美服《魔兽世界》德拉诺之王最新调整:移除公会升级系统

2014-06-30 1254

德拉诺之王:去除公会升级
当前,你在公会中所看到的是正在进行中的调整。因为在“毁灭”中引入了公会系统,公会等级和公会福利的性质已经从作为付出和集体努力的奖励变成为快速加入新公工会的障碍和准入门槛。多年来,公会升级越来越简单,低级任务也算在公会经验中,同时也删除了每周的上限。这对缓解障碍有所帮助,但它只是个临时的解决方案,不能从根本解决真正的问题。
我们的计划就是清除公会升级(你也可以认为“所有公会都自动升到25级”)。我们最初提出了24个奖励,为的是给所有等级的公会带来奖励,但现在没有继续的必要了,我们可以简化系统。许多福利可能导致违约行为,因为大多数玩家都得到了奖励,世界也调整他们的存在:飞行路径本质上移动速度快了25%,无需要求“风一般的速度”。如果你有“荣誉奖”,荣誉奖励和物品成本就可以达到平衡。对于以及处在最高等级的公会的玩家来说,没什么改变。
除了社会效益,我们仍然想激励公会关系,所以我们也为公会成员提供了独有的诸多方便,比如快速的坐骑,即时公会邮件、大规模复活、福利等。公会成就系统、解锁物品以及完成成就得到的福利将保持不变。我们想让该系统更能作为集体成就的标准,而不是仅仅反映个人成绩的公会等级。
现金流奖励显然很受欢迎,尽管大多数情况下,它对公会银行的金币贡献并没有公会挑战这样的来得多,因为它只适用于收获金币。但它也刺激了某些退化的玩家:如果你最近做了alt,你可能已经注意到,没有公会邀请你甚至连一两分钟都走不了,邀请通常来自正在招募成员的公会“领导人”。对于单个玩家来说这是很大一笔金币,但对于诸如做副本的公会而言现金流黄金几乎对维护总费用并没有什么影响。
我们切实的认识到对公会来说赚钱平衡耗费是很重要的,我们将提供可替代的更有利可图的选择。专业玩家网游戏工作室论坛集合所有游戏项目及游戏辅助,游戏加速器,是游戏工作室必上网站。

 

原文

 
Warlords of Draenor - Guild Leveling Removed
What you're seeing in the current build is a change that's mid-implementation. Since the introduction of the guild system in Cataclysm, the nature of guild leveling and guild perks has shifted from being a reward for dedication and collective effort, to effectively being a penalty and barrier to entry for new guilds. We've made it easier to level guilds over the years, allowing low-level quests to count fully towards guild experience, and removing weekly caps on progress. That helps ease the barriers, but it's more of a band-aid than a true solution to the underlying problem.

Our current plan for Warlords is to effectively remove guild leveling (you could also think of it as "all guilds are automatically level 25"). We originally came up with two dozen perks in order to offer something at every guild level, but without the continued need for that granularity, we can streamline the system a bit. Many perks can just be rolled into default behaviors, since a majority of players already had them and the world was designed and tuned around their existence: Flight path taxis can just inherently move 25% faster instead of requiring "Ride Like the Wind"; Honor rewards and item costs can be balanced as if you had "Honorable Mention"; and so forth. For most players, who are in max-level guilds, nothing should perceptibly change.

We still want to incentivize guild membership, aside from the social benefits, so we're keeping conveniences like faster mount speed, instant guild mail, Mass Resurrection, etc., as exclusive benefits to all guilded players. The guild achievement system, and unlocked items and other benefits through completion of guild achievements, will remain as-is. We'd like to emphasize that system a bit more as a yardstick for collective accomplishment, rather than guild level which primarily just reflects individual effort.

The Cash Flow perk is obviously popular, though in most guilds it actually contributes less gold to the guild bank than something like Guild Challenges, since it only applies to looted coins. However, it also fuels some degenerate player behavior: if you've made an alt lately, you've probably noticed that you can't go more than a minute or two without receiving a guild invite - typically from "leaders" who are looking to recruit armies of often-unwitting players to both level guilds for later sale, and to increase the amount of Cash Flow gold that is siphoned into coffers to which only they have access. It can be a meaningful amount of gold for one player's pockets, but for something like a raiding guild, Cash Flow gold barely makes a dent in something like total repair costs. We're removing the Cash Flow perk in Warlords.

We do recognize that it's essential for guilds to have ways of financing their costs, and we will offer alternative, and more lucrative, options for doing so in Warlords (for example, bringing back some Bind on Equip epic drops in raids).

 

 

 

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