"Guild Wars 2" will take the fate system to improve the team lazy problem

Source: Internet
Author: User
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Tags development development department development team game game content not to not to be nothing
The following is the latest journal of the Guild Wars 2 development team, which says Guild Wars 2 will use the fate system to reward fighting players and restrict lazy players. The following is the original diary: Back to pax Prime, I have been sitting with the development Department of several people in ArenaNet has been discussing the dynamic time of the 2. I said, "That's why this game is going to introduce a public mission system." ”。 Because so far there is nothing to defeat the game produced by mythic. Without a public mission system, we would not have developed a dynamic event system, nor would it have been so expensive. Mythic's innovation is driving the 2 team to develop their own systems.  They extracted such a unique system from past repeated studies and lessons learned. It looks like Guild Wars 2 The next problem is to face the battle level of the Public Mission in Guild Wars 2 There's one thing I can't get over now (primarily the original client, instead of its successor, it is that I am afraid to act alone in the Tyria world, and in Aizelasrie, I am free to play strange upgrades. World of Warcraft spoiled me because the task of teaming up with a single person is the same, which means that as long as the team will be easy.  Battle Hammer Online has taken a further step on the public task system, allowing players to share common goals and give them the tools to make it easier for them to join the team to complete public tasks, and then in Guild Wars 2, this pattern is not very well experienced.  But there is still a fundamental problem, the level of public combat is not clear. So when most players quickly and inevitably rise to a high level, other senior or just join the game will not be able to complete the task, because a lot of game content and waste too much time.  However, such a design in the team do not have to repeat the task, this is ArenaNet has been trying to avoid the problem. Finally, the task of the game is designed to be based on whether or not each person receives the task. One person took the task, and the goal was done by the person himself.  Next, there is a large number of enemies entering another phase. When we ask if some players just create accounts, then just stay in AFK, but they don't actually fight, just want to get a prize? The staff replied that the "fate" system they used only rewarded the players who had produced the actual action.  And AFK will not be involved in battle until they have enjoyed the game. This time, ArenaNet seems to be using Guild Wars 2 in many ways to take a break. The production of dynamic tasks is really what players have been looking forward to for years. The improvement of the text has to wait for the right to enter the next stage to know. The World of Guild Wars 2 will be changing. There are more game characters and unique designs, and a variety of gameplay styles will be added in. We can expect the rich game content that developers bring to us. (Digging the shell net)
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