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帝国神话 制作人问答 2021.1.13

2021-02-20 16:25 作者:Mirandus_  | 我要投稿


原文:英文版

We appreciate all your excitement for Myth of Empires. We are hard at work on the game and are looking forward to sharing more news with you soon. 

In the meantime, we’d like to give you the chance to participate in a small Q&A with our devs. Feel free to head over to the #dev-qa-event channel and post questions you’d like to ask. If you see that your question has already been asked, please leave a reaction to it instead of posting it again. We will close the channel on next Monday (1/18). Later in the week, we will select some of the more popular questions and answer them. The game is still in development and the devs are very busy, so we won't be able to answer every question, but we will do our best to answer the ones that we can! 

Thank you again for your support!

Regards, 

The Myth of Empires Team


Is the world completely open world with no instancing and how many players do you expect to have per server? Also, if you had to compare your game to another popular survival game (Ark, Atlas, Last Oasis, Life is Feudal, etc), what would it be and why?(Bucky)

Myth of Empires isn’t a seamless open world, but one connected by countless parallel worlds. Each individual server in the initial Early Access version of the game will be able to support up to 100 players, but we are planning to upgrade the server technology after that. I think everyone will be pleasantly surprised as the game grows during Early Access. Our game is fundamentally different from other, more traditional sandbox games. Most sandbox games will have individual servers as well as private servers, with the occasional cross-server feature. In our game, each server has its own spot on the world map. You can think of them as counties. Establishing your power on your server is just the first step toward conquering the game’s world. The next step is to conquer the neighboring counties (or forge alliances with them) to become a governor. At this point, you’ll wage wars with other governors in your quest to achieve even great glory. In other games, you are mostly limited to conquering or eliminating rival factions - in other words, defeating them. In our game, you have that option, of course, but you’re also able to form alliances with them. The game encourages players to build larger groups, as opposed to simply eliminating one opponent so you can take on a slightly stronger one. The gameplay is also very deep, with rich skill and talent systems to let players craft the characters they want. The follower system in the game will also allow players to raise followers with different abilities.


How will you bridge the gap for small groups and large groups can co-exist.(ZOO)

Our game encourages players to conquer rivals and form alliances. Until a tribe is large enough to support the whole server, it can still find itself at a disadvantage against other forces. Small tribes and scattered players make a server more lively, which increases its resource production. Additionally, there is much to be gained from fighting against forces from other regions. It is in the player’s best interest to unite, so that they can fend off these external threats and get rewards from it.


There ll be tech tree to all class?(Freath)

Myth of Empires does not have classes per se. What it has instead is a skill system in which you level up skills by using them, thus building up your character and differentiating it from others.


Is there an alliance system and/or rank system to give people within a clan different rights? and about the horse-taming... Can we expect to tame/breed other animals aswell?([eXp]DyingSun)

Myth of Empires has a rich guild and alliance system. This system is based upon the ancient Chinese vassal system, with alliance and betrayal mechanics. As for animals, we currently only plan to have animals that played a role in ancient warfare. In addition to horses, there may be elephants in the future. Of course, raising followers will also be a big part of the game.


Will there be terraforming and can you elaborate on why or how(TeamSree)

There is currently no terrain alteration mechanic.


Will you be able to raid enemies at anytime of the day, or will there be offline timers when you can't attack, or some sort of declare war function that you have to do before fighting someone?(Mike-)

There will be limitations on raiding, as there will be a set of rules regarding when raids can be conducted. They cannot be conducted 24 hours a day.


Is there protocols in place to keep zergs from just joining a server,  capping the server and claiming it? Will there be restrictions on how many in a guild/ alliance can be in a server? Are town/ city ownership decided in open world combat or do battles take place in an instance?(SinicalSteve)

Ownership over the map is determined through in-world battles. The battles themselves are designed to be fair, though these battles are waged with resources that have been accumulated over time. This means that even before a battle has started, a war of attrition has effectively already begun.


How much pve content will you have  at ea release? Like dungeons, quests, trading, world events ?([MrDolphin])

There is a large world 64 square kilometers in size for players to explore. In addition to the various beasts you may encounter in the wild, there are also 5 large NPC factions that have claimed important resource points for themselves. Players will need to defeat them in order to get their resources, though this will build up enmity with those NPCs. Once you’ve made an NPC faction angry enough, they will begin to attack your territory. The world map is also littered with treasure and caves to explore. Defeat the elite bosses inside, or force them to submit and make them one of your followers.


How are mountains, lakes and obstacles gonna be playing into the world. Are they going to be just for aesthetics or will they actually pose to be an obstacle for logistics or even defensive or offensive purposes? Will we be able to form bases on mountains? Or in lakes? (Kevin Ross)

The different geographical elements of the map are not simply there for the scenery. Like other sandbox games, you will be able to construct your base on almost any part of the map and use the geography to your advantage. Currently, the game does not have a complex animal ecosystem. You’ll sometimes come across carnivores attacking herbivores, but the main dynamic element of the game world is the interaction between various forces, both player and NPC.


Will game have some anticheat system. How do you deal and prevent with cheaters and  item duplication? (Zbirka)

Many of the members of our team have over a decade of experience developing MMOs, and copying items is something we’ve had a lot of experience dealing with. The best way to handle such issues, we’ve found, is to have all of the important info saved server-side.


Is there an open character design option? like female characters, face design etc? (Ally)

We aim to provide a lot of freedom in the face creation system. Both character faces and bodies will have dozens of adjustable sliders and options. Players can make their characters thin or large, weak or muscular. They can also add scars and tattoos. We’ve planned countless options, though for the time being, only a few are available. Of course, if players have any popular requests, those can be added in later. As far as the NPC population limit, one may be implemented to ensure the servers are performing smoothly.


How much survival are there in the game? (Kisbye)

The survival aspect of the game isn’t the major focus when the other aspects are considered. Players will mostly feel the pressure to survive early on in the game. The main goal in the mid-to-late stages is not personal survival, but a kind of arms race. It is easy to feed yourself, but it takes more work to feed your NPC followers and horses. Establishing an efficient chain of production to ensure your war machine runs smoothly is more important at that stage.


How big level can be reached by player ? 2 - how long player have to play to reach the maximum level? p do you plan to use dedicated character classes in game ? how the construction system will look like? how long player have to collect resources to reach highest level of structures? will be possible to destroy all enemies structures and leave players with no resources and any structures? in shortcut "burn to ground" (Darkn3ss87)

Currently, the level cap is Level 60. It would take about three months to reach the level cap as it is. There are no preset classes in the game; you can train your character by leveling up their skills and by acquiring perks. The construction system is similar to other sandbox games, but with features adjusted to match the background of the game. You can raze enemy buildings to the ground, though it will take time and resources to do so.


Will Terrain be Editable? Will we be able to make custom clan banners? Can we build villages to house NPCs? Can we make alliances or will it be up to players to do that without an ingame system? Will we be able to put people in prisons?(Galvius Orion)

The terrain cannot currently be altered. There is a high degree of freedom when it comes to customizing your flag. Both horse and human NPCs can be raised and improved, and the system for this is very deep. NPCs have the same skill tree as the players, and they can be trained to become experts according to the role you need them to fill.


Will we be able to build the Great Wall of China? (Galvius Orion)

You can certainly build great walls.


中文翻译:

1、是否是真的开放世界(无边界)?每个服务器人数是多少?和其他生存游戏相比有啥区别?服务器模式是啥,可以跨服传送吗?

答:我们并不是无缝世界,而是由无数的平行世界联通起来。《帝国神话》EA版本的每个服务器将支持100人同时在线,但在服务器承载技术上我们有进一步的计划,相信在EA版本推出后的一年内,能够给玩家带来惊喜。

我们的游戏和传统的沙盒游戏有本质的区别。目前玩过的沙盒游戏,大多以单服或者私服的形式进行游戏,偶尔开启了跨服功能。我们的游戏在游戏设计之初就已经规划好了每个服务器在世界版图上的位置,成为单服的强者只是迈出了征服世界的第一步,接下来你需要战胜你的十几个城邦邻居霸主(或者进行联盟),来获得更高的地位成为太守,你还需要进一步带领你的部落与其他太守争夺更高的荣耀。传统的沙盒游戏只有发展征服和毁灭,尽量把敌人击退。而我们的游戏可以征服也可以合作结盟,游戏的内置系统鼓励玩家不是打走敌人而是征服合并成大的群体再去挑战更强的对手。游戏内容也会有更丰富的玩法,丰富的技能和天赋系统让玩家可以把自己培养成喜欢的角色,随从系统也会让玩家可以培养不同能力的助手。

 

2、在《帝国神话》里,大部落和小部落如何共存?

答:我们的游戏鼓励玩家征服、合并,如果一个服务器只有大部落,除非他的人数能够撑满服务器,不然他是吃亏的,小部落或者任意的散人玩家都能给服务器提升活跃度,从而提高服务器的资源产量,这对大公会也是有利的。另外更好的奖励会投放在城邦之间的战斗和郡之间的战斗里,所以尽快的统一起来一起去对抗外部的敌人可以获得更好的奖励。

 

3、所有职业都有科技树吗?

答:我们没有职业,采用的是技能熟练度加perk的方式自由build养成角色。

 

4、是否有盟友或公会等级系统?另外除了养马,还能养其他动物吗?

答:《帝国神话》拥有一套丰富、完善的盟友公会系统,这套系统是用中国古代的诸侯机制,充满了合作与背叛的机制。我们目前只打算驯养和真实古代战争相关的动物,除了马,后面可能还有大象。我们培养的另一个重点是在玩家的随从上面。

 

5、有没有地形改变机制?

答:没有地形改变机制。

 

6、攻占其他玩家有时限吗?战斗前有没有类似宣战的机制?

答:有时限,有一套规则,不会强迫玩家24小时不眠不休去防守家园。

 

7、关于占满服务器人数上限的行为有没有应对方案?是规定同一个部落在同一个服务器有人数上限?地图归属权是在开放世界里争夺还是在特定场景里争夺?

答:地图的归属权是在特定的场景里用一场公平的战斗来争夺,但是战斗需要的物资是靠平时积累的,所以在这场战斗之前,漫长的消耗战就已经开始了,足够强的公会甚至可以在这场战斗开始前就让敌人认输。

 

8、EA时有多少PVE内容?比方说副本、任务、贸易或是世界事件?

答:游戏提供了8x8公里的巨大陆地世界供玩家探索,里面除了野兽,有5大人类NPC势力,他们盘踞在游戏的各个重要资源点,玩家需要击败他们才能获得资源的开采权,但是攻击NPC也会引来他们的报复,当和某个势力仇恨到一定程度了可能引来NPC的大规模袭击领地行为。游戏中也有很多宝藏和隐秘的洞穴需要玩家找到对应的藏宝图才能发现,击败里面的精英boss,甚至将他们降服为自己的随从。

 

9、地图里有什么?山脉,湖泊和障碍将如何融入世界?它们只是单纯的景色还是会成为玩法的一部分?我们能在山上或是湖泊里建立基地吗?另外,地图里的生态群系是什么样的?

答:当然不是单纯的景色,和其他沙盒游戏一样,玩家可以在任何位置建立基地;我们游戏里并没有复杂的动物生态群,简单的肉食动物捕食草食动物是有的,但是主要还是不同的NPC人类势力与玩家势力的互动。

 

10、有什么机制防范外挂以及复制道具?

答:我们的团队有十几年的MMO开发经验,复制道具这种漏洞我们在之前的项目里有很多应对经验。对付外挂最好的手段就是重要的东西都放在服务器验证,这也是我们以前开发MMO的重要经验。

 

11、捏脸系统具体是什么样的?另外NPC数量是否有上限?

答:捏脸系统,我们提供和非常高的自由度,面部和身体都有几十个参数可调,玩家可以自定义角色的胖瘦肌肉,纹身疤痕。我们准备了上千个选项,目前只开放了几十个,如果后面玩家需要我们会考虑开放更多的选项。出于服务器的性能会考虑NPC设置上限。

 

12、生存块面在游戏中的占比有多少?除了基础的饱食度,还有什么其他属性?

答:生存块面在我们的游戏中占比并不大,玩家只会在前期会感觉到生存方面的压力,中后期的主要目标不是个人生存,而是军备竞赛。我们的游戏更像一个团队模拟经营游戏,养活自己很容易,但是养活一大堆NPC随从和马匹就需要更多精力,如何建立一个高效的生产链让战争机器运行起来比较重要。

 

13、最高等级是多少?估计要多少小时可以到最高等级?有没有预设职业?建造系统是什么样的?要多久可以造出最高等级的建筑?可以完全摧毁敌方建筑吗?

答:目前最高等级60级,三个月时间到满级。游戏没有预设职业,是技能熟练度加perk 方式自由培养角色。建造系统和其他沙盒游戏相似,但具备和游戏背景相符的特色内容。可以完全摧毁敌方建筑,但是需要花费你的时间和资源,除非深仇大恨。

 

14、可以自定义旗帜吗?可以驯养NPC吗?

答:可以自定义旗帜,自由度很高。当然可以饲养NPC,包括马匹和人类NPC,而且这两块的深度很深,NPC有和玩家完全相同的技能树可以根据资质培养成各方面的能手。

 

15、可以造长城吗?

答:当然可以。



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