@Simon_Hypixel
对于即将推出的 Hytale 技能系统(涉及符文),你有什么建议吗?能力或修饰符方面的想法都可以——召唤、触发型施法、法术、PvP、图腾、增益、辅助类的思路?
目前在预发布版中已有非常基础的形态,但后续会大幅扩展!


@Simon_Hypixel
我觉得我们有必要加入一些带触发条件或被动效果的能力,这样不喜欢多按额外按键的玩家也能玩得很爽。
有点像流放之路里的“正义之火”流派,但可能不至于那么极端哈哈。
@Simon_Hypixel
顺便说下,第一章之后我们会举办符文模组创作比赛,可能会把获胜作品加入游戏,并奖励丰厚奖金
@Mailanka23
所有玩家最终都会拥有符文,不存在“我是法师所以我用魔法,我是战士所以我没必要用”这种区分。因此,符文应该用来帮助定制玩法风格。我很喜欢它们已经在鼓励特定武器选择这一点,但同时也应该鼓励不同的作战模式。比如,一个护盾符文能提升防御,加上一个修改器后可以挑衅敌人攻击你(坦克);或者让魔法攻击变成范围爆炸的符文(法师);又或者让召唤物持续时间更长或更有效的符文(召唤师)。
让它作为一种细腻、轻微的手段,来定制角色的定位和玩法风格,创造一些差异化。
@Simon_Hypixel
未来的装备系统会帮助解决这个问题,你可以选择符文/装备来倾向你想要的玩法(比如,如果你喜欢魔法,就可以往那个方向深入)。
@Prowl8413
想法太多了:
1)取消“塑像”交互,改为像流放之路2那样的物品栏界面。如果担心玩家在战斗中频繁切换符文,可以加个战斗冷却时间之类的限制。
2)技能伤害应该基于武器缩放,而不是自带固定伤害。也就是说,后台应该有一套公式,根据你使用的武器来计算伤害。你可以为某些武器类型添加额外加成,比如用法杖施放火球就比用剑施放伤害更高。
UI 可以给玩家显示计算后的伤害数值,让他们知道能打多少。
3)把“魔力”改名为“精华”之类的,让近战和魔法攻击都消耗同一种资源。
4)只消耗魔力/精华作为成本,不需要冷却(也许设个 1 秒防止连点?)。我想更频繁地使用技能,专注于资源管理。
5)为每个符文添加可升级的等级。比如火球 1-5 级。随着等级提升,伤害缩放提高,但资源消耗也增加。玩家可以选择最适合自己的等级——要么低耗低伤多放几次,要么高耗高伤只放几次然后资源耗尽。
6)我觉得再多一个符文槽会更好,加入更多辅助型符文,比如不同方式治疗、控制、减益等。只有 2 个槽位的话,我可能只会选两个攻击技能,辅助类就算存在也可能被搁置。3 个槽位感觉会好很多。或许后期可以解锁第三个槽?
7)技能的响应速度应该比现在更快。“风刃”技能感觉很慢,射程也很有限;火球的弹道速度和施法时间会让命中变得极其困难。“地震猛击”的尖刺目前实际上并不会把敌人打飞。
以上就是我随便想了几分钟的内容,肯定还有更多。
@Simon_Hypixel
1)这还会改进,“塑像”只是为了快速实现功能临时做的,整个 UI 正在重做中。
2)装备系统后续会变得相当复杂,现在下结论太早,不过我认为某些技能确实可能会从武器上按百分比取伤害。
3)我们讨论过这事,甚至也有人提“精华”这个名字,但游戏里已经有叫“精华”的物品了,所以暂时用了“魔力”,可能会改,但也不是大问题。
4)你看到的冷却时间都是临时的,我倾向于大幅减少冷却,除非是像大型增益或防御类技能,可以参考 ARPG 对冷却的处理方式。
5)符文的升级系统后续会处理,很可能与新合成系统相关。
6)初始 2 个槽,后续看平衡情况,另外有些物品会与符文产生互动。
7)是的,所有这些都还没经过正式的游戏设计调整,而且整个战斗手感还需要提升很多。
@its_acornaut
我希望一些修改器能改变符文的视觉效果。比如当前的“地震猛击”符文加上冰霜修改器后,纹理变成透明的冰而不是岩石;“风刃”加上火焰修改器后看起来像火焰之刃。
@Simon_Hypixel
这正是计划:应用元素修改器符文会影响技能的视觉效果。
@EdilanTV
关于“塑像”有什么计划?如果不能在战斗中放置台座来更换符文,可能会有些限制。
如果能有一个额外的物品栏标签页来配置符文,并随身携带几个以备探索时切换,那就好了。
@Simon_Hypixel
你不能手动放置(符文)工作台。这是有意限制,让你做出一点“承诺”,但我们之后会探索提供更多灵活性。我不希望变成无脑频繁切换符文的“版本答案”。
初期,符文可以在“往昔神庙”中自由更换,以及在第一章第一个 Boss 之前;但我们会随着时间发展这个系统。也许会有配装方案或更多选项。需要更多测试和演进!
我们面前有很多选择,需要看哪些合理。玩过流放之路和最后纪元的人应该能看到两者处理方式的不同。魔兽世界也是,从经典版到正式版,洗点/重置的机制也演变了很多。
原文:
对于即将推出的 Hytale 技能系统(涉及符文),你有什么建议吗?能力或修饰符方面的想法都可以——召唤、触发型施法、法术、PvP、图腾、增益、辅助类的思路?
目前在预发布版中已有非常基础的形态,但后续会大幅扩展!


@Simon_Hypixel
我觉得我们有必要加入一些带触发条件或被动效果的能力,这样不喜欢多按额外按键的玩家也能玩得很爽。
有点像流放之路里的“正义之火”流派,但可能不至于那么极端哈哈。
@Simon_Hypixel
顺便说下,第一章之后我们会举办符文模组创作比赛,可能会把获胜作品加入游戏,并奖励丰厚奖金
@Mailanka23
所有玩家最终都会拥有符文,不存在“我是法师所以我用魔法,我是战士所以我没必要用”这种区分。因此,符文应该用来帮助定制玩法风格。我很喜欢它们已经在鼓励特定武器选择这一点,但同时也应该鼓励不同的作战模式。比如,一个护盾符文能提升防御,加上一个修改器后可以挑衅敌人攻击你(坦克);或者让魔法攻击变成范围爆炸的符文(法师);又或者让召唤物持续时间更长或更有效的符文(召唤师)。
让它作为一种细腻、轻微的手段,来定制角色的定位和玩法风格,创造一些差异化。
@Simon_Hypixel
未来的装备系统会帮助解决这个问题,你可以选择符文/装备来倾向你想要的玩法(比如,如果你喜欢魔法,就可以往那个方向深入)。
@Prowl8413
想法太多了:
1)取消“塑像”交互,改为像流放之路2那样的物品栏界面。如果担心玩家在战斗中频繁切换符文,可以加个战斗冷却时间之类的限制。
2)技能伤害应该基于武器缩放,而不是自带固定伤害。也就是说,后台应该有一套公式,根据你使用的武器来计算伤害。你可以为某些武器类型添加额外加成,比如用法杖施放火球就比用剑施放伤害更高。
UI 可以给玩家显示计算后的伤害数值,让他们知道能打多少。
3)把“魔力”改名为“精华”之类的,让近战和魔法攻击都消耗同一种资源。
4)只消耗魔力/精华作为成本,不需要冷却(也许设个 1 秒防止连点?)。我想更频繁地使用技能,专注于资源管理。
5)为每个符文添加可升级的等级。比如火球 1-5 级。随着等级提升,伤害缩放提高,但资源消耗也增加。玩家可以选择最适合自己的等级——要么低耗低伤多放几次,要么高耗高伤只放几次然后资源耗尽。
6)我觉得再多一个符文槽会更好,加入更多辅助型符文,比如不同方式治疗、控制、减益等。只有 2 个槽位的话,我可能只会选两个攻击技能,辅助类就算存在也可能被搁置。3 个槽位感觉会好很多。或许后期可以解锁第三个槽?
7)技能的响应速度应该比现在更快。“风刃”技能感觉很慢,射程也很有限;火球的弹道速度和施法时间会让命中变得极其困难。“地震猛击”的尖刺目前实际上并不会把敌人打飞。
以上就是我随便想了几分钟的内容,肯定还有更多。
@Simon_Hypixel
1)这还会改进,“塑像”只是为了快速实现功能临时做的,整个 UI 正在重做中。
2)装备系统后续会变得相当复杂,现在下结论太早,不过我认为某些技能确实可能会从武器上按百分比取伤害。
3)我们讨论过这事,甚至也有人提“精华”这个名字,但游戏里已经有叫“精华”的物品了,所以暂时用了“魔力”,可能会改,但也不是大问题。
4)你看到的冷却时间都是临时的,我倾向于大幅减少冷却,除非是像大型增益或防御类技能,可以参考 ARPG 对冷却的处理方式。
5)符文的升级系统后续会处理,很可能与新合成系统相关。
6)初始 2 个槽,后续看平衡情况,另外有些物品会与符文产生互动。
7)是的,所有这些都还没经过正式的游戏设计调整,而且整个战斗手感还需要提升很多。
@its_acornaut
我希望一些修改器能改变符文的视觉效果。比如当前的“地震猛击”符文加上冰霜修改器后,纹理变成透明的冰而不是岩石;“风刃”加上火焰修改器后看起来像火焰之刃。
@Simon_Hypixel
这正是计划:应用元素修改器符文会影响技能的视觉效果。
@EdilanTV
关于“塑像”有什么计划?如果不能在战斗中放置台座来更换符文,可能会有些限制。
如果能有一个额外的物品栏标签页来配置符文,并随身携带几个以备探索时切换,那就好了。
@Simon_Hypixel
你不能手动放置(符文)工作台。这是有意限制,让你做出一点“承诺”,但我们之后会探索提供更多灵活性。我不希望变成无脑频繁切换符文的“版本答案”。
初期,符文可以在“往昔神庙”中自由更换,以及在第一章第一个 Boss 之前;但我们会随着时间发展这个系统。也许会有配装方案或更多选项。需要更多测试和演进!
我们面前有很多选择,需要看哪些合理。玩过流放之路和最后纪元的人应该能看到两者处理方式的不同。魔兽世界也是,从经典版到正式版,洗点/重置的机制也演变了很多。
原文:
@Simon_Hypixel
Do you have suggestions for the upcoming Hytale ability system involving runes? Abilities or Modifiers
Summons, cast-on triggers, spells, PvP, totems, buffs, support ideas?
Currently available in a very basic form in the pre-release, but will be expanded quite heavily!
[pic]
---
@Simon_Hypixel
I think it will be important for us to have some abilities with triggers or passive effects, so people who don't like extra buttons can go hard as well.
Kinda like the PoE 1 Righteous Fire build, but maybe not that far lol
---
@Simon_Hypixel
FYI, we will be doing runes modding contests after Chapter 1, we might add the winners in-game and reward some big $
---
@Mailanka23
All players will end up with them. There is no "I'm a mage, I have magic" vs "I'm a fighter, I don't." So they should be used to help customize playstyles in some way. I like that they're already encouraging specific weapon choice, but they should also encourage modes of play. For example, a shielding rune that improves protection with a modification to it that can provoke enemies to attack you ("Tank"), or runes that turn magic attacks into area blasts ("Mage"), or a rune that makes your summons last longer or more effective ("Summoner")
Let it act as a subtle, minor means to customize the role and play style of your character and create some differentiation.
---
@Simon_Hypixel
Future itemization will help solve that, so you pick your runes/gear to lean into the playstyle that you are aiming for (for example, if you like magic, then you can go lean into it)
---
@Prowl8413
Tons
1) Drop the effigy, add an inventory menu instead (just like in POE2), add a combat cooldown or something if you are worried people will try rune swapping mid battle
2) Abilities should damage scale, not have their own damage. So in the backend have some sort of formula to determine damage based off of the weapon used. You can add a bonus for certain types of weapons, like say if you use a staff to cast fireball instead of a sword.
The UI can give the player the calculated damage number so they know how much damage they will do
3) Lets change "Mana" to something like "essence", and you can have melee and magical based attacks both draw from it.
4) Only have mana/essense as a cost, no need for a cooldown (maybe 1 second to stop spamming?) I want to use the abilities more frequently, and manage the resource instead.
5) Have additional levels you can obtain for each rune. For example, Fireball 1-5. As you increase level, the damage scaling increases, but so does the resource cost. The player can then choose which level is best for them, using the ability more, for less damage and less cost, or only having a few total ability uses for more damage, then they have drained their resource
6) 1 more rune slot I think, and include many different support style runes, healing in different ways, crowd control, debuffs, etc. With only 2 runes, I think I'll feel like I need to pick 2 attacks, and support stuff if it exists will likely get set aside. 3 I think would feel a lot better. Maybe you can unlock the 3rd slot later on?
7) Abilities should be snappier than they feel so far. The wind blade ability feels very slow, its range is also super limited, fireball projectile speed + cast time will make landing a hit extremely hard. The ground slams spike up doesn't actually launch enemies currently.
Thats all I got just thinking about it for a minute or 2, I'm sure I'd have some more.
---
@Simon_Hypixel
1) This will evolve, the effigy is just the quickest way to get it done ASAP, the whole UI is getting reworked atm.
2) Itemization will getting quite complex later on, this is too early to tell but I do think SOME abiltiies might pull % damage from the weapons.
3) We had talks about it, even Essence was mentioned but we already have items called essence in the game so we just went with mana at the moment, might change but no biggie TBH
4) Cooldowns that you see are temporary, I tend to go with a lot less cooldowns, unless its like a big buff or something defensive, think ARPG how they handle CDs
5) Leveling of runes will be handled later on, most likely involve the new crafting
6) starting with 2, will see how it goes with balance, keep in mind some items will interact with runes later
7) yes, all of this has not had a game design pass yet + combat in general needs to feel better x10
---
@its_acornaut
I’d love if some modifiers changed how a rune look visually. The current Ground Slam Rune in the game + Frost Modifier turns the texture to be transparent ice instead of rock. Wind Strike + Flame Modifier makes it look like a blade of fire.
---
@Simon_Hypixel
That's the plan: applying modifier element runes will affect the visuals of the ability.
---
@EdilanTV
What's the plan for the Effigy?
It may be little restrictive if you can't change runes in the middle of a battle by placing down a bench
Would be great the possibility to have a extra tab in the inventory to configure your runes and be able to equip yourself with a few to explore
---
@Simon_Hypixel
You will not be able to place a bench. It is meant to be restrictive so that you make a small "commitment" but we will explore having flexibility later on. I don't want it to become meta to just swap runes non-stop, you know.
At first, the runes will be freely changeable in the Forgotten Temple and before the first boss in Chapter 1; we will evolve the system over time, though. Maybe a loadout system or more options. Need more testing and evolution!
We have a lot of options ahead; we just need to see what makes sense. For anyone who has played PoE2 and Last Epoch, you can see how both handle it differently. Same goes with WoW; respec/etc from classic to retail evolved quite a lot.
Do you have suggestions for the upcoming Hytale ability system involving runes? Abilities or Modifiers
Summons, cast-on triggers, spells, PvP, totems, buffs, support ideas?
Currently available in a very basic form in the pre-release, but will be expanded quite heavily!
[pic]
---
@Simon_Hypixel
I think it will be important for us to have some abilities with triggers or passive effects, so people who don't like extra buttons can go hard as well.
Kinda like the PoE 1 Righteous Fire build, but maybe not that far lol
---
@Simon_Hypixel
FYI, we will be doing runes modding contests after Chapter 1, we might add the winners in-game and reward some big $
---
@Mailanka23
All players will end up with them. There is no "I'm a mage, I have magic" vs "I'm a fighter, I don't." So they should be used to help customize playstyles in some way. I like that they're already encouraging specific weapon choice, but they should also encourage modes of play. For example, a shielding rune that improves protection with a modification to it that can provoke enemies to attack you ("Tank"), or runes that turn magic attacks into area blasts ("Mage"), or a rune that makes your summons last longer or more effective ("Summoner")
Let it act as a subtle, minor means to customize the role and play style of your character and create some differentiation.
---
@Simon_Hypixel
Future itemization will help solve that, so you pick your runes/gear to lean into the playstyle that you are aiming for (for example, if you like magic, then you can go lean into it)
---
@Prowl8413
Tons
1) Drop the effigy, add an inventory menu instead (just like in POE2), add a combat cooldown or something if you are worried people will try rune swapping mid battle
2) Abilities should damage scale, not have their own damage. So in the backend have some sort of formula to determine damage based off of the weapon used. You can add a bonus for certain types of weapons, like say if you use a staff to cast fireball instead of a sword.
The UI can give the player the calculated damage number so they know how much damage they will do
3) Lets change "Mana" to something like "essence", and you can have melee and magical based attacks both draw from it.
4) Only have mana/essense as a cost, no need for a cooldown (maybe 1 second to stop spamming?) I want to use the abilities more frequently, and manage the resource instead.
5) Have additional levels you can obtain for each rune. For example, Fireball 1-5. As you increase level, the damage scaling increases, but so does the resource cost. The player can then choose which level is best for them, using the ability more, for less damage and less cost, or only having a few total ability uses for more damage, then they have drained their resource
6) 1 more rune slot I think, and include many different support style runes, healing in different ways, crowd control, debuffs, etc. With only 2 runes, I think I'll feel like I need to pick 2 attacks, and support stuff if it exists will likely get set aside. 3 I think would feel a lot better. Maybe you can unlock the 3rd slot later on?
7) Abilities should be snappier than they feel so far. The wind blade ability feels very slow, its range is also super limited, fireball projectile speed + cast time will make landing a hit extremely hard. The ground slams spike up doesn't actually launch enemies currently.
Thats all I got just thinking about it for a minute or 2, I'm sure I'd have some more.
---
@Simon_Hypixel
1) This will evolve, the effigy is just the quickest way to get it done ASAP, the whole UI is getting reworked atm.
2) Itemization will getting quite complex later on, this is too early to tell but I do think SOME abiltiies might pull % damage from the weapons.
3) We had talks about it, even Essence was mentioned but we already have items called essence in the game so we just went with mana at the moment, might change but no biggie TBH
4) Cooldowns that you see are temporary, I tend to go with a lot less cooldowns, unless its like a big buff or something defensive, think ARPG how they handle CDs
5) Leveling of runes will be handled later on, most likely involve the new crafting
6) starting with 2, will see how it goes with balance, keep in mind some items will interact with runes later
7) yes, all of this has not had a game design pass yet + combat in general needs to feel better x10
---
@its_acornaut
I’d love if some modifiers changed how a rune look visually. The current Ground Slam Rune in the game + Frost Modifier turns the texture to be transparent ice instead of rock. Wind Strike + Flame Modifier makes it look like a blade of fire.
---
@Simon_Hypixel
That's the plan: applying modifier element runes will affect the visuals of the ability.
---
@EdilanTV
What's the plan for the Effigy?
It may be little restrictive if you can't change runes in the middle of a battle by placing down a bench
Would be great the possibility to have a extra tab in the inventory to configure your runes and be able to equip yourself with a few to explore
---
@Simon_Hypixel
You will not be able to place a bench. It is meant to be restrictive so that you make a small "commitment" but we will explore having flexibility later on. I don't want it to become meta to just swap runes non-stop, you know.
At first, the runes will be freely changeable in the Forgotten Temple and before the first boss in Chapter 1; we will evolve the system over time, though. Maybe a loadout system or more options. Need more testing and evolution!
We have a lot of options ahead; we just need to see what makes sense. For anyone who has played PoE2 and Last Epoch, you can see how both handle it differently. Same goes with WoW; respec/etc from classic to retail evolved quite a lot.