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We're truly think that Goha.Ru sent best questions to XL Games and this interview is most usefull! One of the hottest topics for ArcheAge followers to discuss is factions. I guess we can confirm their presence in the game. Can we call ArcheAge a RvR game or factions idea is completely different from what we ’ve seen before? How do factions fit the concept of sandbox at all? The biggest difference is that players will belong to a pre-set faction in the beginning, but will be able to create their own factions later on. PvP and RvR contents such as castle siege will occur between factions in opposition. How many factions are there in the game? Does a player choose the faction while creating a character once and forever or he can change the side while playing? How do factions interact with each other?There will be various factions, but when creating a character in the very beginning of the game, at the highest level, the character will belong to one of the 2 factions which are in opposition. However, later on, players can either continue their activities within the same faction or create their own faction. And although it may take some time and efforts, players will be able to change the side while playing. Would you please give some details about the clan system? What role will clans play? Are we going to have clan wars and pvp within one faction? (For convenience sake, we call the concept of “clans” or “guilds,” “guilds.”) Guilds can build guild towns and engage in crafting together, share items, and so on. But for example, players will engage in PvP and RvR activities as a different community unit, which we call expeditionary force. This expeditionary force can only be formed by players of the same faction, contrary to guilds which can be separately joined regardless of their affiliated faction. Expeditionary forces can conquer territories and engage in war. Whether an expeditionary force is an enemy or alliance depends on how the relationship is built between them. It is not final yet, but we plan to have different types of servers. For example, there will be a PvP server where you can even PK characters of your own faction or alliance and a separate server where you can only PK those of the opposing sides. There is no penalty for PvP between different guilds or groups (there may be certain rewards in some cases). But there will be strict penalties for PvP between groups within the same faction (e.g. going to jail for a certain time, being expelled from the faction and becoming a pirate faction if continuously repeated). A pirate faction can be an enemy force of all factions. Can we develop a clan? If so how it’s done and what bonuses do we get from clan upgrades? Yes, players can develop guilds in a similar way as in other MMORPGs. We do not have any concrete plan as of yet on the specific details such as guild skill or upgrades, but we do plan to add such contents. But guild houses for example can be upgraded and changed to a better house. Do you plan to have clan-halls in NPC cities or in players’ built castles? Are there going to be a clan’s warehouse? Yes and players will also be able to freely build guild houses, guild cities, and other kinds of buildings inside the castle for example. Can clans make alliances? If so do clans have to belong to one faction? What game facilities and advantages do alliances get – common chat channel, alliance buffs, alliance auction house, etc.? As mentioned above, there is a difference between guilds and expeditionary forces in ArcheAge. A player can join a guild and expeditionary force separately, and in contrast to guilds, expeditionary forces can only be formed by players of the same faction. Hence, expeditionary forces can form alliances but we have not decided on how to support such alliances system-wise as of yet. Are inter clans relations going to play an important role in the game? Do you think we can expect active and emotional political wars and intrigues? We are considering, for example, allowing to create new factions or become of high rank within a certain faction depending on the political activities with NPCs. We currently do not plan to show system-wise the relationship between different expeditionary forces, but since relationship between factions is shown in figures, players can assume that such relationship is the same between expeditionary forces. The relationships will change through players’ activities. What will players and clans fight for? Will it be possible for one clan or alliance or faction to be dominant on a pvp server or the developers are going to artificially limit such force? There will be conflict between expeditionary forces in order to take over a region and possess the resources available therein. The expeditionary force that conquers a region can build a castle to protect such resources. It is also possible for 1 expeditionary force to conquer more than 1 region but since there will be a few dozens of regions, it may be difficult for 1 expeditionary force to conquer all of them considering the defense overload. However, we will not restrict the number of regions that can be conquered. Therefore, it may be possible for an alliance to conquer all regions. Is a castle going to be always available for sieges or there will be siege schedules? Are players able to set a siege time? Basically, it will only be possible during the agreed schedule between the castles. Players can select from the available schedules (e.g. 1 hour from 7 to 12 during the weekend). At the beginning, we considered allowing players to engage in castle siege whenever they wanted, but we changed our plan since it would be of too much burden for players. Is there a limit of participants for a siege and if so how it’s implemented? With the help of instances? In general how large-scale can fights get while providing a comfortable playing experience? It will only take place on field not in instances. Our current target is about 50 vs. 50 castle siege, and we are considering ways to resolve and provide a pleasant environment even in the case more players (such as friends) join the siege. The number may change due to technical constraints, but we will try to provide the content so that it can be enjoyed together by as many players as possible. Ships, sea battles and everything that goes with these – how important part of the game is it? Is it a compulsory activity for those who want to achieve something in the game? Ships are basically a means of transportation, but can also be owned by players to freely travel across the sea and engage in naval battles and castle siege. At high sea, players can engage in PvP without any PvP penalty. Also, we will provide regions which can only be reached by ship. PvP points that can be gained through the use of ships can be used to acquire various items. Will there be some sort of logistics in the game? I mean goods transportation by sea or by land? And if so can we expect caravans robbing and pirates? We have yet not thought of trading using ships, but as mentioned earlier, since there are PvP contents related to ships, there will be pirates for example. Players can also gain some financial reward by destroying opponents’ ships. What kind of pve content are we getting in ArcheAge? Are there open and instanced dungeons for groups and raids? Will the rewards for outdoor bosses be higher than for instanced bosses since you mostly likely will have to fight for them? Yes, we will provide both open and instanced dungeons for groups and raids, and there will be instanced as well as field bosses. The rewards will of course be good, but we have not yet finalized the balancing between these rewards. Do you plan to have rare epic raid bosses with epic rare drops and random respawn time (like in L2)? Yes, because the world of ArcheAge is humongous, if players look out well, they may be able to find such epic raid bosses. What can you say about mobs and raid bosses AI? Is it going to be a complicated AI that requires tactical thinking from the players? We are designing the A.I. in various directions. At this stage, we cannot comment on this in further detail. source: http://aaportal.net/ |
18/01/2011, 00h17 |
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Toujours aussi prometteur ce petit ArcheAge. Il va être temps que je gagne au loto l'histoire de pouvoir augmenter mon temps attribuable à un jeu...
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18/01/2011, 08h11 |
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CuzGirlzPwnzToo |
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Dauphin / Dauphine
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News intéressante, je vais m'interesser de près à ce MMO !
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18/01/2011, 12h26 |
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Citation :
L'interview dit que la fluidité pour du 50/50 est visée, ok. Mais qu'il n'y aura pas d'instances, mais du coup s'il y a 100 personnes (et autant d'attaquants) qui viennent défendre une ville, il se passe quoi ? Aïon style ? "les joueurs joueront ailleurs", donc dés que ta guilde est suffisamment vaste pour faire lag le serveur quand tout le monde est dans ta ville, c'est bon tu ne risques rien ? Concernant le PvE instancié, je ne vois pas comment faire du raid boss de qualité sans instances, je ne connais pas de jeux qui ait trouvé la solution et AA non plus apparemment. Et comme il a été dit, si les loots PvE ne détournent pas l'attention des joueurs du Pvp et du craft, pas de soucis, au contraire. |
18/01/2011, 12h47 |
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CuzGirlzPwnzToo |
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Sinon pour leur système de 50vs50 on est d'accord, si y'a 200 péon qui squattent pour /popcorn sur le côté ca changera kedale, c'est pour ça que tout comme toi et bien d'autre, j'attends de voir comment ils vont mettre ça en place, ça m'intrigue ^^ . Edit D00D: Je pensais comme toi un peu, que c'est simplement l'optimisation qui risque de limiter les siège à 50vs50 et qu'ils envisagent de changer ce nombre en améliorant cette optimisation, donc en gros ce serait un problème effectivement lier à ces graphismes plutôt gourmand plutôt qu'à un système de limitation IG, faudra voir, j'espère que c'est ça en tout cas et que ce sera bien optimisé. (quand je vois Rift, certes il est loin d'être de taille avec ArcheAge en graphisme, mais je le trouve déjà mieux qu'Aion et bien l'optimisation de celui-ci m'a vraiment scotcher sur place, on était une bonne centaine voir même 200 pendant un gros PvP durant la Beta 4 et j'ai pas eu un pet de lag, c'était fluide, alors que sur Aion avec la même bécane je suis obliger de laisser seulement les noms d'afficher quand y'a 50 péons qui se touchent, bref ça me donne espoir qu'ArcheAge pourra faire de même ) |
18/01/2011, 13h05 |
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Salut,
le jeu sera t'il localisé ? Avec ou sans abo ? Merci. |
18/01/2011, 13h56 |
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18/01/2011, 13h58 |
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18/01/2011, 13h59 |
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