《上古世纪》 是少数几款真正接近最佳状态的mmo游戏之一

2019-10-24 598
对我来说, 《上古世纪》 是少数几款真正接近最佳状态的mmo游戏之一,但它很快就变得非常糟糕。这有点像一种情感上的分手,因为它实际上比一开始的经历更伤人。
最初在西方市场发布的时候有太多让人喜欢的地方了,然后它就横冲直撞了。Trion World的失误给我留下了一颗破碎的心,我离开了本应在Early Access中寻求慰藉的地方。他们没有一个人能给我带来我一直在寻找的经济刺激,也没有一个人能真正填补我灵魂中那个原型大小的空洞。
原型:《Unchained》有点像看到你多年前的旧情人在房间里和她的约会对象一起大笑。她还没有注意到你,你也不知道你是否希望她注意到你。当你考虑是否要接近她的时候,你的胸中会有这些想法,而你的大脑会对你尖叫,说你是个笨蛋,应该马上中止行动。
我正在写一篇关于AA:UC的文章,所以你已经知道这两篇文章最后谁赢了。如果你是由更严厉的东西,并一直在等待决定是否要回到或不,那么这篇文章可能会帮助你一点。我将讨论一下我认为你应该保持清醒的原因,然后讨论一下我为什么至少在接下来的一周左右的时间里忽视我自己的建议。
这些虫子,虽然
当我登录到游戏原型时,有几件事很快便脱颖而出:第一次解锁并在游戏中度过最初的几个小时。几乎所有这些都是我几年前第一次玩这款游戏时所记得的。
一些npc仍然说韩语,这可能会影响你,也可能不会。几年前我住在中国的时候学过一点汉语,所以当我和小贩说话的时候听到汉语对我来说有点怀旧。不过,对另一些人来说,这可能会让他们有点身临其境的感觉。我认为这只是一件小事,会困扰一些人,另一些人会很喜欢,而大多数人只是不在乎。
不过,人们关心的是bug。在我最初的经历中,有一个bug我绝对不记得了,它是一个变量(在编码的意义上),主要角色在主要故事情节中不断出现。当您说话时,对话的目的是将您的名字显示在说话人的名字上面,但是您得到的却是一个类似于该名字应该存储在其中的变量。
真正奇怪的是,你的名字在其他任何地方都适用。任何时候NPC叫你的名字,或者在你名字显示的任何菜单里,一切似乎都在正常工作。因为它经常出现在主要的故事情节中,我认为这可能是每个玩家都经历过的事情,所以我很惊讶它还没有被修复。当然,它在实际游戏中并没有那么大的影响,但它确实是一个相当直接的小故障,看起来很不专业。
在游戏的早期,我还发现了许多其他的随机bug,它们都很奇怪。例如,在一个任务中,玩家获得一艘划艇,划向一个沙洲,然后与一些怪物战斗。把你的船开到岸上,然后跳出去,会使船发生故障,四处乱跳,产生很大的噪音。这没什么大不了的,除非有几十个其他的玩家也做同样的事情,然后船就会像吸食冰毒的猴子一样,在某种斯坦福鼓垫实验中出问题。
我也在角色创建过程中经历了一个奇怪的图形错误,并从其他几个有同样问题的人那里听说。屏幕加载的字符模型缺少一个面孔。只是一对眼睛在盔甲的颈孔上方徘徊了一小段距离,你肯定会多看几眼。这种情况在我身上发生过几次,但我通过在男性和女性之间切换来解决它。如果你被病毒感染了,你可以试一下。
 
自从我重新回到游戏中,一个程序错误就一直存在,至今仍未修复。
也就是说,我不得不说我遇到的几乎每一个bug都是早期的游戏bug。除了名字的问题,我发现这个问题很容易被忽视,其他的一切似乎都只是进入游戏和开始游戏的问题。在那之后,游戏似乎在非常稳定的服务器上运行得非常好。
一些设计找出…
我对这款游戏不感兴趣的主要原因也是人们最喜欢它的原因之一。很多人会非常讨厌这个职位,但我不是这个阶级制度的超级粉丝。我喜欢它的一些地方,但是感觉它缺少了实用程序类。乍一看,我知道这个说法并不完全正确,所以让我解释一下。
上次我玩的时候,我选择了专注于纯粹DPS的火球投掷类型。这对我来说很有效,游戏也很好地支持了这种风格。这一次,我决定要做一些更像是支援施法者类的事情。我想要么做一个类似于附魔师和德鲁伊在EQ中的角色,要么做一个类似于一些传统死灵法师或萨满类型的职业在一些游戏中的debuf类。
从技术上讲,有一些类的组合可以让你这样做,但是它们对我来说真的很缺乏。魔法可以很好地协同其他职业,包括恶咒来增加伤害输出,但是并没有任何职业组合可以协同来提高群体控制和减光。
它让游戏几乎完全围绕着进攻或防守,而忽略了幻想中的第三条腿。我知道你可以创建类并以这种方式玩它们,但如果你这样做,你肯定会有一种自我惩罚的感觉。
我所追求的很多东西都是在歌曲创作中,但对我来说,这更像是一个吟游诗人的职业,而不是我真正想要的。我可能会在某个时候拿起那门课去尝试它,它可能会挠痒,但这篇文章是关于困扰我的事情,这只是其中之一。
更为乐观
所有这些负面的东西,你可能会认为我不喜欢《古物:被解放了》,但那不是真的。更确切地说,我只是还没有下定决心。尽管存在这些问题,我还是会在接下来的几周里花大量的时间在这款游戏上。
首先,我还没有讲到游戏的最终内容,但是我认为PvP是AA:UC将会大放异彩的地方。游戏中的交易系统确保了经济活动,以及交易者在哪里旅行,gankers就在哪里跟随。这就建立了一个PvP-for-a-purpose的场景,我认为这使得PvP比普通的模式更有趣。
派系之间为领土而战,以及PvP对领土兴衰的规则创造了一种有趣的动态,使战斗不至于太过静态,同时也允许商人从更多的敌对地区获取所需的资源。这是一个让游戏保持趣味性的系统,同时也让玩家可以选择他们想要参与的程度,我喜欢这一点。
我现在唯一的问题是关于统治系统和海盗派系。核心游戏的更新删除了玩家阵营,我不确定这是否是一件好事。我喜欢玩家能够创造自己的状态的想法,但我也知道这也会给需要完成任务的玩家带来问题。我宁愿找到一个平衡点,而且我认为这比放弃整个系统要好。听起来Unchained将会继续开发其他两个版本的游戏,但是社区之前已经鼓励改变计划,也许这种情况还会发生。
我花了很多时间去弄清楚在《太古代:解放》中海盗派系是如何运作的。我看到有报道说每台服务器最多只能有100名玩家,也有人说没有上限。Trion在他们自己的网站上有很多关于海盗的常见问题,但是对于AA:UC来说,很难判断这些信息的真实性。
有很多关于这个新的攻城系统的谈论,但我还没有机会去体验它。我希望重新夺回动态地缘政治,我担心将失去一个统治系统和玩家为基础的派系。再说一次,很难找到很多关于它的好信息,所以我想在我确定之前,我必须亲自体验一下。这其中的大部分令人兴奋之处在于它可能会是什么样子,而对于它将如何在Unchained中实现,目前普遍缺乏相关的信息,这让人感到不安。不过,我很兴奋能尝试一下。
更新的图形是一个明显的进步,但真正的问题将会在土地运行后的第一周左右出现。我在俄克拉何马州长大,虽然我有一些技巧。
我喜欢这个游戏的另一个原因是这个职业体系是如何运作的。我非常喜欢它的制作是广泛而深入的,它影响了游戏的很大一部分,并在PvP的经济和产业规模上做出了贡献。我很期待看到攻城模式会带来什么,以及它会如何影响到玩家。
劳动是一个机械师,现在我们看过几场比赛,这是一个我很喜欢很多。具体来说,AA的方式:加州大学不阻止你做什么,只是让你的劳动方式更有效,如果你提出的努力得到好东西。这种正强化加上软限制让我非常兴奋。我喜欢游戏在某种程度上奖励我,但并不会阻止我做任何我想做的事。
在求和
在这一切结束时,我通常只是不确定的考古:解放。我想我会喜欢它的很多方面,但也有很多信息缺失,可能会改变我的情况。如果你没有体验过,你很难推荐这款游戏。
就我所经历的而言,我认为这是一款有趣的游戏,而且我认为我的钱花在这上面是值得的,所以我个人认为这是一款值得购买的游戏。我认为基于早期的经验,主要的故事并不能真正有趣到推荐游戏。
不过,我认为决定比赛成败的时刻将随着争夺地盘而到来。当我以前打球的时候,很多东西都毁了我的比赛。我喜欢游戏的经济方面,而游戏中的交易系统对我来说非常有趣。不过,你必须拥有土地才能在贸易中获得成功。因为对于土地的巨大需求与可获得的数量相比,许多人要么根本没有得到任何土地,要么拥有分散在游戏世界中的小块土地。
我讨厌这项运动的那一方面,我觉得它特别做作。我知道,随着人口减少到一个更名义的水平,既要满足峰值需求,又要提供长期的价值感是很困难的。尽管如此,被人为地限制在我所能做的事情上是如此令人难以置信的沮丧,这最终导致我在玩了几个月的游戏后退出了游戏。
我想,同样的经历也会推动我对《解脱》的思考。我得到的土地需要是有意义的,但如果我只是坐在那里等着连续几天的到期,只是希望成为第一个按时点击所有内容的人,我可能会离开游戏。我想要通过产业力量来支持我的公会,如果游戏让我无法做到这一点,那么在接下来的几周内,我将会对其他几款游戏非常感兴趣。
我意识到这篇文章的不确定性并不是很多人所希望的,但这正是我目前所处的情况。希望这对你有所帮助。请在下方告诉我,如果你发现任何关于海盗的官方信息,或者领土控制系统应该如何在AA:UC工作,请一定要发表评论。我相信其他读者也会觉得它很有帮助。
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原文:
ArcheAge is one of those few MMOs that hit really close to the sweet spot for me, and then went real bad real fast.  It’s sort of like one of those really emotional breakups in that it was actually more hurtful than the experience had a right to be in the first place.
There was so much to love with the initial launch in the Western market, and then it just went sideways hard.  With a crushed heart left in the wake of Trion World’s missteps, I walked away from what should-have-been to seek solace in Early Access after Early Access.  None of them gave me the economic rush I was looking for and none could really fill the ArcheAge-sized hole in my soul.
ArcheAge: Unchained is sort of like seeing that ex you fell hard for year ago across the room and laughing with her date.  She hasn’t noticed you yet, and you can’t really figure out if you wish she would or not.  You have these flutters in your chest as you consider whether you’d like to approach her, while your mind is screaming at you that you’re a moron and should abort immediately.
I’m writing the article about AA:UC, so you already know which of the two won out in the end.  If you’re made of sterner stuff and have been waiting to decide whether you want to get back in or not, then maybe this article will help you out a bit.  I’m going to go over the reasons why I think you might stay clear, and then talk about why I’m going to ignore my own advice for at least the next week or so.
Those Bugs, Though
There were a few things that stood out quickly as I logged into ArcheAge: Unchained for the first time and spent my first few hours in the game.  Nearly all of it things that I remember from when I first tried the game several years ago.
Several of the NPCs still speak Korean, which may or may not bother you.  I learned a bit of the Han Guk several years ago when I lived in the country, so it’s a little nostalgic to me to hear the language whenever talking to a vendor.  For others, it could be a little immersion-breaking, though.  I think it’s just one of those smaller things that will bother some people, others will like a lot, and most will just not care either way.
Something that folks will care about are the bugs, though.  One bug that I definitely do not remember from my original experience is a variable (in the coding sense) for the primary character that keeps popping up in the main storyline.   When you say something, the dialogue is intended to have your name displayed above it as the person speaking, but instead you get what looks like the variable that name is supposed to be stored in.
The truly odd thing is that your name works everywhere else.  Anytime an NPC calls you by name or in any other menu that your name is displayed in, everything seems to be working as intended.  Since it happens constantly in the main storyline, I think this is probably something that every single player has experienced, and thus I’m really surprised that it hasn’t been fixed yet.  Granted, it’s not really that impactful on the actual game, but it’s a pretty in-your-face glitch that looks rather unprofessional.
A lot of other random bugs popped up on me early in the game that were just odd.  For instance, there’s a mission in which the player gets a rowboat, rows out to a sandbar, and then fights some mobs.  Driving your boat onto the shore before jumping out causes it to glitch and bounce around, making a lot of noise.   Not a very big deal until a couple dozen other players do the same thing and then boats are laying down beats like meth-fueled monkeys in some sort of Stanford drum pad experiment gone wrong.
I also experienced a strange graphics bug during character creation and have heard from a couple other people that had the same issue.  The screen loads with the character model missing a face.  Just a couple eyes hovering a small distance above the neck hole in the armor definitely has you doing a double take.  It happened to me a couple times, but I solved it by toggling male to female and back.  You might try that if the bug hits you.
A programming bug has been there since I came back to the game, and still isn’t fixed.
That said, I do have to say that nearly every bug I ran into was an early game bug.  Other than the name issue, which I’ve found easy to ignore, everything else seemed to only be a problem getting into the game and getting started.  After that, the game seems to have run exceptionally well on really stable servers.
Some Design… Maybes…
The main thing I’m not crazy about the game is also one of the things people like best about it.   A lot of folks are going to really hate this position, but I’m not a huge fan of the class system.   There are things I like about it, but it feels like it’s missing the utility classes.   I know that statement isn’t entirely true as I make it seem at first glance, so let me explain a little.
Last time I played, I went for the fire-ball hurling caster type focused on pure DPS.  That worked well for me and the game really seemed to support that style well.  This time, I decided that I wanted to do something more like support caster type of class.  I wanted to either do a buffing character similar to enchanters and druids in EQ, or a debuf class more like some of the traditional necromancer or shaman type classes in several games.
Technically there are combinations of classes that let you do that, but they just feel really lacking to me.   Where Sorcery synergizes well with several other classes, including malediction to buff damage output, there aren’t really any class combinations that synergize to improve crowd control and debuffing.
It leaves a game that’s geared almost totally around offense or defense and sort of ignores that third leg of the fantasy stool.  I know you can build classes and play them that way, but there’s a definite feel that you’re gimping yourself if you do.
A lot of what I’m looking for is in songcraft, but that feels more like a bard class to me and wasn’t really what I was going for.  I’ll probably end up picking up that class at some point to try it out and it’ll probably scratch the itch, but this article is about the things that bother me, and this is just one of them.
More Upbeat
All those negatives and you’re probably thinking I’m not a fan of ArcheAge: Unchained by now, but that wouldn’t be true.   More appropriately, I just haven’t made up my mind yet.  Despite all the issues, there are some big reasons why I’ll probably spend a fair amount of time in the game over the next few weeks.
First, I haven’t gotten to the endgame content yet, but PvP is where I think AA:UC is going to shine.  The trading system in the game ensures economic activity, and where traders travel, gankers follow.  This sets up a PvP-for-a-purpose scenario that I think makes PvP far more interesting than the generic pattern of players fighting over irrelevant king-of-the-hill type engagements.
Factions fighting over territory and the way the PvP rules for territories ebb and flow create an interesting dynamic that keeps the fighting from being too static, while also allowing traders to extract needed resources from more hostile regions.  It’s a system that keeps the game interesting while still giving players a choice of how involved they want to be, and I like that.
The only question I have right now is around the dominion system and the pirate faction.  Updates to the core game have removed player factions, and I’m not sure that’s a good thing.  I like the idea of players being able to carve out their own states, but I also get how that can cause problems for players needing to complete quests.  I’d rather a balance be found, and think that’d be better than tossing the whole system.   It sounds like Unchained will follow along with the other two versions of the game, but the community has encouraged changes in plans before, maybe it’ll happen again.
I’ve had a lot of trouble finding out precisely how the pirate faction will work in ArcheAge: Unchained, as well.  I’ve seen reports that it’ll be capped at 100 players per server and others saying that there’ll be no cap at all.  Trion has a great FAQ about pirates on their own site, but it’s hard to tell how much that information holds true for AA:UC.
There’s been a lot of talk about this new siege system in Unchained, but I haven’t had a chance to experience it yet.  I’m hoping that recaptures the dynamic geopolitics I fear will be missing without a dominion system and player-based factions.  Again, it’s hard to find a lot of good information on it, so I think I’ll just have to experience it for myself before I’ll know for sure, though.  Most of that is excitement around what might be, while still being tempered by general lack of current information on how it’ll be implemented in Unchained.  I am excited to try it out, though.
The updated graphics is a noticeable improvement, but the real question will come down to the first week or so after the land run.  I grew up in Oklahoma and have a few tricks under my belt, though.
The other thing that I really like about the game is how the profession system works.  I really like that the crafting is both broad and deep, impacting a large portion of the game and contributing both economically and on the industrial scale with PvP.   I’m excited to see what Siege Mode brings and how that’ll impact crafters, too.
Labor is a mechanic that we’ve seen in several games now, and it’s one I really like a lot.  Specifically, the way that AA:UC doesn’t prevent you from doing much of anything, but just makes your labor way more efficient if you put forth the effort to get good at something.  That’s the kind of positive reinforcement combined with soft limitations that makes me really excited.  I like it when a game rewards me for playing in a way, but doesn’t stop me from doing whatever I want.
In Summation
At the end of it all, I’m generally just undecided about ArcheAge: Unchained.  There’s a whole lot that I think I’ll like about it moving forward, but there’s also a lot of missing information that could change things for me.  It’s hard to recommend the game without having experienced that.
Of what I have experienced, I think it’s an interesting game and I’ve already gotten my money’s worth in time out of it, so I would definitely say it was a good buy for me personally.  I don’t think the main story is really interesting enough to recommend the game based on the early experience, though.
I think the make-or-break moment for the game will come with the land-grab, though.  When I played before, that was a lot of what killed the game for me.  I love the economic side of games, and the trading system in ArcheAge was a ton of fun for me.  You have to have land to be very successful in trading, though.  Because there was such a huge demand for land compared to the amount of it available, a lot of people either didn’t get any land at all or had it in bite-sized pieces scattered around the game-world.
I hated that aspect of the game and it felt extraordinarily contrived to me.  I get that it’s hard to both meet peak demand and still provide a sense of value in the longer-term as population shrinks back to a more nominal level.  Still, being artificially limited on what I could do like that was so incredibly frustrating, it eventually led to my quitting the game after a few months of playing.
I think that same experience will drive how I think about Unchained.  I get that land needs to be meaningful, but if I’m sitting around expiring claims several days in a row just hoping to be the first to click everything on time, I’m probably going to walk away from the game.  I want to support my guild through industrial might, and if the game makes it impossible for me to do that, then there are several other releases over the next several weeks that I’m highly interested in.
I realize the noncommittal nature of this article is not going to be what a lot of folks were hoping for, but it’s where I am at the moment.  Hopefully you found it at least somewhat helpful.   Let me know down below, and also be sure to comment if you discover any official information on either pirates or how the territory control system is supposed to work in AA:UC.  I’m sure other readers would find it helpful as well.
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