one ability you have diminishes the
effectiveness of another in a frustrating manner. Some examples:
- Giving a character a 'break-on-damage' CC with a DOT (yes, warlocks have
this, but they tuned it to make it not anti-combo much at all)
- With Warriors in WoW -- they need to get rage by taking damage so that they
can use abilities and gain threat -- but parry and dodge, which are key to
staying alive, make them lose out on critical early fight rage. So, by
gearing as a better tank, you become a worse tank in another dimension --
anti combo!
- With old warrior talent trees in WoW, revenge would give you a stun -- but
stunned enemies cannot hit you and cause rage gain... So this talent actually
reduced your tanking capability a lot in some sense! Anti-combo!
这个很糟,某一招会让另一招缩减功能,举例来说
1.某个"受伤就会解除"的控场,但是同时又有持续伤害
(warlock就有类似的招式,但是有被改进一些)
2.WOW的战士,需要被揍才有怒气,有怒气才能放招,才能吸怪,格档和回避没有怒气
而这样就变成你的装备越好,格档和回避就越高,所以你就没怒气,就是个烂坦克
3.古代的WOW战士天赋,复仇可以击昏人,但是对方被昏就不会打你,也就没有怒气
所以你点了这招就让你坦力变弱
False Choice -- Deceptive Wrong Choice
错误选择:欺骗你的错误选择
This is when you present the player with one or more choices that appear to
be valid, but one of the choices is just flat wrong. An example of this is an
ability we had in early stages recently. It was a wall like Karthus' wall,
but if you ran into it, it did damage to you, and then knocked you towards
the caster. In almost every case, this is a false choice -- because you just
shoudln't go there ever. If it was possible for the character to do a
knockback to send you into the wall, it wouldn't be as bad. Anyhow, there's
no reason to give players a choice that is just plain bad -- the Tomb of
Horrors (original module) is defined by false choices -- like the room with
three treasure chests, all of which have no treasure and lethal traps.
就是你有几个选择让玩家选,看起都可行,但是其实里面有一个根本就是错的
举例来说我们早期有一招墙像是死歌那样,你跑进去会受伤然後被撞到施法者那边
在大部分的情况这是个错误的选择,因为你根本不应该跑过去
如果是施法者可以拉你去撞墙,这样才比较好
总之,你没有理由给玩家一个纯粹就是错误的选择
像是DND的Tomb of Horrors就是个错误的选择
又像是房间有三个宝箱,但是里面全都没宝物,只有致命的陷阱
(
总结:不要裱玩家)
False Choice -- Ineffective Choice
错误选择:没效率的选择
Similar to above, except when you give what appears to be an interesting
choice that is then completely unrewarding, or ineffective at the promised
action. An older version of Swain's lazer bird had this failing... Because
the slow was so large, you could never run away in time to de-leash and break
the spell and reduce damage, and in cases you did, you'd just dodge 20% of
the damage at a big cost of movement and DPS -- so running was just an
ineffective choice.
跟上面很像,只是这个选择完全没奖励
像是古代的史汪的鸟,超级缓以致於你根本跑不出技能范围逃脱
即使你跑出去了,你也只是躲开20%的伤害,然後丧失大量的跑速和DPS
在这个例子,逃跑就是个没效率的选择
Or We Could **** the Player!!1111oneoneone
或是我们乾脆就****玩家!!
This is where you straight up screw over the player, usually with dramatic
flair, or maybe just try to make the player feel crappy in a way that isn't
contributing to the fun of the game. These range in severity, but examples
usually are spawned because the designer is a pretentious wanker who likes to
show what a smart dude he is and how stupid the player is. I do not respect
designers who engage in this pattern intentionally, and encourage any design
lead out there to immediately fire any of your staff that does. I do
understand that it can happen inadvertently, and that you might cause some of
this stress on purpose in an RPG for character development.. And of course, I
love you WoW team despite the 'playing vs' experience of Rogue and Warlock,
as you DO have the best classes of any MMO, and they look even better in
Cataclysm.... But, on Bayonetta, did the developers really think the stone
award was a good idea? But I digress...
就是直接裱玩家,只有烂设计师才这麽做,想要展示他多聪明玩家多笨
像我很喜欢WOW的团队,即使我必须面对跟贼和战锁队打的阴影也一样
因为你们却时有着所有线上游戏最好的职业设计,而且他们在大灾变看起来又更好了
但是在Bayonetta,那些设计师真的认为那些石头奖励是个好主意吗?我不认为如此
Very Severe: The original tomb of horrors D&D module is the worst in
existence. Good examples are the orb of annihilation that doesnt look like
one and instakills you and all your gear if you touch it, and the three
treasure chests where each has no loot and deadly traps and no clues that
this is the case.
非常糟:
DND的tomb of horrors是最糟糕的范例
好的范例是orb of annihilation,你摸到以後会被瞬杀然後装备全部不见
还有三个没宝物只有致命陷阱的宝箱也是
Severe: There's a popular wc3 map in China where you enter a bonus round, and
have a 2% chance of just straight up dying rather than getting cool loot.
严重:
像中国有个受欢迎的魔兽三地图,当你进入额外回合,就有个2%机率直接死掉
Situationally Moderate:Horrify + fear kiting from a competent warlock who
outgears you in WoW. Guess what? You die before getting to react, while
watching it in slow motion!
看情况:
在WOW被战锁用惊吓+恐惧放风筝
你还没反应就死了,还是用慢动作观赏!
Mild: Stone award in Bayonetta. So... you barely get through the level for
the first time, then get laughed at by the game with a lame statue of the
comic relief character, and a mocking laugh. Please -- maybe a bronze award
and a 500 pt bonus might be more appropriate? The player might have worked
VERY hard to get through the level, espec on normal and higher difficulties.
温和:
Bayonetta的石头奖励
你第一次大概都过不了关,然後就被个漫画风的蠢雕像笑,笑的还很让人不爽
拜托,给个铜奖励和500点不会比较好吗?
玩家得非常非常努力才过的了关,特别是在普通和更高的难度
Non-Reliability
不可靠
Skills are tools. Players count on them to do a job. When a skill is highly
unreliable, we have to overpower it to make it 'satisfying enough'. Let me
give you an example: Let's say Kayle's targeted invulnerability ult had a 95%
chance of working, and a 5% chance of doing nothing when cast. We'd have to
make it a LOT stronger to make it 'good enough' because you could not rely
upon it... and it would be a lot less fun. Random abilities have this problem
on reliability -- they tend to be a lot less satisfying, so you have to
overpower them a lot more. Small amounts of randomness can add excitement and
drama, but it has a lot of downsides. There are other examples of
non-reliability, but randomness is the most obvious one. Abilities that
require peculiar situations to do their jobs tend to run into the same
problems, such as Tryndamere's shout that only slows when targets are facing
away from him.
技能是工具,玩家倚赖它们来达成工作
当技能高度不稳时,我们就必须把它弄的很强才能让人满意
给你个例子:要是凯尔R有5%可能会失灵,我们就得把它弄的非常非常强才能让它够好
因为它不可靠,这样一来也就变得不好玩
随机系的技能就有这种可靠度问题,它们通常让人不太满意,所以你就必须调强很多
小幅度的随机性可以增加乐趣和插曲,但是有很多缺点
不只是随机,还有很多其他例子属於不可靠,然而随机是最明显的一个
需要特殊情况才能发挥的技能也有这种问题,像是Tryn的W需要别人背对才能缓人
这好像解释很多之前一直有人抱怨LOL技能直线或是简单的问题...
--
※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 140.122.76.84
※ 编辑: wake01 来自: 140.122.76.84 (07/14 21:27)
1F:→ evildark :fsn有个站在水池直接秒杀random hero的技能 XD 07/14 21:29
2F:推 zseineo :嘛...我觉得这种设计理念会绑死蛮多东西的-.- 07/14 21:30
3F:推 Yadsmood :老玩家会一直想要有特殊的东西 但是累积起来新玩家 07/14 21:33
4F:→ Yadsmood :会很痛苦 dev也会很难平衡游戏 07/14 21:33
5F:推 hSATAC :这篇很棒,推一个 收起来 07/14 21:34
6F:推 superxk :她讲的war3地图2%会死好像是是rpg地图都会设计的 07/14 21:34
7F:推 zseineo :嗯,新玩家这样好上手 07/14 21:34
8F:→ evildark :就和wow一样 dev换一轮之後总要面对... 07/14 21:35
9F:推 cat0405 :我一直觉得指向性技能很棒啊!!! 07/14 21:35
10F:→ Yadsmood :ps. Zileas是前暴雪员工, 所以他很常拿bz作的当例子 07/14 21:35
11F:→ zseineo :可是老玩家玩久了...:怎麽都一样 07/14 21:35
12F:→ zseineo :LOL指向性技能很棒啊,可是每一招都直的 07/14 21:36
13F:推 Homeparty :这大概解释了版上的65536篇LOL比较文 07/14 21:37
14F:→ Homeparty :不过大陆的WAR3地图99%都是农夫游戏,农怪跟杀小兵 07/14 21:37
15F:→ Homeparty :还有前面说设计越简单的技能,但我觉得越简单越有难度 07/14 21:38
16F:→ Homeparty :例如他举例的ASH冰箭 07/14 21:38
17F:→ evildark :uuu9出的都那样 farm and hidden quest 07/14 21:40
18F:→ zseineo :难度是一回事,没乐趣 07/14 21:44
19F:→ zseineo :应该说看久很无聊...XD 07/14 21:44
20F:→ zseineo :大冰例外,地图兵器用起来就是爽 07/14 21:44
21F:→ zseineo :lux魔炮同理 07/14 21:44
22F:→ zseineo :大陆WAR3地图每个都要最佳化流程,无聊到不行-.- 07/14 21:45
23F:→ evildark :rpg玩到最後本来就是这样 各种游戏也都有TAS 07/14 21:45
24F:→ gcobc12632 :技能太难很有趣 但是难平衡 技能太简单又太无聊= = 07/14 21:46
25F:→ evildark :大陆cg跑流程真的还好 07/14 21:46
26F:推 o07608 :我花了五分钟想说唢呐是哪位......囧 07/14 21:49
27F:→ zseineo :SONA啊XD 07/14 21:49
28F:→ zseineo :嘛,我只是点个最简单都会打到很脑羞所以有那句XD 07/14 21:50
29F:推 Murasaki0110:...你居然翻了,你是M啊!! 07/14 21:50
30F:→ zseineo :最难难度要最佳流程来跑我没意见 07/14 21:50
31F:推 Homeparty :这游戏就是简单,但还是会打到恼羞 07/14 21:51
32F:推 hardyuse :翻译推 07/14 21:51
33F:→ wake01 :讲游戏设计其实是挺有参考和研究价值的阿! 07/14 21:52
34F:推 doomleika :游戏就是看起来简单hardcore 藏在里面啊 07/14 21:59
35F:推 Homeparty :游戏要把敌我双方都设计到玩的乐趣真的蛮难的 07/14 22:03
36F:推 zseineo :高手跟新手都有不错的游戏体验比较难 07/14 22:04
37F:→ evildark :morg 你Q到很爽 没Q到对方很爽 大家都很爽 (Y) 07/14 22:06
38F:推 zseineo :楼上无误(? 07/14 22:07
39F:→ lazarus1121 :对岸的魔兽RPG只有包装不一样阿...都是作业GAME 07/14 22:07
40F:→ doomleika :Morg:呵呵(丢球) Kayle:呵呵(闪球) 07/14 22:07
41F:→ doomleika :好恐怖的画面 07/14 22:08
42F:→ cpcexe :warlock 是 术士 不是战锁(′‧ω‧‵) 07/14 22:08
43F:→ cpcexe :总结还蛮中肯的 XD 07/14 22:08
44F:→ Yadsmood :那是故意的 wake01翻译风格 07/14 22:09
45F:推 albertyih :含笑半步癫XD 新手绝对会被这招婊 07/14 22:13
46F:→ albertyih :没遇过谁知道走越远喷越多阿 07/14 22:14
47F:推 doomleika :我当初在HoN当n00b时就被这招婊 07/14 22:15
48F:→ albertyih :虽然一个TP就可解也很蠢 07/14 22:15
49F:→ albertyih :玩BS看到目标在TP却砍不死他真的很QQ 07/14 22:16
50F:推 scm80507211 :完全认同这一篇 跟我之前的想法一模一样... 07/14 22:23
51F:→ aoiaoi :你Q到对方 你很爽 对方也很不爽阿... 07/14 22:25
52F:→ Homeparty :但不是每次都能Q到XDDDDDDD 07/14 22:38
53F:推 GinHan :有意思 07/14 22:47
54F:推 playerd :感谢翻译 07/14 22:48
55F:推 chunyulai :非常认同他的设计理念 07/14 22:58
56F:→ a2364983 :战锁锁不住 07/14 23:10
57F:→ serifo :warlock翻成术士会比较好,我看到有点卡住 07/14 23:12
58F:→ serifo :喔我看到推文了,原来是wake01风格 07/14 23:15
59F:→ Yanrei :一直Q不到,队友会很不爽…… 07/14 23:17
60F:→ Yanrei :今天遇到一个Blitz,整场我只看他Q中两次… 07/14 23:17
61F:推 catsondbs :Viegar的晕对新手也很婊呀 中了很多次也明白 07/14 23:44
62F:推 Nikkor :推!!!!!!!!!!!! 07/15 00:42
63F:推 hpig :推翻译^_^感谢 07/15 00:55
64F:推 forever05520:感谢翻译 07/15 01:03
65F:推 ETOHs :谢翻译 推荐这篇文章! 07/15 01:16
66F:→ ETOHs :fiddle的E&Q不确定性也很高啊!!!! 07/15 01:16
67F:推 smisfun :超级强推"两边爽"理念 !!!! 07/15 01:34
68F:推 Dix123 :这篇推一个 虽不见得全赞同 但是解说清析易懂 07/15 02:09
69F:推 b0017570 :不得不推啊...唉... 07/15 02:20
70F:推 v86861062 :推推:D 07/15 02:21
71F:推 thewid :fiddle感觉跟这篇理念完全不合 07/15 04:05
72F:推 xanthous :fiddle我杀他十次的爽感才能抵销被他杀一次的不爽 07/15 04:13
73F:推 xanthous :GP我被杀一次的不爽要杀十个人才能弥补 07/15 04:16
74F:→ mo4zi3 :RED打脸文 XD 07/15 04:23
75F:→ a7420852 :fear... 07/15 04:26
76F:推 Warrix :Push 07/15 05:28
77F:→ Warrix :所以强者大战只能无脑化 07/15 05:28
78F:推 AnnRi :真有趣 >w< 07/15 06:44
79F:推 Dinaya :这篇很棒,在游戏设计方面可以得到知识补充(虽然有些 07/15 07:32
80F:→ Dinaya :应该其它相关设计文章就有讲过了) 07/15 07:33
81F:→ Dinaya :不过真的受益良多~ 07/15 07:33
82F:推 ck574b027 :小招就算了,但我觉得新手至少要知道每角色大招吧, 07/15 08:49
83F:→ ck574b027 :不看技能说明就玩游戏本来就不会好玩啊。 07/15 08:50
84F:推 ck574b027 :不过除了burden其他理念真的很棒。 07/15 08:55
85F:→ serifo :楼上太看得起新手了,这游戏又不能测试全英雄 07/15 09:50
86F:→ Dinaya :应该不是测英雄,而是能在游戏中得知对手的英雄资料 07/15 10:52
87F:推 ck574b027 :游戏中问功夫不讨论 平常介面的英雄介绍有看就够了 07/15 13:25
88F:推 Shalone :推~难怪我这麽喜欢LoL~~因爲我很爽XDDD 07/16 01:42
89F:推 IronHand :战锁=>术士? 07/16 10:14
90F:推 andywolfer :太有个人风格了,这一段要配合术士无敌的时代才懂 07/28 00:29
91F:推 luckmanc :vei的r 看到对方有法师,r下去 我超爽,对面安妮fid 08/26 09:37
92F:→ luckmanc :malz超不爽@@ 08/26 09:37
93F:推 Terrill :推这个设计理念 10/06 02:10