商隊 PvP

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Alpha-1商队 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

商队周边会形成一个开放式 PvP 区域,区域内的玩家会被标记成战斗员 (紫色)[3]

  • 在决定进攻或防守商队前,玩家将无法确切看到商队运输中的货物。但会有视觉提示显示车上的货物,例如金、银或铁。[2]
  • 玩家将可以透过界面视窗决定攻击、防守或无视商队。[4][5][6]
    • 距离商队多远视窗才会出现,将取决于玩家先前作为攻击方或防守方的表现。[4]
  • 要成功击毁一个商队,将需要一个队伍。[7][8]
  • 在商队拥有人登出或与服务器连接中断 5 至 10 分钟后,商队才会消失。[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

双方皆有诱因鼓励玩家加入,并将于 Alpha 及 Beta 阶段测试。[10]

  • 大部分诱因都是社交性的,而且是由玩家之间非正式协议而成。[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

Caravan PvP incentives and risks

There will be incentives and risks for both caravan attackers and defenders.[11][12] These will be tested and refined during the alpha and beta testing phases.[10]

There is a level of risk that comes with the attacker. We have progression paths that exist for bandits and that exists for defenders; and if you choose to opt into a caravan attack- you sign up for that attack and you fail that attack- it is detrimental to your path of progression down the bandit area. That's one thing: Two is of course you have gear decay. You have degradation that can be suffered if you die. That is a cost. And then you also have a reputation; and if your reputation precedes you when you want to transit goods across the world; and you see somebody who's doing it and you want to participate as a defender or a participant, they might say hey screw you, you were just murdering my people last week and I saw that you're like on the top of the bandit list for killing caravans. So it has repercussions in the sense that it locks you out of certain player groups. It provides decay to your armor. It has deleterious effects on your progression, and the attacking- and the bandit progression of caravan attacks or defense.[11]Steven Sharif
  • PvP 赛季 reward performance in the caravan system over the course of the season.[14][15]
  • Other incentives and risks are social and are created (informally) between players.[11][10]

Highwayman system

A highwayman system tracks a player's performance in caravan PvP.[13][11][12][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
Q: Talk to me a little bit about the intended interaction of hunting caravans. What does mean? Can you progress in that? Can you identify these caravans from a distance? Is it intended to be diegetic or is it aided with mini-map?
A: Hunting a caravan is tending to be a lot more diegetic: You plant spies in other guilds, you build your information network in the world of Verra through whatever means you can. Now, there is progression paths involved with attacking and defending a caravan that can aid you in doing so, either with better equipment for it, faster ways to open crates, more yield from crates, and if you're a defender better components for your caravans, stuff like that.[18]John Collins

摧毁商队

商队摧毁时 (变成残骸),将掉落一部分运输中的货物[7][19][20] 其余货物将会消失。[21]

  • 任何人都可以捡拾商队残骸。[21]
  • 摧毁时将有机会掉落商队组件。掉落高级组件时,商队拥有人或其他玩家将可以回收组件。[22]
  • 玩家可利用掉落的重型货物证书,在商队的起行节点赎回部分货物。[23][20]

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.[20]Steven Sharif

视觉效果

其他

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