(左邊是邪惡,右邊是善良)
1) Can you present us the Reputation System?
"You were born a Griffin! The story of your life is yours to write, but choose your ink wisely. There are only two colors… your blood or your tears."
In Might & Magic Heroes, you are proposed two distinct ways of writing your destiny. Your blood descends from the Dragon-gods themselves, and if you follow your instincts, attacking fast and hard, throwing caution to the wind, your blood will serve you well.
There is also another way to write your hero’s story. You can do your best to understand the complexity of a situation before acting rashly. This path is for seekers of knowledge, protectors and the curious at heart. It is full of moments of surprising happiness, but also times of tragic sadness. This is the path of Tears.
Whatever path you choose, you must follow it through to its logical end. True heroes are true to their hearts. Whether trusting Blood or risking Tears, writing the story of your destiny will be an exciting adventure.
In H6 the player will be faced with a very important Reputation choice between two different "moral paths": the path of Dragon Tears and the path of Dragon Blood.
This is not a Manichean "Good vs Evil" dichotomy but rather a dynamic concept of conflicting perspectives.
Blood Heroes will be active and offensive, Tears Heroes will be more reactive and defensive.
Imagine, for instance, that your hero stumbles upon an innocent person being assaulted by a robber.
Like a "Punisher", the Blood hero will chase the robber and attack him to prevent him from causing more harm.
Like a "Paladin", the Tears hero will interpose himself between the robber and its victim. He will try to intimidate or persuade the robber, and comfort the victim.
2) What are the IG consequences of these choices?
Your hero’s path will strongly influence your player’s experience:
In terms of storytelling, it will unlock special quests on each campaign map, different companion heroes, and a unique "epilogue" map linked to your path.
Gameplaywise, it will grant you access to specific "advanced classes", 4 per faction, each with their unique visuals and sets of abilities.
The more Reputation you gain, the more powerful your Reputation-related abilities become.
For instance, Healing (a Light spell) will be influenced by your Tears rating, whereas Fireball (a Fire spell) will be influenced by your Blood rating.
This is truly a unique system, never before seen in a strategy game.
3) What can we expect from the advanced classes? Will they work like in H4?
No, because they’re not based on a specific combination of abilities but rather on your Reputation choices.
Your heroes’ classes will ultimately be defined by their faction, their affinity (Might or Magic) and their Reputation choice.
For instance, a Might hero from the Haven faction will start as a "Knight" and can later evolve into a "Paladin" (Tears) or a "Vindicator" (Blood).
4) Can you hold your class advancing? Or will it happen automatically?
Most ingame actions will award Reputation points.
For instance, if your enemies flee before your powerful army, choosing to let them escape will grant you Tear points. Chasing them down to kill them will give you Blood points.
More generally, using Tear abilities will grant you Tear points, and the same goes for Blood.
Many quests will also offer a Reputation choice and they will reward you with the appropriate Reputation points.
These gains are not mutually exclusive. Your Blood and Tears ratings are not co-dependant and you never lose the Reputation points you’ve gained.
When you reach a certain Blood or Tears threshold, you’re offered the choice of evolving into the corresponding Reputation advanced class.
This is not automatic; you have to return to one of your towns to change classes. So you can wait until you have reached both of the Tears and Blood thresholds, and then make your choice.
Every ten levels, you can also "respec" your hero’s Reputation (and therefore their class and abilities).
But in the single player campaigns, you have to make a final Reputation choice at a certain moment, and you cannot go back and respec (for obvious storytelling reasons).
可以介紹下聲譽系統嗎?
“你天生就是獅鷲家的種!你的人生是由自己來書寫的,不過要明智的選擇好墨水。墨水只有兩種...血或淚。”(這詞用的)
在英雄無敵中,你有兩種截然不同的書寫命運的方式。你的血液傳承自龍神,所以如果你依直覺行事,迅速而猛烈的攻擊,孤注一擲,你的血脈將會發(fā)揮奇效。(與其說邪惡,不如說偏執(zhí))
同樣你可以選擇另一種方式,在魯莽行動前對復雜的形勢剖玄析微。這條路是給知識的探索者,守護者以及富有好奇心的人走的。有時這會讓你驚喜異常,也會讓你悲從中來,這是淚之道。(憐憫,仁慈,博愛,總是就是現在人們已經沒有的東西)
不管你如何選擇,你都要一路走到底。真的英雄要直指本心,不管是遵循本性(血)還是冒險行事(淚),書寫人生永遠是刺激的經歷。
在H6中玩家要在不同的“道德取向”間做出重要的聲譽選擇:龍淚路線(the path of Dragon Tears)和龍血路線(the path of Dragon Blood)。這不是摩尼教的“善與惡”二分法,而是一種對立觀念的動態(tài)概念。(后面這句讓我去查了查摩尼教,茅塞頓開)
血道英雄會比較主動并更具攻擊性,淚道英雄相對被動而多處于防衛(wèi)姿態(tài)??梢韵胂裣?,你的英雄偶然碰上一個無辜的人正被強盜搶劫。血道英雄會像個“懲罰者”,趕走并攻擊強盜以防止他造成更多的損害。淚系英雄會像個“圣騎士”,他會介入強盜和受害者間,試圖威嚇或勸說強盜,并安慰受害者。(覺得想不想東方部落里面的人類的兩系升級分支?)
在游戲中這個選擇會有什么不同的結果?
你的英雄的選擇會強烈的影響經驗獲得;依據情節(jié),戰(zhàn)役地圖中會開啟特殊任務;不同的隊友;以及根據選擇進行不同的終章任務。(攢!)
在游戲方式方面,血淚選擇將允許你升級為進階職業(yè),每個勢力4個,每個系都有獨特的英雄外觀和能力設置。你獲得的聲譽點數越高,與聲譽相關的能力的效果將會越強大。比如治療(一個光系魔法)受你的淚系聲譽等級影響,反之火球(一個火系魔法)受你的血系聲譽等級影響。這是個在其它策略游戲中
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