商隊 PvP

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

跳到导航 跳到搜索
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

商队

商队让希望赚取利润的玩家运输货物。[12]

商队是以机会和风险为中心的开放世界 PvP 系统。希望赚取利润的玩家可以透过商队来运输货物。[12]

  • 商队可用于运输多个玩家的货物。[15]

死亡惩罚将不适用于存在特定目标的活动 (例如商队公会战节点战)。[17]

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][18][19] 其余货物将会消失。[20]

  • 任何人都可以捡拾商队残骸。[20]
  • 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。[21]
  • 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。[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

战场是在开放世界进行的 PvP 战斗。[23] 游戏内有开放世界 PvP 区域,区域内的玩家会被标记战斗员 (purple)[24]

非战斗员 (绿色)玩家进入开放世界战场时,会自动被标记成战斗员。标记在离开战场后仍会持续一定时间。[30]

死亡惩罚将不适用于存在特定目标的活动 (例如商队公会战节点战)。[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

引用