商隊 PvP

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Wikiadmin讨论 | 贡献2022年5月2日 (一) 04:35的版本 (Text replacement - "{{Battlegrounds}}" to "{{Open world battlegrounds}}")

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Alpha-1商隊 PvP[1]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the cargo is. So for example if you've seen some of our recent footage with caravans you see sitting on top of the caravan there's some gold or some silver or some iron.[2]Steven Sharif

商隊週邊會形成一個開放式 PvP 區域,區域內的玩家會被標記成戰鬥員 (紫色)[3]

  • 在決定進攻或防守商隊前,玩家將無法確切看到商隊運輸中的貨物。但會有視覺提示顯示車上的貨物,例如金、銀或鐵。[2]
  • 玩家將可以透過介面視窗決定攻擊、防守或無視商隊。[4][5][6]
    • 距離商隊多遠視窗才會出現,將取決於玩家先前作為攻擊方或防守方的表現。[4]
  • 要成功擊毀一個商隊,將需要一個隊伍。[7][8]
  • 在商隊擁有人登出或與伺服器連接中斷 5 至 10 分鐘後,商隊才會消失。[9]

It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[4]Steven Sharif

雙方皆有誘因鼓勵玩家加入,並將於 Alpha 及 Beta 階段測試。[10]

  • 大部分誘因都是社交性的,而且是由玩家之間非正式協議而成。[10]

The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[10]Steven Sharif

Also the hope would be that the people who are running the caravans can offer their own rewards that "Hey if you come help me defend this thing I'll give you some cut", or that these are my friends or these are my guilds- that a lot of the sort of incentive is social and created between players.[10]Jeffrey Bard

商隊

商隊讓希望賺取利潤的玩家運輸貨物。[12]

商隊是以機會和風險為中心的開放世界 PvP 系統。希望賺取利潤的玩家可以透過商隊來運輸貨物。[12]

  • 商隊可用於運輸多個玩家的貨物。[15]

死亡懲罰將不適用於存在特定目標的活動 (例如商隊公會戰節點戰)。[17]

摧毀商隊

商隊摧毀時 (變成殘骸),將掉落一部分運輸中的貨物[7][18][19] 其餘貨物將會消失。[20]

  • 任何人都可以撿拾商隊殘骸。[20]
  • 摧毀時將有機會掉落商隊組件。掉落高級組件時,商隊擁有人或其他玩家將可以回收組件。[21]
  • 玩家可利用掉落的重型貨物證書,在商隊的起行節點贖回部分貨物。[22][19]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[19]Steven Sharif

Battlegrounds

戰場是在開放世界進行的 PvP 戰鬥。[23] 遊戲內有開放世界 PvP 區域,區域內的玩家會被標記戰鬥員 (purple)[24]

非戰鬥員 (綠色)玩家進入開放世界戰場時,會自動被標記成戰鬥員。標記在離開戰場後仍會持續一定時間。[30]

死亡懲罰將不適用於存在特定目標的活動 (例如商隊公會戰節點戰)。[17]

Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[31]Steven Sharif

其他

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