"Guild Wars 2" dynamic event Personal event mini game in-depth investigation
Source: Internet
Author: User
KeywordsMini Games
Play video (Compile/Come in) in the last issue of the news, Robert Piches, editor of the Eurogamer Network, has already revealed the second new event System in Guild Wars 2, the "mutual-style" Personal task mode (also known as the personal story-type event pattern). Many believe that the player is still not done. This time Robert will continue to connect with Project Designer Colin Johnson, a Johanson in North America, to conduct an in-depth survey of the three aspects of dynamic events, personal events, and mini games not mentioned in the previous session. Believe this will be the final "battle" with Colin Johnson. Like "Guild Wars 2" players friends, do not miss this last chance. Eurogamer editor Robert Piches (Robert Purchese, hereinafter referred to as E): If my event is a personal story, how long will it take to complete? Is it possible to pick up from level 0 to top? Can I pick up when I'm full? Colin Johnson (Johanson, hereinafter referred to as C): There are so many story-type events that I can't even enumerate them myself. You can say that every minute you spend in the game is automatically interspersed with many events. Even if your grades are full, there will be additional endings (endgame) events waiting for you to do. So if you really want to finish all the personal events in Guild Wars 2, it may take a lifetime to do it. E: Dynamic events are not presented as a separate instance. If an event has been done by you, does that mean that other players are no longer able to accept this dynamic event? C: Of course not. They will appear repeatedly in the game world. Also, if there are hundreds of players appearing on a map at the same time. Then an event also becomes more numerous and evenly distributed across the map, and these replicated multiple events can be nested, even, or even overwritten by other small event events. And these "duplicate" dynamic events themselves can be formed into an organic whole, which affects the direction of the role and rewards. E: It sounds as if such a task depends on a group of players to work together to complete AH. What should I do if I log in and find that there is no one in the vicinity of the area? C: Don't worry. We'll append a miniature detection tool to each dynamic event, it will automatically detect the number of players around, and will be all the players in the task one by one listed on the search results, if the micro-detection tool can not detect the surrounding players, then the difficulty of the event will be automatically reduced by the system, Reduce the number and grade of monsters to fit your solo At the same time, you can use the micro-probe tool to check again anytime and anywhere.Test, once the player has been detected, can also pull them into the task. E: That would be great, but I can only hope to do it with a handful of my teammates, compared to a large group of people competing for an event. Can I control the number of events to below 10 people? Because I am afraid that too many people will make the event difficult to accept after too much confusion. C: You're paranoid. One thing that I and my team must try to do is to create a cooperative atmosphere that encourages players to work together to accomplish an event. As we have seen in the test video released, collaborative gaming is really a lot of fun. Of course, we also encourage players to perform personal solo. And always open a green channel, so that independent players can also temporarily form a special front, they formed together for the purpose of the immediate common interests. This front force cannot be called a team because they lack or do not need the necessary teamwork spirit, and the rewards are absolutely equal. Therefore, you do not say that the number of control under 10 people, a person to play is not a problem. In addition, in Guild Wars 2, we always treat all players equally. Never deliberately punish or reward a player in a game. For example, when player A is ready to carry out a strong DPS attack on a monster, or is ready to make a final hit, then Player B comes in, kills the monster, and takes away all the experience. Does that mean that player A is working hard in vain? The answer is no. Based on the theorem that the role can be rewarded only if the character is fighting against the enemy, we will still give the reward for killing the monster to player A. Similarly, another "help" for you to kill the monster of player B can also be an equal reward. The same is true in team warfare, where several people are involved in the event, and the rewards are awarded. [Page] E: It sounds really like a "battle hammer ol" public mission. Is the reward based on the head? The more the number of participants in the team, the more rewards? C: One thing I think we have to say is that our event system will never be linked to the public mission system of battle Hammer ol. Because their public mission system starts at the moment of the event, it keeps the character in a fragment of time. In other words, once their task arises, you have to be honest, step-by-step, follow the instructions provided by the game silently, and walk through the last mile of the story, and everything in the world will not change because of the impact of the task. The old game player will also find that "battle Hammer ol" will contain an implied timer, as long as the time to rewind, the public task will restart, failed once the player can be again. But in our dynamic event system, the situation is completely different, each task has its own life, if the player once accepted the task, then theTasks will become unavailable, and will dynamically change the world around you and NPC, and even other subsequent events, and change other players around you. So at the same time, will not provide players any timer and the inherent strategy, everything will move with the player action, the planning deviation will cause the whole situation change. E: It really is a win-lose! What I am worried about is that when the home of the players on the world map is torn down, will the player still have time to fix the land? C: This player doesn't have to worry. According to the performance of the inside, after the destruction of the world Home will be automatically rebuilt, and repair will be very good, the logic of the plot is also more real, can give a person a fresh impression. Even if a player affects the town's timely repair work due to an event, you can assign a town businessman to help you repair the facilities, provided that you spend a city construction fee. In fact, there is a quicker way, that is, when the city is destroyed by the enemy, you can leave the city for some time, wait until the enemy to help you to repair this city (automatic repair) to take shape, players can send troops to the city. At this time, the city will be the weakest defensive force period, it is easy to attack. The advantage of this player is not only to get a brand-new city, but also to have countless treasures, experience values and rewards waiting for you. E: What do I need to do to officially trigger a dynamic event? C: There are a number of ways to trigger a dynamic event. The first is based on time rules, which appear regularly in major cities, and players can begin tasks as long as they talk to NPC. Second, based on the location rules, it will randomly appear at major key points around the world (mostly caves, forests). The last is based on the event rules. Some dynamic events belong to a passive event. It can be nested in other events, or as a hidden factor, when you are done with a certain part of the event task before you can open it. Give me a classic example. In Guild Wars 2 There is a wise NPC, his name is Athuruga (Asura), when the player close to him, he will point to the back of the cave to the player said that there is a mushroom in this cave, they taste very bright. But because of his poor eyesight, I hope the player can help him to pick. If the player chooses to volunteer to help at this time, then you are in the Athuruga "trap". He would instantly play the home into a cute little pig, and use his little body to sneak into the long narrow tunnel. In the moment of seeing the mushroom, many ferocious predators will be circled around their positions. At this time the player in addition to more than avoid the enemy's surveillance, but also should be more use of animal shape related skills. In short, the whole game world, fun, hidden dynamic task is not only this together oh. E: Whether there will be a lifetime in these dynamic events, and once an event is extinct, it canIs the player activated? C: There will be no life period. Dynamic events are all cyclical, but each player can only accept the task once, regardless of success or failure, can not be accepted by you again (but the player can please other friends to reconnect the task). It also has a passive loop for events that may occur after other events. That is, whenever you trigger the parent event of the event, the child event will naturally be triggered again by satisfying the condition. It is the interaction of these events that makes the game process fun. E: The game you designed seems to always hate the word level Up (grade elevation), can you tell me why? You in the development of "Guild Wars 1", just let the level in the 20 level when the CAP, now in the development of "Guild Wars 2", you will not raise the level of the upper limit it? Will the grade be transferred to level 100? C: I don't think it's time to say this. But I'm sure the game should be set up to do the job and upgrade, not to do the task to upgrade. Like most of the game today, let you fight all day, a high level of large scale out of the lower level of the trumpet, that's what it means. The games we create will never make you feel so boring, and you can guarantee that at every point there will be no difference between the games that other companies are designing. [Page] E: When I am in the World of Guild Wars 2, can I only take personal story tasks or only dynamic tasks to play? C: There are two main types of event tasks currently acceptable. Dynamic events and personal events, and are closely related. When the player's chosen character walks on the world stage independently, it is inevitable that a variety of events will be encountered, at which point you can choose to stop the ongoing events and pick up the event, or skip the event and continue the ongoing event. Not only that, in every big town, the system also offers players a lot of mini games. Anyhow, want how to play, nature is by the player you personally decide. E: About the mini games mentioned just now, can you tell us more about it? What are the small games? What exactly are the rewards? C: In the game of each big city, players can find a lot of various, can personally participate in mini games. However, these small games are basically in the late game to pick up. Some of the more interesting, such as pub riots, shooting range marksmanship, snow snowball snow cane, veteran players if there is leisure time, it is worth a try. This is how we arrange the rewards for mini games. For example, if you successfully stun a bartender in a pub when you are in trouble, you may get a set of dentures, rings or other interesting things that come out of his mouth. These props are not sold valuables, but also according to your grade and produce corresponding changes in the gift-type props. However, most of the gift props are distributed in a very different location, players must travel all over the world to search all. One thing IYou can guarantee that in the game, each type of chapter content will be rewarded accordingly, and to get some rewards will take a considerable amount of time to get something. This depends on how the player is playing the game, if it is like the perfect player, then my advice is you no matter when and where, it is best to check if there is anything pulled down. E: How long has the development cycle of Guild Wars lasted for 2? C: That's a good question. We have so far been testing the game, with the object of the two event systems, we are constantly updating the purpose is to give it more function, and to ensure that it operates more stable, simpler and better. The core idea of our thinking is "not to let players play games and to design games, but really want players to participate in the formation of team alliances, to know more people, to do more in life difficult or not to do the interesting things." Of course, more importantly, don't forget that there are a bunch of behind-the-scenes testers and programmers accompanying you. E: When is it expected to be put into operation so that our players can actually play? C: I'll go back and ask Chris, but I don't think she can answer very clearly. Because now even Guernsey software (Ncsoft) officials have not given me a positive answer. Whether it will be available for sale in the year is an unknown to me and to my team. Also, we are not planning to attend the E3 exhibition. You can only say one more time to the players you've been waiting for. (Edit Zhang Xing)
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