美服《重生OL》新增坐骑已完成 敌对阵营即将进入游戏

2014-01-08 1101


我们高兴地宣布,正在进行的Kickstarter运动已完成了第一段的目标。当我们完成 $60k, Rocharus坐骑就已百分百能发布,并成为我们第一个坐骑。

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这不是今天唯一的大新闻, 我们还被Steam批准。虽仍然在探索此标题在未来的意义,但仍要感谢所有那些支持我们通过绿灯计划的人。
现在,我们又把目光转向了 $70k :敌对阵营。敌对阵营是一个新的生成系统, 目的是对我们所在区域增加更多的随机化。敌对阵营的工作类似于我们的洞穴系统, 除了其非常不同的目标。
洞穴是为以玩家人数为基础来衡量衍生率而设计的,能够在某一地区随机选择怪兽种类,并提供各种不同的衍生规则,以调整内容范围。如果一段时间内,并没有玩家在狼穴触发区停留,它也会关闭, 同时也能防止出现玩家过多而导致怪兽不够用的情况。这些特性使得它们具备很强的伸缩性,我们对此也很满意。
敌对阵营在很多方面类似于洞穴,但它们能够处理更长时间的衍生操作。该功能目前仅通过预约才能使用。当世界经理决定确实需要一个新的营地,就会在世界随机的放置一个。衍生成功,阵营就会在规模和难度上大大提高,直到结束的售时候。所选的位置和它扩张的速率跟玩家无关。如果不加限制,一个阵营可以发展到很大规模,当然也会为联合清扫的玩家提供更多的奖励。 它们存在的时间越长,就越难对付。洞穴确保我们的世界得到充足的怪兽,敌对阵营则混淆数量,以确保随机侵略的发生。
这个系统的目的是丰富我们现有的生成系统,让我们更快地创建新的内容,增加我们生系统的随机性。

 
  原文

 

 Mounts and Greenlights

We’re happy to announce that our ongoing Kickstarter Campaign has reached its first stretch goal. When we crossed $60k in pledges it ensured that the Rocharus Mount will make it into launch, and become our first tamed mount. 
This wasn't the only big news of the day though, as we were also Greenlit today. We're still exploring what this will mean to the title in the future, but would like to give a big thanks to all of those who supported the title through it's short Greenlight campaign.

We now turn our sights to our $70k stretch goal: Adversarial Camps. Adversarial Camps are a new spawn system which is aimed to add even more randomization to our areas. Adversarial Camps work similar to our Den system, except with very different goals.

Dens were designed to scale spawn rates based on the number of players, to be able to randomly select the mob types in an area, and to provide a variety of different spawn rules to allow for scaling waves of content. They were also designed to shut down though if no players remain in the den’s trigger grid for a period of time, and also to prevent an area from running out of mobs when there are larger concentrations of players. The combination of these features makes them very scaleable and in general we are happy with the system.  
Adversarial Camps are similar to dens in many ways, but they are able to handle longer term spawn manipulation. That functionality is currently only available through engagements. When the world manager decides that it needs a new camp from a certain type and range of monsters it will randomly place one into the world. Once spawned this camp will grow in size and difficulty until it is stopped. The chosen location and the rate at which it expands is independent of players. If an Adversarial Camp is left unchecked it can grow to become very large, but will also generally provide greater rewards for the player who band together and clear it out. The longer they exist, the tougher they will become. Where Dens ensure that our world has a constant supply of mobs, Adversarial Camps mix up the counts to allow for more random infestations.

The goal of this system is to add variety to our existing spawning systems, to allow us to create new content more quickly, increase the randomness of our spawn systems, and to add an additional layer of variety from one trip into an area to the next. They should make a fine addition to the game.

 

 

 

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