术士的吸取灵魂技能将不再在玩家死亡后继续造成伤害。
Warlock Spell - Drain Soul will no longer continue to do damage to another player after they have died.
光环会在玩家死亡后继续存在并且影响范围扩大到40码。
Auras will now persist through death and affect a 40 yard radius.
战利品袋掉当玩家死亡时,服用少量的黄金,和所有武器应该放弃。
Loot bags are dropped when a player dies, taking a small amount of their gold, and all weapons should be dropped.
玩家死亡时会出现在最近的墓地,但是尸体留下作为复活法术的目标。
When you die, you will appear at the nearest graveyard, but your corpse remains a valid target for resurrection spells.
为了防止死亡成为一种无关紧要的小事,当玩家死亡时将会丢失一些钱币。
In order to keep death from being a trivial matter, when a player dies they lose some money.
当玩家死亡时,他们将会在附近的力量之泉中复活或者在战场上由牧师进行救活。
When a player dies, they can revive at a nearby mana fountain or be raised by a cleric in the field.
我们并不希望对玩家死亡做出严厉的惩罚,但是应该做出相应足够的惩罚使得死亡并不是吃白菜一般随意。
I can guarantee that you will not lose experience. We are not urging to big penaltys for death. But we want enough of a penalty to be there, so that death has meaning!
一片黑暗,接着音乐渐渐加强:玩家恢复控制他们的化身,并能爬出来的碎片,只看到灾难,死亡。
Fade to black. And then fade up: the player recovers control of their avatar, and can crawl out of the debris, only to see devastation, and die.
死亡时刻:《战神:奥林匹亚之链》中,玩家需要尽快作出反应以避免瞬间死亡
Time to die: in God Of War: Chains Of Olympus, players have seconds to prevent instantaneous death
例如,单人游戏能激发玩家产生关于士兵的孤寂的深刻而有趣的反思,这些现代战争的技术后的琐事,从某种程度上来说,意味着死亡。
For example, a single-player game can provoke deep and interesting reflections on the solitude of the soldier, the triviality of modern warfare technology, and, to some degree, what it means to die.
在桌面上放有死亡和巧克力的玩家获胜。
我们对符文系统的运作情况总体来说很满意,但我们将对这个机制做一些重要的改动以最终帮助死亡骑士玩家觉得被束缚得更少。
While we're satisfied with the way the rune system works overall, we're making a few major changes to the mechanics that will ultimately help death knight players feel less constrained.
生存的玩家不能在记分板上看到敌人死亡。
Changed so live players don't see enemy deaths in the scoreboard.
在一个较高的但是不确定具体数目的等级,一个玩家将能够创建一个死亡骑士。
At a high, undetermined level, a player will be able to create a Death Knight.
死亡状态下你不能看到怪物或玩家,那么侦察什么呢?
Remember you cannot see monsters or players, so what exactly are you scouting?
玩家接近一场打斗时,打斗的一方会死亡,而另一方就会攻击玩家。
When the player approaches a fight, one side will fall dead, while the other should attack them.
玩家发出的求救信号只会在野外地图持续10分钟,任何在改野外地图中死亡的玩家会失去这个地点的坐标。
Player can send distress calls only for 10 minutes of encounter map lifetime. Every player who dies on visible encounter forgets the location.
毁灭诅咒-如果目标因为这个伤害死亡,召唤一个毁灭守卫(不能对玩家释放…那怎么来的荣誉击杀对象阿?)
Curse of Doom - If the target yields experience or honor when it dies from this damage, a Doomguard will be summoned. Cannot be cast on players.
玩家需要有55以上等级的角色就可以在该服务器建立死亡骑士,目前没有其它要求。
Death Knights will be available to players who have a character level 55 + on the same realm. There is no other requirement at this time.
一旦满足某些条件,玩家将能够创建一个新的死亡骑士角色,这个角色将在创建之初获得较高的等级。
Once certain criteria are met, players will be able to create a new death knight character, which will start at a high level.
这样一来,那些喜欢观赏这些死亡动画的玩家们就可以在非竞技场合欣赏了。
A lot of people do still love watching intricate death animations when not in a competitive scene.
死后,更详细的死亡信息会出现在别的玩家那里,以便于他们知道你怎么死的。
Upon death, a more specific death message will appear for other players, so they know how you died.
鬼魂死亡后会使玩家重现在最近的墓地。
Dying as a ghost will make you re-appear at the nearest graveyard.
明显的差异是,只有现实中的瘟疫才能致死现实中的人,尽管游戏人物的持续不断的死亡是热情洋溢的玩家的伤痛经历,而且他也会尽力避免。
The obvious difference is that only real plagues kill real people, though the permanent loss of a character can be a traumatic experience for an enthusiastic player, and one he will try hard to avoid.
他现在怎么了:虽然玩家们已经很久没有遇到过死亡之翼了,但是实际上他相当忙。
What he's up to now: While players haven't encountered Deathwing for some time, he's been quite busy.
死亡是对你最好希望能对绝大多数其他主要玩家在战场上千年的第41届。
Death is about the best you can hope for against the vast majority of the other major players in the battlefields of the 41st Millennium.
足够接近尸体所在的地方后,玩家会收到复活选项,可离死亡地点有较少但安全的一段距离,以躲开附近的怪物。
After getting close enough to where the corpse is, the player will receive the option to be resurrected a small-but-safe distance from where he or she originally fell (to avoid any nearby monsters).
当然也不能在这方面太过分,因为需要让玩家尊重这个世界,这就是为什么会有坠落伤害、死亡惩罚以及其他元素存在。
Of course, you cannot take this too far, since you also need players to respect the world which is why things like falling damage, death penalties, and other elements exist.
三重怪死亡后会产生伤害,但他们是仅仅伤害玩家,还是会同时伤害其他怪兽?
Triune deaths cause damage, but would they hurt other demons or just players?
这将使玩家珍视自己的生命而不是简单的死亡了就瞬间复活再重进战斗而没有任何后果。而且,因为现在没有荣誉递减了,这也防止作弊。
It helps to put some importance on your life instead of just insta-rezzing every time and running in to battle to die again with little consequence or thought.
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