Pantheon Dev Blog详细介绍了PvP计划、实例化等

2019-10-07 686
最近,Pantheon的Brad McQuaid在游戏的博客上发布了一些关于各种主题的内容,特别是关于PvP和即将到来的MMORPG中的实例化。
在博客中,McQuaid分析了PvE和PvP在万神殿中的工作方式,并指出尽管PvP对于团队来说很重要,但PvE却不能因为玩家间的对抗而被忽视,这主要是因为大多数玩家都是PvEers。
但最重要的是,大多数玩家都是PvE。过去是真的,现在也是。我已经看到一些可靠的数据表明PvP在不断发展,而我也将为mmo和其它生活世界游戏中的PvP做出贡献。有更多的选择。有些更自我监督。总结:在过去的15年里,mmo中的PvP已经变得更好了,而且是非常出色的。因为各种各样的原因,我不打算在这里继续写下去。
Pantheon的团队希望在一个坚实的PvE基础上构建PvP。根据McQuaid的说法,玩家将拥有不同的PvE和PvP关卡。反过来,这也允许开发团队为PvP调整构建,而不会使其成为OP或破坏PvP,反之亦然。
Pantheon的McQuaid表示,MMO在发布时应该至少有一个PvP服务器,并“强调非常开放的PvP”。
此外,McQuaid在博客上详细介绍了实例化,以回应Facebook上关于实例化和非实例化内容的评论。McQuaid警告说,他所陈述的内容没有一个是一成不变的,所以对他所提到的关于未来系统的任何事情都要有所保留。
本质上,McQuaid提到在地牢中实例化只是保护地牢内容的一种方法。
请记住,你不需要在地牢或其他地方保护内容。还有其他方法。我们一直在思考的问题需要更多的编程和更多的设计/实现工作。也就是说,我们最新的编程人员和他们的巨大愿望是为设计和艺术提供强大但易于使用的工具。在任何情况下,动态需要记录进一步威胁评估和批准但我可以总结一下(我是谁愚弄lol):如果你在一个任务,你输入一个地牢,暴徒只有你们能影响产生在你的最终结论,老板暴民或你。所以你可以看到其他球员,他们甚至可以看,但如果你的水平太低就会很危险。在这段时间里,其他NPC会受到其他群体的攻击,等等。
你可以查看完整的博客文章来获取更多关于实例化内容的可能方法的信息,以及McQuaids对Pantheon Facebook上无数问题和评论的回应。老式rpg的影响等等。
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原文:
Recently, Pantheon's Brad McQuaid has posted a few items to the game's blog on a variety of subjects, specifically touching on PvP and Instancing in the upcoming MMORPG.
In the blogs, McQuaid broke down how PvE and PvP should work in Pantheon, breaking down that while PvP is important to the team, PvE can't be ignored for the sake of player versus player, mainly because most players are, at their core, PvEers.
Bottom line, though, that's most players are PvE. Was true back then and it's true now. I've seen some credible data that PvP is growing, and I would contribute that to the PvP in MMOs and other living world games having evolved and maturing. More options are available. Some of it more self-policing. Bottom line: PvP in MMOs has become better, significantly better, in the last 15 years for a variety of reasons I'm not going to go in here – that would take another write-up and I’d want to include one or more of my teammates to contribute.
The team behind Pantheon wants to build PvP on a solid PvE foundation. According to McQuaid, players will have separate levels for PvE and PvP. This can, in turn, allow the dev team to tweak a build for PvP without making it OP or breaking it for the latter - and vice versa.
Pantheon's McQuaid states the MMO should have at least one PvP server at launch with an "emphasis on pretty open PvP."
Additionally, McQuaid detailed Instancing on the blog in response to a Facebook comment regarding instanced versus non-instanced content. McQuaid cautions that none of what he states is currently set in stone, so take everything he mentions about future systems here with a grain of salt.
Essentially McQuaid mentions that Instancing within a dungeon is only one approach to protecting content within said dungeon.
[P]lease remember, you don't NEED istancing to protect content with in a dungeon or elsewhere. There are other approaches. The ones we've been thinking of require a bit more programming and more design/implementation work. That said, with our latest programming hires and their HUGE desire to provide design and art with powerful but easy to use tools. In any case, Dynamic Threat Assessment needs to be documented further and ratified but I can sum it up (who am I fooling lol): if you are on a quest and you enter a dungeon, mobs only you guys can affect spawn on your way to the final conclusion, the boss mob or what have you. So you can see the other players, they can even watch, while it will be dangerous if you are too low level. During this entire time the rest of the NPC population is attackable by other groups, etc.
You can check out the full blog post for more information regarding the possible approaches to instancing content, as well as McQuaids response to a myriad of question and comments on Pantheon's Facebook in the following blog post here, where he touches on PvE, PvP and abilities; the influence of old school RPGs and more.
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