美服《星球大战:旧共和国》PvP最新访谈

2011-05-07 2386

大家都知道最近星球大战:旧共和国的开发公司举行“沉浸日”(immersion day)发布会,MMORPG网站的社区经理Mike Bitton有机会应邀参加,给广大的玩家们带来了非常珍贵的游戏信息。这次Mike又给我们带来了什么游戏最新信息呢?
Mike与BioWare公司的Emmanuel Lusinchi坐下来聊了聊以PvP为中心的话题。

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Q:在星球大战:旧共和国中玩家们有几种PVP可以选择呢?
A:只有两种。一种是你今天已经尝试过的战域(warzones)。这是一中参与编纂的PVP,因为我们希望它更加公正,所以8vs8,非常客观,清楚。我们向玩家展示应该做什么,然后根据玩家认为完成的情况进行奖励。有团队打胜没有赢过的团队会获取更多的奖励。这种是一款以团队行动为方向的游戏玩法。
另外一种PvP是在玩家不希望在星球的某处遇到对方时自然发生的对抗。非常传统的那种。我们仅仅对传统的模式甚至是PvE服务器做了一些修改。因为我们拥有PVP和PVE服务器,使用PVE服务器的玩家不想被PVP所限制,所以我们会有地区标明:注意!这里会有PVP!
这是一个危险的地方,玩家没有必要一定来这里。我意思是说玩家可以越过它。但是我们希望那里可以看到决战。
这里还中第三种PVP,仅仅关乎决斗。你可以向朋友或者陌生人挑战,这就是游戏中另一种决斗方式。


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Q:您可以简单介绍一下Warzones的相关内容吗?
A:我们谈过两种。一种是Alderaan。关于它背后的故事是在基地有一个非常强大的大炮,双方都想得到它来帮助打胜战争。每一方都派出一艘运输船。玩家如果想得到大炮,就要努力击败其他方的运输船,以切断他方救援。玩家要努力攻下3个炮塔,每攻下一个炮塔,它都会开始射击敌方船队。一旦敌方船队的防护打破,船舶碰撞,玩家就胜利得到大炮(cannon)啦!
第二种是Void Star。 其背后的故事是它原型是一艘迷失的废弃船只,丢失了所有的船员。双方都找到了它,并且都派遣一队人马来争夺它。 在Warzone的一开始,玩家随机挑选一方成为防御方,另一方成为攻击方。 攻击方需要在船上一个房间一个房间的攻占。船只上有数间房,每间都有一个稍微不同的目标物,如推开房门后的爆炸物,另一方试图解除炸弹阻止我方第一时间内放置炸弹,或者是摧毁一个目标如一个护盾产生器(Shield Generator)。
一旦攻击方攻占了船只,我方就要跳船。原本是攻击方的玩家现在就要努力防御,而原本防御方的玩家就要开始努力夺取船只,速度要比刚刚攻击方的要快!一个非常传统的攻打,但是我们会尽力使得游戏少一些花哨,多一些实质内容,真正将其融入到星战宇宙中。

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Q:总体来说,对于喜欢Warzones或者是PVP的玩家来说,可以通过这两种方式进行升级吗?
A:当然了。我们奖励玩家经验值,金币等等,任何玩家觉得值得去获得的东西。我并不认为玩家玩PVP只是为了升级,这只是其中一个原因。我们目前还没有阻止的办法,在玩家玩PVE升级之前在pvp中提供大量的经验值。这仅仅是个可能,但是我们现在并不需要。我们对于游戏的有趣性有足够的信心。我们认为玩家在游戏切换间可以小憩一下是最好的了,别管它是什么内容。最后这将会是一个强大的游戏,让我们拭目以待吧!
Q:在PVP中经验值增加率可以和PVE中的相比吗?
A:假如我花一个小时在Warzones 的PVP中和我花一个小时玩Flash
Points,这两种可以相比吗?我们尽量使得它们一样,但是总会有偏差。

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Q:你希望使其成为升级的一种方式吗?
A:绝对的。我们不希望玩家觉得玩PVP是在浪费时间“我应该 做些其他回报率更高的事情。”正如我上边所述,我们努力使得游戏间各个部分的奖励差不多。
Q:处于哪个的级别玩家们可以参加到PVP中?这和PVP服务器上的有什么不同?
A:没有什么不同,这是个非常好的注意。我们正在试图降低级别,希望它可以更好的融入到游戏中去。玩家获得船只后就可以前去各种不同的战域,不好的是我们不知道玩家们在获得船只后会到一个什么样的级别,玩家们自己可能都不太清楚,所以这将影响玩家们之前的打算。
现在级别设定在10级。测试期间我们试玩了下看看怎么样。设置在10级挺不错的,玩家们开始了解自己的角色。但是对于10级的玩家可能会有些早,PVP的能力不是很完善,不如14或者16级。比如break free,这个能力可以使得玩家击退任何对自己的控制。当然了,我们可以对10级的玩家增加这一能力,但是10级真的是一个忙乱的时刻,玩家的角色又要玩Flashpoint,或者前去自己的世界,遇到自己新的同伴并且选择进阶职业。
这个阶段任务很多,在这个时间我们还要扔给玩家一系列的pvp能力,因此我们应该再找一个更适合的时间。我们不希望玩家们为了参加PVP而等上N天或N个星期。但是我们也不希望在玩家没有任何能力的时候就参入到PVP中来。

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Q:您对pvp服务器还有什么计划吗?
A: 是的我们对PVP和pve服务器都有计划。正如我所提到PVE,那里会有地区插旗提示PVP出现。这是个非常简单的传统解决问题的方法。但是这是一个畅通的pvp和pve服务器,对于我们是否要有一个角色扮演的服务器和RP-PVP服务器没有任何的语言提示。

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Q:您可以说一说玩家可以在PVP的任何地方战斗吗?
A:不是的,战斗的位置有限制。实际上,之前的一个版本就没有限制,但是效果不好,场景很难看。我们需要派警察过去,因为玩家们之间的混战。人们在出租车上互相射杀,这是很好玩,但是这真的对游戏方式有很大的影响。
我知道人们喜欢“这是台PVP服务器,注册吧!”但是我们有一个最小值。我们的确喜欢这一概念,就是玩家装备好然后把敌方打得落花流水。那里会有安全区,有些地方就是天然的安全区,玩家们可能都不打算去那里。不论怎么样我都不打算再说下去啦!

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Q:有没有方法可以使得同盟加入到PVP中?同盟或者玩家组成的团队可以守护他们的领土吗?
A:这个要保密啦!这样会更有趣!
Q:在PVP您怎么样得到控制技能呢?
A:我知道有些玩家会寻找一些视频来看“哇!看这个游戏的确有很多控制技能哦” 这对于独自作战或者团队作战都很重要,因为它可以使游戏更加有趣。玩家可以有效的影响敌方判断,比如向他们放火。但是,对pvp游戏,我们希望是减少而不是完全的除去控制技能。去除全部的技能会使得游戏乏味。但是同时使得PVE 和pvp对战完全不同,这和我们努力做的有些违背,所以我们最后用Resolve的概念来解决问题。Resolve是一个能量棒,仅仅出现在PVP中。当别人对你使用控制技能时,你就可以使用能量棒。控制技能可能仅仅是个击退,比如扔手榴弹。
玩家们无法作出任何技术上的反应。而睡眠效果,就是不能移动或者行动;眩晕术也是一样。这些都是属于Resolve的一部分。当玩家的Resolve棒是满的时候,我们会把它展示出来,人们可以看到你拥有多少的Resolve。但是一旦你的Resolve是满的,它会改变颜色,玩家就会对控制技能效果免疫。这不是一个眩晕术。这里会有更好玩的方法来使影响一个家伙“哦,不!那个家伙要去控制炮塔!击昏他!”得到晕眩术要花费多少?我们还在调整中,但是我认为现在已经差不多了。

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Q:Tanks通常在 PVP中难有一席之地。Tanks如何加入到整个作战中来?玩家会有什么选项可以来保护自己的同盟?
A:我们想让每位玩家在PVP中都可以有自己的角色。同时当玩家选择自己的进阶职业时也是做了一个大决定。进阶职业要有一个支持的角色,比如tank,healer,我们也希望这些角色在pvp中同样有用。这是玩家自己选择出来的,也是玩家喜欢做的,我们也希望玩家可以在PVP中同样可以做这些事情。我们并不打算使得tank在pvp中的功能有变化。就像在其他游戏中,玩家的tank可以在pvp中使用,但是他们会变成完全不一样的东西,如变成一个巨大的损失制造者。我们并不希望这种场景出现在星战中,因为这不是玩家所选择的,很难平衡。
我们使得tank在PVP中有同样的功能。这样它会减少在别人身上发生的伤害,而不是玩家自己。所以这会像玩家作为tank获胜了,玩家可以减少发生自己朋友身上的伤害,有的时候玩家可以把敌方的注意力吸引到自己的身上来。这和PVE中也是差不多的。
另一种tank可以选择的是守护技能。玩家可以对自己的朋友使用这个技能,可以减少朋友50%的受伤程度,但是这50%的攻击会转移到玩家自己身上。这是个非常有效的技能。今天我们就看到一些healers很难被杀死,因为有着tank的保护。我们认为这会是个有趣的技能,
玩家们用tanks使得50%的攻击转移到自己身上,也会得到相应的徽章。玩家们选择自己的角色并完成自己的任务就会得到奖励。

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Q:有PVP奖励吗?
A: 有的,我们之前也提到过的,我们会给一些金币,经验值,pvp币,也叫做“Valor Tokens”。玩家们会得到只有在PVP中才能得到的装备,武器等等。这些装备看起来都很有侵略性,但是这就是个侵略的活动。一个绝地战士穿着PVP装备都会显得很好战!当然了赏金猎人穿着会很棒, 很多徽章啊之类的。我们设置了最高级别以及中间级别。我们希望任何级别的玩家可以参入到PVP中。
另外一件事就是我们设置玩家可以看到自己和其他玩家的比对。玩家有一个朋友,需要在PVP中有一个比对的对象。玩家可以比对装备之类的。我们设置一个Valor分值,在玩家character sheet上。玩家玩PVP时,它会增加。玩的越好增加的速度越快。如果玩家一直在赢,得到很多的徽章,这个分值就会解锁PVP称号,不仅仅是玩家可以互相比对的方式,同时也让我们记录下来谁对PVP贡献最大,谁是PVP最好的玩家,这样我们就可以知道在Warzones开始时应该把哪些玩家配在一起。

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Q:在PVP中同伴有什么作用?
A:在游戏世界里,如果玩家有一个同伴出局,那么就是有一个同伴出局了。在对决中,也是这样,如果玩家与其他的人同意打发同伴,玩家的同伴就要出来并参加对战。实际上在Warzones中,我们现在还是选用同伴的,但是测试过后,当然也要看玩家们的反馈了,我们再做决定是否取消同伴。我们认为玩家对战中只有玩家最有趣,可以自己控制一切。当玩家的角色被杀死玩家们会知道自己被另一个玩家杀死而不是被人工智能的角色杀死。我们觉得这会更有趣。假如玩家们更希望有个同伴那么我们会制作一个模型可以让玩家选择同伴,但是现在我们弃用了同伴,看起来效果很不错。
 

 

Star Wars: The Old Republic: PvP Interview
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 to sit down for a PvP-centric chat with Bioware's Emmanuel Lusinchi. Check out the discussion and then leave a comment or two below.
Interviews By Michael Bitton on May 06, 2011MMORPG.com: What forms of PvP are available in Star Wars: The Old Republic?
 Emmanuel Lusinchi: Well, we have announced two. There are only two. There are the warzones, that you have actually tried today, which is a very codified engagement, because we wanted it to be fair, so 8 vs. 8, objective, very clear, we show you what you're supposed to do and we're going to reward you based on whether you complete the objectives. There is much more reward for the team that wins than the team that doesn't win. Very team oriented gameplay, that's one.
Another one is a kind of PvP that naturally occurs when people don't like each other meet somewhere on the planet. Traditional, really. We did do a few change to the traditional formula, even on a PvE server, because we have PvP and PvE servers, and some people on PvE servers don't want to be subjected to PvP, we have a zone we're going to mark as, "There will be PvP. Beware." It's a dangerous place; you don't have to go there, I mean you will have a way to skirt it, but we want that kind of engagement to be there.
There's a third one, which is just dueling. You can turn towards a friend or stranger and duel them, and that's another form that is in the game right now.
MMORPG.com: Can you give us an overview of the Warzones you've revealed so far?
 
Emmanuel Lusinchi: We've talked about two. One is Alderaan. The story behind it is there is an extremely powerful cannon in the base and both sides want to capture it to help with the war and they send a dropship, each side sends a dropship, and before you can capture the cannon you have to shoot down the other ship so that they stop sending reinforcements, and to do that you try to capture three turrets, and every time you capture a turret it will turn and start shooting on the enemy ship. Once their shields are down the ship crashes and you win the engagement.
The second one is the Void Star. The Void Star, the story behind it is, it's a prototype ship that has become lost, derelict, so it's lost its crew, both sides locate it and both sides send a team inside to capture it. At the beginning of the Warzone we randomly pick one side to be the defender and one side to be the attacker, and the attacker need to take the ship room by room, there are several rooms, and each room has a slightly different objective, ranging from breaching a door with explosives, and the other side tries to disarm the bomb and prevent you from putting it in the first place, to extend a bridge, or destroying an objective such as a shield generator.
Once the attacking side has captured the ship we flip it around and people that used to be attackers now have to defend the ship they just captured and the people who were defenders now try to capture it faster than the first team did. So a very traditional assault, but again, we are trying to make it very immersive with not a lot of gimmicky parts, just keep it really immersed into the Star Wars universe, and I think that is all we have announced so far.
MMORPG.com: Are Warzones or PvP in general a viable leveling track for those who might prefer it?
 
Emmanuel Lusinchi:  Sure. We do reward you with loot, XP, credits, kind of everything you need to make it worth. I don't foresee people just doing PvP to level up to max level, I guess it's possible. We have no plan so far to prevent that, to put a maximum amount of XP that you can get in PvP before you can gain a level in PvE. That's a possibility, but we don't see a need for it right now. We are pretty confident in the rest of the game being fun, and we think it's really good if people can take a break from one kind of gaming to move another kind of gaming whatever it is. In the end it makes a stronger game overall. So we'll see how it works.
MMORPG.com: Will the rate of XP gain in PvP be competitive with what you 'd be getting in PvE?
 
Emmanuel Lusinchi:  A good rate would be if I spend an hour doing PvP in Warzones and I spend an hour doing Flashpoints, is it going to be the same? We are going to try to make it the same, but mathematically it cannot be exactly the same thing.
MMORPG.com: But you intend for it to be a viable form of leveling?
 
Emmanuel Lusinchi:  Definitely. We don't want people to feel like they are wasting their time like,"I could be doing something else that could reward me." Because that's what I like, we'd rather it be the same.
MMORPG.com: At what level can players expect to take their first steps into PvP? And does this differ on a PvP server?
 
Emmanuel Lusinchi:  It's not different on a PvP server, that's actually a good idea. We're struggling a little bit to pin down the exact level, at some point we wanted it to be more integrated in the story, so it made sense. You'd start going to all the different Warzones when you had your ship, the bad part of that is we don't know exactly what level you're going to be when you get your ship, and it's not a very clear point for the players, they can't really plan on it.
Right now it's going to be level 10. We'll play it for a while on the test server and see how it feels. It's a good time, level 10, you start to know what your character is about. It might be a little bit early in the sense you still have really important for PvP abilities that are slightly later like 14 and 16, like your break free, which is an ability that breaks any kind of crowd control on you. Of course, we can move this ability towards 10, but already 10 is a very crowded time and your characters typically, either you've just done a Flashpoint or you're going to your capital world, you've got a companion just freshly granted to you and you're choosing your Advanced Class.

It might be too much, at the same time we dump on you a bunch of PvP abilities like Guard for tanks, so we have to find the right place. It's going to be about that time; we don't people to have to wait for days and days and weeks before they can start PvP. But we don't want it to be right when you are beginning and you are level 1 and you don't have abilities, it's just not a very interesting rotation for you to do in PvP.
MMORPG.com: On the subject of PvP servers, what are your current plans for PvP servers?
 
Emmanuel Lusinchi:  We have plans for PvP and PvE servers, as I mentioned even on PvE servers there will be zones that are flagged as PvP, but it's a pretty simple traditional solution here, and we'll see how that works out. But it's a traditional PvP and PvE server, no word on whether we're going to have role-playing server and RP-PvP servers; it's a popular request from fans, we'll see.
MMORPG.com: Can you say if players can fight anywhere on PvP servers?
 
Emmanuel Lusinchi:  No, there is limits. Actually, in one of our builds there was no limit and it was pretty ugly. Players will be players and we had to go in there and police because they were griefing each other on Nar Shaddaa, which is one of the planets where you really get together, and the guard mechanic was not there, and by guard I mean actual guards that protect you at critical points, and it was pretty ugly, people we're killing each other at taxis, and it was fun, but it really impacted the playstyle for some people.
I know people are like, "It's a PvP server! You signed up for it!" but there's a core minimum that we want to maintain. But we do like that there is a concept of making the other side miserable when you are well organized and so on, it's a balance. There will be zones that are safe, there are zones that are naturally safe because you don't tend to go there, well, I won't say more about that, nevermind.
MMORPG.com: Will there be meaningful ways for Guilds to get involved in PvP? Will Guilds or groups of players be able to hold territory?
 
Emmanuel Lusinchi:  I won't say anything on that. Sounds fun!
MMORPG.com: How are you approaching crowd control abilities in PvP?
 
Emmanuel Lusinchi:  OK, so for crowd control, again, I know that some players are looking at the videos and they're like, "Wow! There sure is a lot of crowd control in this game!" It's an important part of the solo and the group play because it's one of the things that makes the game fun, because you really get to impact your enemies in meaningful ways, like setting them on fire. But, for the PvP games, we wanted to tone it down, but not eliminate it. Some classes in the end, some roles, rely on being able to paralyze or stun other players to set up some of their abilities, so removing it altogether would first make a kind of boring looking fight, but would make some classes have to work completely different in PvE vs. PvP, which is kind of against what we are trying to do, so we came up with the concept of Resolve, which is an energy bar that will appear only in PvP. You start building Resolve any time someone uses a controlling effect on you; we are pretty generous with the definition, controlling effects can be just a knockback, like somebody throws a grenade and you're pushed back; during that fraction of a second you're technically can't do much, so we count that. The sleep effect, being unable to move or act; the stun effect, the same thingAll these kinds of things are tracked and all of them build up your Resolve.
Once your Resolve bar is full we really show it to the world, people can check how much Resolve you have, but once your Resolve is full it changes color and you become immune to controlling effects, so, you know, you've played the Warzone. It was not a stunfest, right? There was a good exchange of being able to effect a guy, "Oh no! He's going to control that turret, stun him!" but you're not going to spend your whole time sitting on your thumb because there's nothing you can do. So it's nice balance, it's easy to tweak for us, how much should a stun count to a physics ability? So we're going to be tweaking it, but I think it's actually in pretty good shape right now.
MMORPG.com: Tanks have traditionally had a tough time finding a place in PvP. How will tanks contribute to the overall dynamic of a fight? What options do they have to protect their allies?
Emmanuel Lusinchi:  Sure, so one of the things we really want to do is every kind of player has a role to play in PvP, but also every, people make a big choice when they pick their Advanced Class, and one of the things is some Advanced Classes have a support role to play, like a tank, like a healer, and we want every one of these roles to be valid in PvP. That's what you pick for yourself, that's what you enjoy doing, we'd like you to be able to do that in a PvP situation. We didn't want to denature it in the sense that in some other games sometimes your tanks are valid, but they become completely different, they become a huge damage dealer, for example. We didn't want that, because that's not what you picked for yourself, so it's hard to balance.

So the way we've done it is, several ways, we've tried to replicate the effect of the typical taunt ability which redirects enemies towards yourself in PvP. So, taunting actually reduces the damage dealt by the enemy you just targeted, and it reduces the damage that person is doing on anyone, but not on you. So that person can continue trying to do reduced damage on its target or it can turn towards you because he's going to maximize his DPS, so it's kind of, any way you win, as a tank, you've reduced the damage that is going towards your friends, and in some cases you redirect the enemy's attention towards yourself, so it kind of the same wy it works in the PvE.
The other way we further gave options to the tank class, the tank roles, was a PvP only ability we call Guarding, Guard. When you use that on one of your friends, until you cancel it, half of the damage that your friend is actually taking is redirected towards you. So you take a lot of damage, but you're protecting your friend. It's a really powerful ability; we've seen it today, where it really contributed to some healers being extremely hard to kill because a tank was staying next to them and really protecting them. We think it's an interesting ability, and it lets tanks be tanks. Not only that, but both mechanics are easy for us to track every single point of damage that has been redirected by a good tank by himself toward himself, and so we can reward you badges, which is something we mentioned. We can just give you better rewards because you're playing the role you picked for yourself and you're playing it well.
MMORPG.com: Are there PvP rewards?
 
Emmanuel Lusinchi:  PvP rewards, yes, so we've mentioned it, we're giving credits, we're giving XP, we're giving PVP tokens, which are called Valor Tokens, which are a currency that you can redeem at certain vendors specifically for PvP loot. So you've got full suits of armor and weapons and equipment and so on that you can only get by doing PvP, which is geared towards PvP as well, with unique graphics that you cannot get any other way. They look very, they look quite aggressive, I mean, this is an aggressive activity; even a Jedi Guardian in a PvP suit will look a bit less meek than your typical guardian of peace and justice. Of course, a Bounty Hunter in PvP gear will really look awesome, a lot of trophies dangling, spikes, and all that. So we went a bit crazy, I think it'll look good. We have sets for maximum level and we have sets for intermediate levels, because we want people of any level, as we have no minimum, to participate in PvP, so there is gear for them.
Another thing we reward you is something which allows you to see how you've been doing compared to other players. You have a friend, you need to have something to compare yourself in PvP. You can compare your equipment, that's one way, but maybe he's saving up his tokens, so who knows, so we have a Valor score, that is right there on your character sheet, and it goes up whenever you're doing PvP, and it goes up faster if you're doing well. If you're winning all the time, if you're getting a lot of badges by doing your role that you picked for yourself, so, it's a score that unlocks titles, PvP titles, and it's a way, not only for players to compare between themselves, but also for us to keep track who is dedicated to PvP, who is really good at PvP, and we can use that for the matchmaking system to know which players to put together when the Warzones are started.
MMORPG.com: Will companions function in PvP? Either in Warzones or in the game world proper?

Emmanuel Lusinchi:  So, out in the world, if you have a companion out, you have a companion out and if you happen to be engaging a player of the opposing faction your companion's still there and so he's going to be a factor. In a duel, it's the same thing, unless you agree with the other guys to dismiss your companion, your companion's going to be out there and so he's going to participate in the fight.
In Warzones, actually, we allowed them for a while, and then we decided, partly based on feedback, that when you're doing PvP you're really doing PvP and that's, in an environment where we control all the factors, who gets in, when they get in, how many of them, we thought it was more itnersting to only have players vs. players, so no companions, they come back after the match. So, you know, when you get killed you know you get killed by another player and not just an A.I. We find it more interesting, we think it plays better. It's a trivial change, literally one bit somewhere on the data tables somewhere, so it's not like it's written in stone, "You can never change your mind!" So if the players really really want it we can make a new mode where you can queue with companions, but right now it's out, and it plays well.

 

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