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新闻来源(英文):http://0rz.tw/gJAlv (by Pwyff) 转载中文翻译:http://0rz.tw/8t5MW (by fire78113) --- An Interview With Guild Wars 2's Jon Peters - by Pwyff We sat down with Guild Wars 2's Jon Peters to talk about competitive PvP, combat, and GW2's eSports aspirations! 我们和GW2的Jon Peters坐在一起谈论着PVP、战斗系统、以及GW2的电子竞技愿景。 It's no secret that I've been a huge proponent of competitive PvP in MMORPGs from the very beginning, and even though many attempts have been made to generate a robust tournament-friendly MMO (Fury, World of Warcraft 3v3 arena, the original Guild Wars), the results have been less than stellar. That being said, Guild Wars 2 probably has the highest chance of any MMORPG to break into the mainstream competitive light and I, for one, could not be more excited. Throughout my experiences in the press beta two weeks ago, I spent much of it testing out all sorts of PvP builds. Near the end of the testing window, I also got the opportunity to grill ArenaNet Game Designer Jon Peters about the various design choices made to help GW2 succeed as a competitive MMORPG. 我是MMORPG,PvP竞赛提倡者的这件事早就不是秘密,而且即使有很多试图建立健全的锦 标赛形式的MMO(Fury、WoW 3v3 竞技场、原本的GW),结果都成为过去。话虽这麽说,GW2 很有可成为MMORPG的主流,成为竞技游戏之光而且我们感到如此的兴奋。根据我两周前的 测试经验,我投入大量的时间在测试PvP建筑的类型。在测试结束前,我也得到机会可以 拷问A社的设计师Jon Peter有关大量的设计选择来使GW2成功的成为一个竞技MMORPG。 Of course, I didn't record any of it. Regardless, I did manage to catch up with Jon once again to get his thoughts in a more formal manner, so without further ado, check out our interview with Game Designer Jon Peters on Guild Wars 2's combat, PvP, and eSports aspirations! 当然,我没有做任何纪录。 无论如何,我再次地跟 Jon取得联系,并以更正式的方式来取得他的想法。 所以事不宜迟,来看我们访问游戏设计师Jon Peters有关GW2的战斗系统、PvP 、以及电子竞技(eSports)的愿景! ZAM: Hi there and thank you for taking the time to talk to us about Guild Wars 2's PvP and combat systems! ZAM:你好,很高兴你愿意拨空来跟我们谈论GW2的PVP以及战斗系统! Jon Peters: Thanks for being interested. We love to talk about this stuff whenever we can. Jon Peters:谢谢你们对此有兴趣,我们很乐意跟大家谈论这些事情。 ZAM: First of all, congratulations on the successful press beta test! In your recent blog development update, you detailed some changes made after the test, but was there anything else you liked from watching us play over the weekend? ZAM:首先,恭喜press beta 测试顺利成功!最近你的部落格有所更新,你详细的叙述了 一些在测试之後的改变,但是有其他是你在观看我们在周末游玩後比较喜欢的吗? Jon: For me, it was how much I enjoyed playing with new players and teaching them things about the game. Jon:对我而言,跟新人一起玩跟教导他们有关游戏事情是非常有趣的。 ZAM: In an MMORPG like Guild Wars 2, where skill and timing matter just as much as your equipment and levels, it seems like skill disparity can become a real balancing problem in PvE. In an optimal situation with highly skilled players, we'll see things like conditions being stacked, cross-profession skills being utilized, and boons distributed to right players. In less than optimal situations, however, it's easy to see everything winding down to disaster. In this way, how do you craft content that will challenge even the best players without frustrating the less "skilled" ones? ZAM:像是GW2这种的MMORPG,技能跟时间的问题就如同装备以及等级,似乎技能的不同将 成为PVE的平衡问题。拥有最高技能的玩家在最佳的情况,我们将看到一些情形,例如状 态的堆叠,跨职业技能将被利用,以及恩赐分配给适合的队友。然而,在不到最佳情况下 ,我们可以很容易地看见每一件事缓缓地变成灾难。这样个情况下,你们要如何建立游戏 内容,即使最好的玩家没有足够的技能使用,也不阻扰他的挑战。 Jon: I think we generate different types of content. Some is meant to really challenge even the most experienced players, while other content is meant to appeal to more casual players. We also worked really hard in our design to make the skill floor a lot higher than most other games of this nature, to make sure you could bring your character over to PvP and feel like you could just start playing. Jon:我想我们建立了不同的游戏内容形式。有一些即使对於最有经验的玩家来说也是种 挑战,同时也有些游戏内容是设计给一般玩家的。我们也很努力的设计,让我们的技能层 次跟其他同类型的游戏比起来更来得有高度,以确认你可以将你的角色带往PVP且你可以 感觉到你马上就可以开始战斗。 ZAM: Given Guild Wars' renown as a competitive PvP-focused game, will there be any plans to extend that competitiveness to PvE encounters? Something like leaderboards for completing elite events and dungeons the fastest? ZAM:众所皆知GW是一个具竞争性的PVP向游戏,有任何计画要拓展PvE的竞争性吗?像是 完成菁英事件或者是地城通关速度的排行榜? Jon: We did do some stuff like this in Guild Wars: Factions so it is something we do enjoy. However, there are no current plans for this. Jon:我们有在Guild Wars: Factions做了类似的事情,而这些是我们所喜爱的,然而目 前并没有任何有关此的计画。 ZAM: I noticed that, while players can modify their utility skills, healing skills, and elite skills with some variation, weapon skills remain the same five abilities from level 1 to level 80. Was this done to create more guided foundations for players to build on (ie: rifle engineer skills versus pistol engineer skills are very different, and so require different supplemental skills to maximize their potential), or are there plans to add more customization with weapon skills going forward? ZAM:当玩家可以自订他们的实用技能、治癒技能以及菁英技能时,我注意到武器技能从1 等到80等始终是同样的5个技能。有考虑创建更多的领导基础来让玩家建立吗?(例如:火 枪工程师技能对上手枪工程师技能,两者是非常不一样的,所以需要不一样的补充技能来 最大化他们的潜能),或者有任何计画在将来给予玩家更多选择来客定化他们的武器技能? Jon: This was done for a variety of reasons, ranging from giving players a leg up on build-making to more clearly differentiating between characters to simplifying balance. Keep in mind when picking weapon skills that you are managing either two weapon sets and swapping between them, or four attunements in the case of the elementalist, or up to four kits and a weapon set with the engineer. You are making decisions about when to swap and how to combine skills from different weapons by swapping. On top of that, many have skill chains that you can go through or break out of, toggle skills that can detonate previous skills for other effects, and a lot of versatility within each skill. For example, Savage Leap can be used to close on enemies, escape from enemies or jump over terrain gaps. Jon:这麽做是有很多的原因,从给予玩家建立到明确地区分角色间的不同,来达到简易 的平衡。为了可以在脑里记得你正在使用的武器的技能或者是第2组武器的技能并且切换 他们,或者元素使的4种调和,或者工程师的4种工具包以及武器。你要决定何时切换武器 以及藉由切换武器来了解技能组合之间的不同。 最重要的是,许多是有技能链可以让你通过、摆脱、或切换技能来引爆前一个技能而产生 其他的影响、在每个技能中很多的功能。例如,野蛮人跃进可以用来关闭敌人、摆脱敌人 或越过地形的差距。 ZAM: You've decided to really level the instanced PvP playing field by giving players access to all the equipment and skills they need to remain competitive. While it's clear that ArenaNet has big plans for competitive team-based PvP, will there be any rewards (or forms of progression) for players who simply want to jump into the queue day after day? ZAM:你们已经决定藉由给予玩家途径可以取得他们在战斗中所需要的所有装备以及技能 ,让大家在PvP都一样。很明确地ArenaNet有针对於队伍向的PvP竞赛的计划,有可能有任 何奖励(或者级数形式)给於那些一天又一天跳队伍的玩家? Jon: Let me first point out there is no real 'queue.' Games are hot-join based so that means they are always running and once you get in a "server" you can keep playing the map rotation with the same players to build some community. That being said, there are a few forms of progression. The first is a PvP resource called Glory. Glory is earned by playing in matches and players can spend it to obtain new weapon and armor skins for PvPing. There are also PvP achievements and statistics that we track. Finally, we have tournaments for more organized players. Those are focused 5v5 tournaments and are the true replacement for GvG. We'll have more on those in the future. Jon:让我事先声明,并没有真正的”队伍”,游戏是建立於”Hot Join”基础,所以这 意味着他们总是在变动以及只要你加入一个「伺服器」,你可以一直在里面跟同一批玩家 一直玩并建立一些社群。 这曾说过,会有一些级数形式。第一种是PvP物资称作荣誉( Glory)。荣誉( Glory)是在 竞赛中所获取而且玩家可以使用他购买在PvP时使用的武器、装备的皮肤。也有PvP成就系 统以及我们所追踪做成的统计。最後,我们有为了组织玩家准备了锦标赛。锦标赛重点放 於5对5而且这将取代GvG。我们在未来有很多有关此的内容。 ZAM: Speaking of competitive team-based PvP, eSports has been making a big push into the public sphere, with more players turning to streams to generate consistent revenue while playing in tournaments for the prestige and bigger cash prizes. Do you have any major plans to support eSports gaming in Guild Wars 2 that you can share? ZAM:谈谈队伍竞赛,电子竞技已经成功打进大众领域,当锦标赛提供名誉根钜额的奖金 时,越来越多玩家跟随着趋势来赚取稳定的收入。你可以分享一下你们是否有任何有关 GW2支援电子竞技的重要计画吗? Jon: Absolutely. We consider it to be one of the primary goals of Guild Wars 2 competitive PvP to make it into an eSport. We plan to have daily tournaments, monthly tourneys and a yearly world championship. I can't give out tons of details on these yet, but I just wanted you guys to know that we plan to have these things and support them. Jon:明显是有的。我们思考GW2的竞技PvP的主要目标就是将它建立成电子竞技游戏。我 们计画有日锦标赛、月锦标赛以及年度世界冠军赛。我还不能对此叙述太多细节,但是我 想要你们知道,我们有这样的计画去支援电子竞技。 ZAM: One of the big requisites of being a good eSports game is how it translates to a spectator sport and if audiences can understand what's happening without that deep knowledge of the game. By making GW2's PvP -- like Guild Wars' GvG-- objective based rather than deathmatch-based, how do you think this will help the game's accessibility? ZAM:成为一个好的电子竞技的一个先决条件,是如何将它转型成观赏性运动以及观众能 否在不需要很了解这个游戏的情况下也能够了解发生什麽事。GW2的PvP-例如GW的GvG- 目标取向而非死斗取向,你觉得这如何使游戏变得更加亲民? Jon: It offers cool splits. 8v8 is obviously too big. 7v7 is pretty much the same. 6v6 can be cool, but it creates even matches (3v3 or 2v2v2) which aren't always fun to watch, since teams might just stand around not wanting to engage. In 5v5 you get great splits that are uneven and encourage action. 5v5 is also a great number of people to have in a team, and since a lot of other games ask you to play with five friends, it felt like a great number. In Conquest, capture points are just our way of getting players to fight. It prevents turtling and gives new players a very easy way to help their team. See a point you don't own? Go to it. Are people attacking a point you do own? Go to it. It also gives us a nice set of layers to observe. The first thing is the score. Anyone can look at the score and know who is winning by who has a higher score. Then after that they can look at the state of the objectives and start to understand that next layer. After that they can start to look at player positioning and builds and get into the real nitty-gritty strategy. If you compare this to something like football, score is their first layer. Field position and down is their next layer, and offensive and defensive formations is their 3rd layer. Jon:它提供很棒的划分。8人对8人很明显大过庞大。7人对7人似乎也是。6人对6人很棒 ,但是牠形成的比赛(3v3 或者 2v2v2),通常观看起来都不怎麽有趣,因为队伍可能只会 站在一旁而不愿意交战。在5人对5人的情况下,有着很棒的划分,虽然不平等但是鼓励你 行动。5人对5人在队伍中也是一个很棒的数字,而且大多数都要求玩家跟5位朋友一起游 玩,这个感觉起来是个好数字。 在占领战,占领点是我们让玩家打起来的方法。他可以避免玩家龟起来而且可以让新玩家 有可以帮助队伍的地方。看见一个点不是你们的?就占领它吧!有人攻击你们的占领点? 就迎击他吧!它提供了不同的阶段让我们去观察。第一个是分数,每个人可以藉由分数了 解谁是目前分数高的赢家,然後他们可以观察目标的状态而且开始了解下一个阶段。之後 他们可以看见玩家的位置以及建筑并且体会到如同真实体验般的策略。如果你跟一些事情 比较,例如足球,分数是它们观察的第一阶段,再来是球场的位置以及草丘,进攻方跟防 守方是观看的第三阶段。 ZAM: And that's all we've got for now! Thanks so much for taking the time to answer our questions; we're really excited to see if players can pick up on Guild Wars 2's deep combat system! ZAM:而且这些全部我们现在已经得到了!真的很感谢你拨空来帮我们解答,我们热烈地 期待着看玩家能否了解GW2这有深度的战斗系统! Jon: Thank you. Let me just leave you with these thoughts (mostly stolen from the eloquent Jonathan Sharp). Jonathan, Izzy and I all have at one time in our past played Starcraft, Quake, Quake2, GW1, TRIBES, and other games at a semi-pro level. We have been on the other side of the fence and can appreciate the perspective of those players. GW2 is trying something new, and we're gonna try to blend the best of the old world with a new game style that asks players to employ skill sets from different genres. We want it to become a major eSport, and hope to make the right decisions that will make that happen in the long run. Jon:谢谢。让我留给你一些思想(大多是取自具说服力的Jonathan Sharp)。Jonathan、 Izzy 和我三个人在过去曾玩过星海争霸、雷神战槌1跟2、GW1、TRIBES跟其他游戏,以一 个半职业玩家的水准。我们已经在另一边而且可以欣赏其他玩家的观察力。GW2正尝试新 的事物,而我们将会试图把旧世界与我们从各方玩家蒐集而成的新游戏模式混合在一起。 我们想要它成为电子竞技的主流,并希望能做出正确地决定使它能够长久存在。 ---End--- 5v5的锦标赛中 不晓得会不会有激战2版本的dota XD? 个人还满期待的啊XDDDD -- ───────── ──────────────────────── ˊ What's 's story IL ▅▅▅▆▆▇▇▇ 】 ◢/───────── ───────────────────── --



※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 60.249.127.66 ※ 编辑: DemonElf 来自: 60.249.127.66 (03/08 09:47)
1F:推 qaz12wsx45:感谢搬运工~ 我认为GW2的5V5 一定会成为电竞的 03/08 16:09
2F:→ qaz12wsx45:不吃装备 就是他 最大的优点 望向隔壁的... 03/08 16:09
3F:→ DemonElf:电竞除了平衡度之外、还有战略弹性、技巧展现等各角度 03/08 18:19
4F:→ DemonElf:GW的装备强度平衡基本上不是问题、而二代的技能弹性显然 03/08 18:20
5F:→ DemonElf:又比一代更上一层楼、破除传统思维的角色特质配置更进一 03/08 18:21
6F:→ DemonElf:步提供了玩家发挥个人特色的空间 电竞展望度确实是很高 03/08 18:22







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