美服《TERA》 积极的作战系统带来了技巧 主动战斗背后的故障

2014-10-14 1388

TERA是一场伟大的比赛,它带来了新东西。凭借其真正的积极的作战系统,它带来了技巧,而不是简单地以齿轮为基础。无论玩家正在参加PvE还是PVP,技能永远有最大的收获。但是,这也是TERA最大的错误。可悲的是,该游戏是基于小众玩家—那些宁愿有技巧的胜利而不是时间和金钱。

齿轮的重要性

齿轮没有发挥全部战斗力的作用:它影响一些东西,比如伤害,再加上增加了防守。玩家可能会在一个单一的袭击下被杀死,在齿轮下,需要多次点击齿轮带他们出去。这将创建一个排序缓冲区,可以掩护那些错误。在终端游戏内容中这绝对有差别,但不够坏的玩家不用反复死亡。在较低端的内容中,这是一种可能性。

此规则的例外

此规则的例外是PvP。因为糟糕的齿轮玩家不能对抗那些竞争。正因如此,事实上,你可以攻击一个几乎没有伤害的玩家,然后,他们最后给你一击,就结束了。在这种情况下,技能确实没有发挥作用,如果他们不能获得一击,就没有办法取胜。专业玩家比价器为外服游戏担保比价和担保交易。

TERA is a great game when it comes to bringing something new to the table. With its true active combat system, it has brought skill forward, as opposed to simply being based on gear. Whether players are taking part in PvE or PvP, skill will always have the greatest benefit. But this is also TERA’s biggest fault. Sadly, the game is based on a somewhat small niche of players – those that would rather have skill triumph than time or money.

Gear’s Importance in Combat

Gear does play a role in all combat: it affects things like damage, plus adds to defense. While a player may get killed in a single hit when under-geared, when over-geared it may take many hits to take them out. This creates a sort of buffer that helps cover for mistakes that are made. In end-game content this definitely makes a difference, but not enough that a bad player will be able to go without dying over and over again. On the lower-end content, however, this is a possibility.

The Exception to This Rule

There is one exception to the rule of skill taking precedence is in PvP. This is because badly-geared players just won’t be able to compete against those that are geared well. So much so, in fact, that you could be attacking a player for little to no damage for a few minutes, and then when they finally get a hit on you it’s over. In this case, skill really doesn’t play a role, as there was no way to win even if they never got a hit in.

What Players Want

When most of us play a game, we want a challenge. Giving something to work towards increases the amount of time spent in the game and boosts enjoyment from it. TERA’s idea appears to be that an active combat system would help fill this void, by giving a challenge throughout the entire game. The problem here is that while we want a challenge, a lot want it to be a selective one. In that what I mean is, for example, Rift has raid dungeons that are difficult, and normal dungeons that are easy. This gives people a choice in what they want to play – challenging or easy – each time they choose to do content. With TERA’s battle system, the challenge is never-ending.

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