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你可能喜欢Dragon Empires Q&A #4 - IGN
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Dragon Empires Q&A #4
Peter Tyson responds to our questions on player versus player combat in Codemasters' upcoming persistent state game.
By Richard Aihoshi - 'Jonric'
is developer and publisher Codemasters' persistent state game that was announced last year.
It takes place in a large, fantasy-based world where the mysterious forces of magic are strong.
This land is divided amongst five empires that all seek to assert their dominance, a struggle that is central to the overall gameplay. Giving rise to the title, daunting dragons guard their respective strongholds against intruders.
The lives of these fearsome beasts will reportedly intertwine with those of the human inhabitants as they form clans and battle with each other in wars and sieges to gain and retain ownership of dozens of cities scattered across the land in order to gain the wealth provided by the tax revenues they generate.
The use of clan-based conflict as a core design concept places Dragon Empires in the minority among the many online worlds in development at this time.
Accordingly, this element has been the focus of considerable attention from gamers and the media.
However, it is far from being the only important or interesting aspect, a fact that is becoming increasingly clear as more and more information has become available about other parts of the game.
Naturally, we're eager to provide as much knowledge as possible about the entire design.
To this end, we have been fortunate to secure Codemasters' agreement to participate in a series of features.
In the latest of these, our Dragon Empires Q&A #4, Community Liaison Manager Peter Tyson fills us in on a topic that is always of interest, the player versus player combat system.
When you first set out to design Dragon Empires' PvP system, what types of alternatives did you consider seriously, and what did you end up choosing?
Peter Tyson: Zones and switches were considered, as was open PvP.
In the end, we felt zones ended up ghettoizing the player base too much and open, free PvP resulted in too many problems of grief play. In the end, we have a slightly unusual switch system that involves three 'open' PvP roles on top of clan combat roles and the bystander 'no PVP for me!' role.
After you considered the various options, wow and why did you ultimately come to select this particular type of system?
Peter Tyson: We chose this route because a lot of people don't want to be involved much with PvP, or only want to dip in from time to time. This could be due to temperament, play style, available time or some previous bad experience. In Dragon Empires, we decided to offer the choice of whether or not to PvP via the various roles players can undertake in the game, and we also decided not to restrict this through herding PvPers into special areas or zones. We want people to see the folks that are fighting for their friends, their city or their empire!
PvP is an important part of the world of Dragon Empires and it will be going on all around the players and the most rewarding activities in the game are linked to PvP. Players can earn experience and gold from killing each other or fight other clans for ownership of cities. We've made the losses incurred from death slight enough that we hope everyone will try PvP now and then, and realise they can have a lot of fun battling others.
After you decided on a fairly open PvP system with consequences, what goals did you set for yourselves with respect to the key things it needed to address, such as grief killing, and how the system of consequences should work?
Peter Tyson: Grief killing was an important issue to tackle. We felt it comes as much from a directionless and meaningless PvP system as it does from bad players. If there is direction to the PvP structure of a game, then player killing (even excessive) isn't griefing but rather an important part of the game. We would like everyone to be involved with the PvP side of the game, as it is a lot of fun and fairly painless. As for consequences, when you can only attack players who chose to be a part of the PvP environment, either by being in a clan battle or taking on the role of a contract trader, bounty hunter or outlaw, there is little need to punish participants. These are very rewarding roles, but also quite risky. Expect to kill and be killed!
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