《星球大战OL》旧共和国美服:最新社区问答和PvP公平的讨论
虽然这些关于《星球大战》:旧共和国的社区问答通常在星期五,但是最近的一次比之前任何一次都晚些,讨论出来的结果对于不在这儿喜欢PVP的玩家很重要,它简短而有益。
Achyllis:为什么当所有PVP复活时不让游戏稍微缓缓呢?
Austin Peckenpaugh(高级设计者):这样做会加剧一些不必要的事情。在一个战争地形中你站在其他玩家或团体的立场思考,当你的战队技能还在冷却时你也很难同意这样做,因为这对于下一波敌人攻击也没有什么大碍。我们也常常想这样,但是我们试了试,那会造成太多逆转和死亡,让游戏变得不好玩。
我们也喜欢在对抗的紧急关头一个人决定认输然后退出的紧张感,重整旗鼓卷土重来。那种“让一切结束吧”的决定会是一个明智的选择,比那些不懂脑筋要拼个你死我活的要好多了。专业玩家网游戏社区国外游戏爱好者交流社区,聚集众多美服、韩服、日服、台服等海外游戏玩家讨论外国游戏的地方.同时提供免费IP代理资源和免费VPN代理资源,让中国玩家无界限的交流。
While these Community Q&As typically come on Friday for Star Wars: The Old Republic, this latest entry is better-late-than-never and comes with answers to questions that should be important to the PvP-minded players out there. It's brief, but informative!
Achyllis: Why don't cool downs all reset on death in PvP?
Austin Peckenpaugh (Senior Designer):Doing this would encourage a couple of things that, so far, we don't necessarily want to encourage. When you take a position from another player or group of players in a Warzone, holding that position is harder when your group's abilities are still cooling down and that isn't the case for the incoming wave of attackers. We entertain this idea every now and then, but we keep arriving at the notion that it would create too much turnover and death zerging, which have historically proven to not be fun.
We also like the tension in the decision of blowing everything to finish someone off in a clutch moment versus acknowledging defeat and coming back in full force. The decision of "going all out" should be a strategic and tactical one rather than a no-brainer that you squeeze in before each death.