| 1. | Mmorpg : massive multiplayer online role - playing game 大型多人在线角色扮演游戏 |
| 2. | Q11 . in a mmorpg , the community can grow weak . any measures for this 对于一个mmorpg来说,团队性可能会变弱,这一点暗黑之门是怎么处理的? |
| 3. | Questing is a large part of most mmorpgs , but especially in dark and light 任务系统是大部分mmorpg游戏的重要组成部分,但是黑暗与光明中的任务系统更特别。 |
| 4. | Teleport : pizza hut and portal : pizza hut has been added , because pizza hut isn ' t in enough mmorpgs 新增传送:必胜客和传送门:必胜客技能,因为在mmorpg中必胜客还不够多。 |
| 5. | Font color = # 33ffcc > questing is a large part of most mmorpgs , but especially in dark and light 任务系统是大部分mmorpg游戏的重要组成部分,但是黑暗与光明中的任务系统更特别。 |
| 6. | This part is going to be broken down into a large number of areas that are essential to the success of an mmorpg 这个部分是把游戏分割成数个部分,每个部分都是mmorpg成功的要素之一。 |
| 7. | Permanent death in a mmorpg is quite delicate as a gamer by definition could spend hundreds of hours / days with his character 永久死亡在mmorpg中是非常残酷的,因为玩家要花费成千上万的时间来扮演角色。 |
| 8. | Unlike other mmorpgs , it is noticeable that herrcot “ blade ” engine offers much more detailed and enhanced visible range 与其他mmorpg游戏不同,值得注意的是“ blade ”引擎提供了更多画面细节、并且能手动调节可视范围。 |
| 9. | However , in most mmorpg the primary controlled avatar is a humanoid , which is not known for high - inertia movements but random movements 但是,在大多数mmorpg中,主要被控制的对象都是人类角色,他们的运动都是高度随机的。 |
| 10. | Blizzard ' s approach to the mmorpg genre , and their immediately noticeable contribution , seems to be in simplifying the game to a level of ease - of - use comparable to diablo 暴雪进军mmorpg领域后做出的第一个值得注意的贡献是将游戏简化至暗黑破坏神那样简便和容易上手。 |