美服《上古卷轴》RvR战役“成为帝王”设定的重要性分析

2014-01-13 1477

MMO PvP最大的困扰就是它通常毫无疑义。 《战锤在线》是仅剩的几个将 RvR作为游戏核心组成部分,且重视RvR输赢的MMOs之一。 在各种战役中取得胜利, 攻击地方主城获得是胜利,而这一切会对失败方造成极其严重的后果。
 
战败的臣民会被赶出他们的首都一段时间,而敌军将把他们的城市洗劫一空,甚至可以阻止居民做 PvE地下城,而他们自己则可以。不幸的是,玩家们对战斗失败后所遭受的损失没有太大的反映,最终神话将其取消了。就我个人而言, 我完全支持这类东西, 输赢都要有意义;但如果MMO在这方面无法起作用,那么实实在在的奖励最好的东西。

就像《战锤》, 《上古卷轴》也将引入RvR战役, 尽管体验的整体性将被归入Cyrodiil。你能够获得等级和头衔,装备, 甚至能提高RvR独享的技能线。不过,还要有更多玩家真正在乎的东西。 “服务器的骄傲”头衔在《卡米洛的黑暗时代》有一定的作用,但近几年我们越来越明显的感觉到,它并不能玩家争夺的驱动力。

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Zenimax在线似乎已意识到这一点, 所以他们给玩家提供更切实际的目标:成为皇帝。参与RvR战役,玩家可以为所在联盟获得积分。在给定战役中,拥有最高联盟积分的联盟获胜,获胜联盟中拥有最高积分的玩家将成为皇帝。这也不仅仅是享受站在排行榜顶端所带来的荣耀。

成为皇帝是个重大成就,有点类似于在Webzen成为霸王大陆。作为皇帝, 你的属性会噌噌加强,这样杀死你就相当困难,你也具备了额外的伤害处理你的能力。你甚至可以得到一个特殊的盔甲,只有皇帝才能穿。但最重要的是,你会打开一项独特的技能, 永久赋予在角色上。如果你失去了皇冠, 此技能的能力会削弱, 但它仍然会使你优于其他玩家。
我觉得,皇帝的推行ESO RvR加入的独特部分,吸引玩家驻足,并努力超越其他玩家,成为排行榜上最高的那个人。它还确保失败方确实有所损失,因为获胜派系会有更强大玩家加入其中,这可能会确保他们的派系拥有绝对的控制权。 当然, 虽然还是没有主城围攻, 但它却是有意义的, 足以让玩家关心输赢,甚至足以引诱玩家来追求个人权力。

 

原文

 The most significant issue plaguing MMO PvP is that it is rarely meaningful. Warhammer Online was one of the last MMOs to offer RvR as a core component of the game and make the consequences of winning an RvR campaign matter. Winning across the various campaign tiers, bringing the fight to the enemy faction’s capital city and winning there would result in serious consequences for the losing side.
Those defeated folks would be booted out of their capital city for a time, while enemy forces ransacked and looted the city, and could even lock out the inhabitants from doing PvE dungeon content in the capital while being able to do that same content themselves. Unfortunately, the player base didn’t react too well to having actual consequences for losing the campaign and Mythic eventually scrapped most of this over time. Personally, I’m all for this sort of thing, I want meaningful consequences for winning or losing, but if that isn’t going to work for the MMO gaming populace, then tangible rewards would be the next best thing.
Like WAR, Elder Scrolls Online will also feature RvR campaigns, though the entirety of the experience will be relegated to Cyrodiil, a single section of the map. You’ll be able to earn ranks and titles, gear, and even put points into an RvR-specific skill line. Fairly standard stuff, though the skill line does stand out a bit on its own. Still, there needs to be something more for people to actually care. ‘Realm Pride’ may have worked for Dark Age of Camelot, but it’s become increasingly obvious over the years that this sort of pride may not be the driving force for conflict that it used to be.
Zenimax Online seems to have recognized this a bit and so they’ve given players something tangible to aim for: becoming Emperor. Participating in an RvR campaign earns you Alliance points for player kills, capturing keeps, and other objectives. The side with the most Alliance points at the end of a given campaign, (controlling all six keeps in Cyrodiil) wins, and the player with the most Alliance points on the winning side is crowned Emperor. This isn’t just a glorified top-of-the-leaderboard title, either.

Being Emperor is a significant achievement somewhat similar to becoming ArchLord in Webzen’s eponymous title. As Emperor, your stats will be juiced up such that you are incredibly hard to kill and deal extra damage with your abilities. You’ll even get access to a special armor set that only the Emperor can wear. But most important of all, you’ll unlock a unique skill line that will stay with your character permanently. If you do lose your crown, the power of this skill line’s abilities will be diminished, but it’s still something you’ll have access to over other players.
It’s my feeling that the implementation of the Emperor feature may be the ‘special sauce’ that ESO’s RvR needs to keep players pounding away at keep doors and climbing over each other to reach the tops of the leaderboards. It also ensures that there is some semblance of consequence for losing a campaign, since the winning faction will have a much more powerful player on its side who may be able to make significant impact in ensuring that faction stays dominant. Sure, it’s no capital city siege, but it’s meaningful enough for players to want to care about winning and possibly enticing enough to keep players striving for that individual power.

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