美服《星球大战:旧共和国》PvP亲身体验

2011-05-06 2974

星球大战公司最近开展了星球大战:旧共和国“沉浸日”发布会。MMORPG网站的社区经理有幸受邀参加并亲自体验了星球大战的新篇章,获悉了游戏最新的特性:玩家对战(PvP)和战域(Warzones)。 玩家们快来查看旧共和国篇章中到底有什么新特性吧!

1.jpg

MMORPG网站社区经理Bill在玩过旧共和国章节后觉得星球大战:旧共和国中玩家对抗系统非常精彩!玩过游戏最新升级的人会发现游戏中的小组成员非常的友善。尽管还有一些问题,PvE已经提供了非常棒的小组体验,那么PvP能达到什么高度呢?

2.jpg

Bill在文章中提到:PvP的演示设定在第二天,在成功与同事组成小组后我决定采用新方法来组成其他的团体:在游戏中击败游戏的开发者!让我们来面对吧,游戏开发者设计游戏带领我们进入游戏,他们比玩家们更在行,因为他们更加了解他们的游戏以及战域情况,很明显,在玩家对抗战中他们要略胜一筹。
为什么不偷取一点他们的喜悦让游戏演示更加曲折呢?

3.jpg


配对之前,会有一个介绍让我们先熟悉游戏的等级,玩家可以选择的玩家对抗角色。 BioWare 公司在开发PvP的时候也特意突出了一些有趣的部分,包括他们正在处理一些大部分网游中玩家对抗徽章的问题。

第一个问题就是关于tank。大多数网游玩家都了解,tanks在保护它们的同盟时,通常在玩家对抗中很难找到一席之地。毕竟,激活怪兽和威胁在玩家对抗中没有什么作用。
吸引怪兽攻击自己的玩家在旧共和国中攻击tanks的同盟的话反而会遭受巨大的摧毁处罚,使得他们更加的注意如何使用tank以造成对方的损伤。
如果敌方决定攻击tank的同盟,tank只要保护他们就会胜利,如果敌方攻击tank,那么任务完成!另外,tanks也会有能力保护一个指定玩家,这将允许tank分担50%的伤害。之前提到的吸引怪兽攻击和守护者特性的方法在战锤网游中都有不错的效果。令人惊喜的是这些特性也将成为星球大战:旧共和国玩家对战的一部分。
BioWare公司同时也打算解决旧共和国中处理控制技能报警系统的问题。因为BioWare公司注重建立一个剧场效果的战斗场景,所以这些问题处理起来比其他的网游公司要稍显麻烦。

4.jpg

为了解决控制技能报警系统的问题,BioWare公司采用了Resolve工具栏。工具栏在玩家角色HP工具栏下方,当玩家使用技能报警控制的效果时,工具栏就会被填满。一旦工具栏被填满到最大值,玩家就会在工具栏重新设定之前整整8秒钟内对所有的控制技能报警效果免疫

如果看了很多游戏的宣传片,玩家就会发现敌方倾向对他们身上发生的事情反应过度,尤其在光剑战斗中,这将帮助BioWare公司获得剧场效果的战斗场景。
当公司开始考虑如何在玩家对战中取得这种效果,问题便出现了。工作组徘徊在PvP战斗和PvE战斗,并最终决定保持原来的动画。折中的采取使用控制技能报警系统。这意味着比如短打或者设定好的吸引怪兽攻击同样算作CC。状态栏中填满量完全由CC来控制。

5.jpg

美服游戏收货商家信誉经过专业玩家网认证但只能说明过往信誉良好,交易还需谨慎!


BioWare公司并不让玩家觉得自己玩PvP是在浪费时间不如参加另一个活动,所以打算把PvP制作成完全可见的升级系统。
如果玩家喜欢PvP,那么肯定乐意见到自己赚取经验值,金币等等。PvP装备看起来非常好斗,甚至玩家所选的角色是热爱和平的绝地战士在PvP的装备中都会显得好战。
一个叫做“Valor”的等级系统会将玩的好的玩家分出来,将能力相当的玩家分配到一起,使得小组的能力均衡。最重要的是把预先设定好的组分开。没有玩家希望自己在随机组里被预先设置的人打败。

最后是一个奖励系统。一个迷你的成就记录系统,完成任务的玩家在这里获取奖励。玩家通过杀死其他玩家,参加小组活动等等可以赚取奖励。

 

Star Wars: The Old Republic: PvP Hands-On Preview
During a recent visit to EA's Redwood Shores studio for Star Wars: The Old Republic "Immersion Day", MMORPG.com Community Manager Mike Bitton had the opportunity for a hands on preview of one of the game's most closely guarded features: PvP and Warzones. See what Mike saw and check out his thoughts about PvP in the Old Republic.
Previews By Michael Bitton on May 05, 2011Let’s get something out of the way real quick: PvP in Star Wars: The Old Republic is awesome.  If you’ve been following our coverage of the recent Star Wars: The Old Republic “Immersion Days” event you’ll know that we chose to use our two days with the game as an experiment to find out how group friendly the game was. While there were a few issues, PvE turned out to be a pretty solid group experience. But what about PvP?
Our PvP demo was set for our second day at the event, and following a successful day grouping with some of my colleagues in the press I decided to approach the rest of the group with a new plan: beat the developers at their own game. Let’s face it, they were tossing us into the deep end here with PvP and this is probably the only time the developers will be better than the players as they know their game and the Warzone better than we did. So, why not rob them of this small pleasure and add a little competitive twist to the demo?
Before we got into our matches we were given a short presentation to familiarize us with the various classes, Advanced Classes, and roles available to players in PvP.  BioWare also took this time to highlight some of the interesting things they are doing with PvP, including what they are doing to address some of the stand-out issues that tend to plague PvP in most MMOs.
The first issue has to do with tanks. As most MMO gamers know, tanks traditionally have a hard time finding a place in PvP when it comes to doing their job of protecting their allies. After all, aggro and threat have no function in PvP.
To address this, taunted players attacking a tank’s allies in The Old Republic will instead suffer a significant damage penalty, encouraging them to focus on the tank to make full use of their damage potential.
If the enemy decides to attack the tank’s allies anyways, the tank still wins as he’s still protected them by allowing them to take less damage, and if the enemy focuses on the tank, well, mission accomplished! Additionally, tanks will also be able to be able to Guard a designated player, which allows the tank to share 50% of the damage being taken by their guarded ally. Both the aforementioned approach to taunting and the Guard feature worked excellently in Mythic’s Warhammer Online, and I was glad to hear that these features will be part of Star Wars: The Old Republic’s PvP experience.
BioWare is also attempting to address the issue of crowd control in Star Wars: The Old Republic. This issue actually turned out to be a little bit trickier to deal with than it already is in most MMOs due to BioWare’s focus on creating a cinematic combat experience.
To address the issues of crowd control, BioWare has implemented a “Resolve” bar which appears underneath your character’s HP bar and fills up as you are subject to crowd controlling effects; once the bar fills to maximum the player is immune to all crowd control effects for a full eight seconds before the bar resets.

If you’ve watched many of the gameplay trailers released up to this point you’ve probably noticed that enemies tend to react a lot to what’s being done to them, especially in lightsaber combat, and this does a great deal in helping BioWare achieve that cinematic combat they’ve been striving for.
The problem arises when they had to consider how this would work in PvP combat. The team struggled with balancing the desire to have PvP combat look as “Star Wars” as the PvE combat, and ultimately decided to keep the animations. The compromise was that basically any action that removes control of your character now counts as a crowd control effect towards your Resolve meter. This means things like short knockbacks, or channeled lightsaber attacks where you are stuck reacting to the blows also count as CC.  The amount the bar fills up by is completely determined by the severity of the CC being used on you。
In addition to the issues addressed above, BioWare intends to treat PvP as a fully viable leveling track as they don’t want to put anything in the game that would give players the impression they’d better spend their time doing a different activity.

 If you enjoy doing PvP, you’ll be glad to know you will earn experience points, credits, and even tokens towards an entire line of gear and consumables created specifically for PvP. PvP gear will be appropriately aggressive looking as well; even your peace-loving Jedi Knight will look like a battle-hardened badass when fully decked out in PvP gear.
A ranking system known as “Valor” will also help set the better players apart from the crop and even factors heavily into the game’s matchmaking system for Warzones. Star Wars: The Old Republic’s matchmaking system will attempt to match players of similar Valor rank, try to create balanced teams with healers and tanks, and most importantly, separates the solo queue from premades. No one likes getting stomped by premades in a pick-up group and BioWare’s definitely heard you there.
Finally, a Commendations system, which was described as a kind of “mini-achievements” system, awards players for their accomplishments throughout a Warzone match (and even announces the achievements to other players). Players can earn commendations for all manner of actions including killing other players, teamplay activities such as securing objectives, and even tanks and healers get some love.

 

免责声明:部分内容转自其他媒体,转载目的在于为游戏工作室传递更多信息,如因作品内容、版权和其他问题请 联系客服