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月別アーカイブ  [ 2010年04月 ] 

新派閥システム (4/17更新)


派閥の大幅な変更が予定されている。現在、「Factions」という名前のテストシャードが稼動しており、そこで新派閥システムのテストに参加できる。

以下が新派閥システムの中からいくつか抜粋したものだ。かなり意訳している部分もあり誤訳になっている可能性も否定しない。その場合は原文を下のほうに掲載してあるので原文を読んで欲しい。括弧「()」の部分は私の感想なのでスルーしてもらっていい。

派閥と拠点について
派閥の数は次の3つになる。これらの派閥名は一時的なものでプレイヤーのフィードバックを参考に最終決定する。

徳の騎士団 (Crusaders of Virtue)
自由貿易組合 (Free Tradesmen)
ガーディアンレギオン (Guardian's Legion)

3つの派閥の拠点はすべて新しいものになる。3つの派閥のうち2つの派閥は山岳地帯の新たな場所に拠点が作られる。旧ミナクス派閥の拠点はGuardian’s Legionの拠点となるが、拠点の建物自体は新たに造り直される。3つの派閥の新しい拠点は襲撃と守備において幅のある選択肢を提供するように設計されている。

スコアシステムについて
スコアシステムは完全に作り直される。新システムでは戦闘における以下の行動に基づいてプレイヤーにスコアをつける。
・敵にダメージを与える
・仲間の回復をする
・ステルスで行動する
・ステルスしている敵を暴く
・町のシギル周辺で敵と戦う
(派閥都市で敵対を殺すとボーナスポイントが入ったが、そんな感じでシギルのそばでの戦闘にはボーナスがつくという意味か?)

これらのスコアは他のプレイヤーと比較してランク付けするために使われるがスコアは長期間蓄積されない。このことは、スコアが時間の経過ととも変動し続ける状態に基づいてランクが変動することを意味する。
従来のシステムはそれまで蓄積したスコアに基づいていたのに対して、新システムは戦闘におけるプレイヤーの現在の戦闘行動を評価することを目的としている。

従来のシステムでは単に殺した数やシギルを侵食させたことでスコアを得ていたが、新システムでは戦闘における総合的な行動によってスコアを得ることになる。そういう意図からも、新システムではポイントの譲渡はできなくなる

派閥ランクについて
派閥ランクのシステムも変更される。ランクの数は8つになる(現在は10)。
それぞれのランクには固有の名前がある。すべての派閥で下位の4ランクは同じ名称になる。上位の4ランクはそれぞれ派閥によって固有なものになる。

派閥に加入はしたが戦闘に参加しない人につけられる「Deserter(脱走兵)」という名前のランク0も新たに追加される。
脱走兵を導入する目的は、派閥AFを装備することだけを目的に派閥に加入し派閥活動を行わないプレイヤーが派閥AFを装備できなくすることである。

ランクには派閥戦闘に費やされた時間などの最低必要条件がある。
例えばプレイヤーAは1日8時間派閥活動をしているがスコアが低く、プレイヤーBは週1時間しか派閥活動をしていないがスコアが高いとする。この場合、プレイヤーAはスコアが低いために高ランクにはなれない。しかし、プレイヤーBも高スコアではあるが派閥活動の時間が少ないため高ランクにはなれない。

ランク付けは派閥内のアクティブなプレイヤーによって決定され脱走兵はランク付けから除外される。敵対派閥との戦闘時間が週に15分以上あれば脱走兵のステータスははずされランク付けの対象になる。別の言い方をすると、どんなにスコアを持っていても戦闘時間が週15分未満のプレイヤーは脱走兵になる。
(ランク付けの際は戦闘時間数も他のプレイヤーと比較される要素になるため、高スコアを持っていても週15分をクリアした程度では高ランクは望めないようだ。別アカウントに敵対派閥のキャラを生贄で作ってそれを殺しまくることでランクを上げる事を防止するのが目的かな?普通に派閥活動を行っているプレイヤーには影響がないと思う。)

1日の間では、ランクは1つ上(または下)しか変動しない

「punkte」と発言するとウインドウが開き、自分の昇進(又は降格)の可能性やスコア内訳を確認できる。

派閥AFについて
最高ランクに達するのは難しいと思われるので、派閥AFの必要ランクは引き下げられる。
派閥AFで最も高いランクを必要とするものはランク5となる。ランク5でも達するのは十分難しいが、ほんの一握りのプレイヤーしか達することができないということにならない。
派閥AFは最低でもランク1が必要でランク0である脱走兵は派閥AFは一切装備不可

新派閥システムの既知の問題
Factionsシャードに導入されている新派閥システムでいくつかの問題点が発見されている。(2010/4/14現在)

本来、派閥アイテムの必要ランクは最低でもランク1で、ランク0である脱走兵は使用することはできないが、いくつかの派閥アイテムに必要ランクがついていない。
Free Tradesmen派閥の拠点にモンスタが沸いている。
派閥ガードの名前に間違った派閥名が表示されている。
罠箱で自殺することで他派閥の人にキルポイントを与えるのを防ぐことができる。
派閥軍馬が機能しない(どう機能しないのかは不明)。

原文

Mike Moore
UO Systems Designer

Greetings!

We have been working hard on making some major updates to the
Factions system, and we are now commencing public testing of these
changes. They represent some significant changes to the Factions
system. As such, we feel it is important to do extensive public testing
and gather as much feedback as we can.

First and foremost, please be assured that we will make very sure
these changes are as well tested and debugged as possible before
publish. Even though these Factions system updates are now in
testing, this does not by any means signal our intent to publish them
with the next live update. In Publish 65, we added a new feature that
allows us to patch out alternative maps for testing while leaving the
Live versions untouched. This gives us the ability to keep the Factions
changes in parallel development and hold off on publishing them to
the live game for as long as needed.

You are invited to join the public playtest of the Factions system
changes. You will find a test shard named "Factions" on the server list.
This server is dedicated to testing the Factions changes, but it has all
the normal test center features enabled. Please, create a character,
join a faction, and come join the fight!

Please utilize this forum to offer feedback, report bugs, and discuss
your experiences. I will be here frequently to take in the feedback and
answer questions in depth.

Here is a quick rundown of the things you can expect to see:

1> There are now three factions. Their names (Crusaders of Virtue,
Guardian’s Legion, and Free Tradesmen) are temporary placeholders,
and deciding on the final names is one point we would very much like
feedback on. The three factions’ philosophies are all opposed to each
other ? each faction can find evil in the purpose and deeds of the
other two. They have updated blurbs on their recruitment stones.

2> Each of the three factions has a new stronghold. Two of the
strongholds have been placed in newly-renovated mountainous areas.
The former Minax stronghold is now the home of the Guardian’s Legion,
but the base has been completely rebuilt. All of the bases are
completely unique, including their layouts, architectural style, and
furnishings. They are designed to present interesting choices for
assault and defense.

3> The score system has been completely reworked. The new system
scores players in combat based on the following actions: damaging
enemies, healing allies, stealthing, revealing stealth, and fighting in
the presence of of town sigils. These scores are designed not to
accumulate continuously but instead to act as ongoing ratings that
compare players against each other. This means that scores will
fluctuate up and down over time based on ever-changing conditions.
It is the intent that the new score system measure actual real-world
player performance in combat, instead of being a value that
accumulates over time. Score is now awarded for overall performance
in battle rather than simply for scoring kills or corrupting sigils. As such,
it is no longer possible to transfer points between players.

4> The ranking system has been altered. There are now only 8 ranks.
Each rank has a unique name. The names of the lower four ranks are
the same for all factions, and each faction has unique names for its
higher four ranks. There is also a new Rank 0, named “Deserter”,
which is reserved for those who join factions but never fight in a battle.
Ranks have some minimum participation requirements in terms of time
spent in Faction combat. Ranks are otherwise distributed based on
overall player score, with only a very small percentage of players able
to attain the highest rank. Assignment of ranks depends on active
(i.e. non-Deserter) players in each Faction. A player may only be
promoted or demoted one rank per day. The "punkte" speech command
now opens a UI window that shows you your score breakdown and
gives you a sense of how your performance relative to your faction
mates may or may not merit you a promotion in rank.

5> Faction artifacts now have lower rank requirements, because it will
be difficult to attain maximum rank. The highest tier of Faction artifacts
will require Rank 5, which is sufficiently difficult to attain but not so
difficult that only a handful of players will be able to use them.

6> There are now in-game leaderboards that update hourly.
Each stronghold will have one set of leaderboards for its own faction,
and a set of all-factions leaderboards. These will list players in order of
overall score, the five sub-scores, and also by total kill count and kill
ratio.

At this point I do not want to go into too much detail about the
updates to the score system. In the near future I will begin offering
more details about how it actually works. But for now, I just want you
to play the system, form opinions about whether the new score system
seems fair and accurate, and tell us what you think!

Happy playtesting! I’ll be joining in, anonymously of course,
so I’ll probably see you there...

--------------------------------------

Mike Moore
UO Systems Designer

The following are known issues with the Factions system updates
currently in testing as of 14 April 2010. Please see this post on this
forum for details of Factions playtesting.

Some faction items have no rank requirements. All faction items should
at least require Rank 1, so they cannot be used by Deserters (Rank 0).
There is some minor monster spawn in the Free Tradesmen stronghold.
Logging out on the elevators in the Guardian's Legion stronghold will
insta-log the player, assuming the player is not in combat.
Faction Guards' names display the wrong faction.
Suicide by trapped box can be used to avoid giving Faction kill credit.
Duplicate faction vendor chests may appear in strongholds.
Faction warhorses do not work.

--------------------------------------

04-14-2010, 01:27 PM
Mike Moore
Systems Designer

The intent of the design is for score to rate players on the same scale
regardless of whether they play a lot or a little. In other words,
someone who plays eight hours a day but sucks would have a lower
score than someone who plays 1 hour a week but owns. The low-score
guy wouldn't be able to attain high rank because of low score, but the
high-score guy wouldn't be able to attain high rank because of low
participation.

The levels of participation required for each rank are actually not that
high. Meeting the time requirements should be the easy part. Fighting
well enough to raise your score should be the difficult part.

I'd also like to note that at this time I will speak a lot about the
intended results of the design, without speaking much about the details
of the design. The details will come later.

I'm not being coy for its own sake. This playtest needs to tell us
whether the system is functioning as intended. For now, I'd like
everyone to play the system and make discoveries about it, to be able
to offer feedback based on actual experience instead of theorycraft
and speculation.

--------------------------------------

04-16-2010, 11:41 AM
Mike Moore
Systems Designer

Deserters don't count. That is one of the key reasons to lable them
deserters. You are only compared to active players. Deserters also
can't wear faction artifacts which keeps people from joining just to get
artifacts and then not supporting the faction. Of course, if you actually
help your faction for a minimum amount of time per week you are not
a derter and it takes about 15 minutes of pvping to remove your
deserter status.

One thing you might not know is that you can't get points unless you
are near members of enemy factions. Also, you gain points in direct
proportion to how many enemies are around, so if you are good it
always pays to be the underdog. Finally, your ability to gain rank is
directly relative to how you are doing relative to all the other active
players. So, if all players in factions tried to create a conspiracy to
just stand around each other and then jump off a wall and heal
themselves... they would have a decent healing score but they would
all be rank 2 because none were actually getting ahead. If you all have
10000 points, you are all a low rank... rank comes by doing better than
other players not from just a raw pile of points.

This also means that as the game matures the ranks will normalize.
If everyone gets better at the same rate, then the ranks don't change.
If we raise dps for everyone, then the ranks don't really change.

The scoring system is comparative. The only thing that the statistics
tell you is where you are weak and strong compared to the other
players. So, "my healing is a little low" is a helpful observation but
"I got my healing up to 11000 today" doesn't inherantly mean anything.
That also means that it doesn't break things if we reward healing
yourself. Healing yourself by potions or spells is part of being a good
player. Everyone who is good does it. Thus, it is part of what makes
you good and is measured.

So, in the new system we have a measure of your ability as a soldier
(rank) and then a measure of service to the faction (silver). We are
looking at adding a third element that is a measure of your Loyalty to
the faction but that system isn't very far along.
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[ 2010/04/15 07:20 ] [UO]その他 | TB(0) | CM(0)
2010.7.9 FC2移転
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北斗のムーングロウに最初のキャラが誕生。 その後、ロストランドが実装された時にデルシアに移住(トランメルができるまでデルシアが拠点となる)。 死の街やオアシスに毎日のように通ったが、PKも毎日のように襲撃してきた(おかげで逃げ足スキルは向上)。 過去何度か休止期間があり、2013年6月に復帰したものの仲間が引退または休止中でぼっち状態に・・・

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