这算是使用了新技术的一个代价,你可以得到相当棒的效果,但你必须付出代价 。
在2D世界里,一个死了的生物并不需要比活着的生物更多的(系统资源) 。
甚至只需要更少 。
在3D世界中生物死了之后还需要接受物理计算所以它才能被打到空中后再落地或者飞到一边去,这实际上消耗更多系统资源 。
我们还记得当你刚刚消灭一整个营地的沉沦魔的乐趣,而且在你拾取物品的时候??你会为你的破坏力而惊叹 。
那是一种感觉,是游戏乐趣的一部分,如果我们能够真实地保持其中的一部分而不牺牲细节或者导致疯狂地系统需求的话,那我们一定会想要那么做的 。
但我们暂时不会保证任何事情 。
关于“寻找物品”,“尸体爆炸”,“召唤骷髅”如何在D3中实现(如果这些技能出现的话),他答道:我们还没发布任何官方网站上列表之外的技能,所以在讨论游戏中有什么或没有什么的时候我实际上就等于发布了一些消息,而我实际上还不打算这样做 。
Blizzard poster Bashiok talked about the technical reasons whycorpses vanish, as seen in the 20-minute gameplay trailer, onthe Battle.net forums
uote:The main reason for the corpsesnot being able to stay permanently is the potential number of themon screen at one time, and specifically that each corpse isaffected by physics, allowing them to be blasted and thrown allover the place by the force of player abilities.It's one of the trade offs when integrating new technology, you canget really awesome effects, but they do have a cost. In a 2D world,a sprite of a dead creature doesn't really cost any more (systemrequirement-wise) than a sprite of something that's alive. Probablyless. In a 3D world where a creature dies and then needs to havephysics calculations thrown onto it so it can bounce and fall andfly around, they cost substantially more.We remember fondly those situations where you've just completelyobliterated a camp of Fallen, and as you're picking up items -marvel in your destruction. That's a feeling and part of thegameplay where if we can realistically keep some of it withoutsacrificing features or having insane system requirements we'ddefinitely like to, but no promises.When questioned as to how skills likeFind Item, Corpse Explosion and Summon Skeleton would work in D3,if they were indeed included, he responded
uote:We haven't announced anyabilities outside of those listed on the website, so by discussingwhat is or isn't in the game I would be essentially making anannouncement, which I'm not prepared to do.