占个地方~明天晚上继续翻译~腰疼……哎~ :hou01
那些对游戏画面形容风吹草动之类的话就略了~
Travel 关于骑行的功能
Speaking of flying mounts, because it was the most efficient way to show us the game world, nearly the entire demo took place while flying on one. Naturally, that sparked some good information on them and their place in the game. Watching the gameplay, it was inevitable that people would start asking questions. We learned that it was likely that the flying mounts would probably not have unlimited stamina, which means that they would only be able to fly for a certain distance before becoming "tired" and having to rest. Flight is also not a "free pass" for travel. There are NPCs and monsters that fly, who can and probably will attack you, possibly knocking you from your seat which can be pretty dangerous from any height (Oh yeah, I forgot to mention, characters take falling damage as well).
VG的世界很大~所以飞行是一个很便利的方式让你穿梭于世界之间~可以飞行的坐骑也是有耐力的~不会永远在天上飞来飞去~在飞行一段距离后他们需要休息才能继续飞行~而且空中会有会飞行的NPC和怪物~他们可以攻击你~把你从坐骑上打下来~当然你会摔得不轻~
While we\'re talking about one mode of travel, we may as well talk about them all. With a world as large as the one in Vanguard, and a seamless one at that, travel is one of those things that is going to become an issue. There appear to be four different modes of travel: flying mounts (as we talked about above), land based mounts (we saw some cool-looking horses), one\'s own two feet (for the exercise), and sea-based travel. Boats are another area that received a lot of extra attention in the showing. With the vast oceans, we are told that there will be teleporters available so that players don\'t have to spend hours on the open seas to reach a destination. From what I understood, they will be fixed location teleporters that will be placed in different locations in the water. We were also told that there would be no ship to ship combat at launch, and that was clarified when they told us that you could be boarded (or board someone else\'s ship), but the actual ships themselves would not be firing cannons and ramming one another. Crafters will also be pleased to hear that these boats are actually craftable items.
VG的交通工具有4种~
1。上面说到的飞行骑宠~
2。陆地上的马~
3。腿儿着~
4。船~
船不会发射大炮~进行海战~所以航海的过程可能比较乏味~船只是一个供运输用的工匠产品~不需要用很多时间坐船去到达你的目的地~在这些海岛或者海中的位置都会有传送点~
Diplomacy 关于策略
As many people will tell you, in order for a game to be successful in a crowded MMORPG fantasy market, it has to have some kind of hook, something new and exciting, to get players interested and to keep their interest. Vanguard seems to take this into account with their new Diplomacy system, which joins Adventuring and Crafting as areas for advancement. Diplomacy is meant to give the cities more meaning.
正如人们所说的那样~如果想在这样拥挤的一个奇幻类MMORPG市场中获得成功~就必须有一个全新的让人可以持续很长乐趣的一个特色钩住玩家的心~VG的新意重点在于一个重新定位的策略系统~这个系统把冒险和工匠更好的结合到了一起~外交意味着给一个城市更多的意义~
"No matter how great an adventurer you are," it was explained to us, "you can\'t just force your way in to see the king, you need to look the part, you need to have the diplomacy abilities."
不管你是一个如何伟大的冒险者~你无法杀出一条路通往王者的宝座~你需要另一个部分来支持你~你需要策略的能力~
This means that diplomacy will provide avenues for gameplay that adventuring can not provide.
这就意味着~策略将会开辟一条只是靠冒险将无法达到的游戏方式~
Housing 关于房屋
Each character in the game will be allowed to own one home in a designated location. While there will be "lots of options" for player housing, near the safety of the city or in the seclusion of the wilds, ultimately, it\'s the developers who decide what areas can be built upon. One of the nice features of housing is the fact that they are not instanced zones, but rather exist openly along with the rest of the world. There is an expectation that there will be a housing market, as players compete for and trade for the most desired locations.
Challenge 关于挑战
Similar to many other game elements, we are told that just because players can own houses, does not mean that there is an entitlement. Like anything, these must be earned.
"Nothing," we were told, "is an entitlement for characters. There will be specific things that some characters will not have access to."
This is in line with the game\'s desire to be a challenge.
"In some measure, you\'ll find Vanguard to a more challenging game than World of Warcraft," McQuaid told us.
"We want a challenge, we don\'t want tedium," echoed Jeff Butler.
They are saying is that while it is their goal to create a challenging game, it is also important that players have fun. It is their job to find a balance between the two. Where that balance lies, we are told, will depend on how much challenge the market will bare.
The Future 展望VG的未来
Even though the game hasn\'t been released yet, the developers are looking to the future, and are hoping that the game will be around for a while as they are already planning for six or seven expansions.
"Vanguard is all about Epic," said McQuaid.
Butler added that they planned so far ahead because they "want the game to have long legs," and rather than stumbling into expansions after the game has been released, they have a firm plan in place for the game\'s growth.
Sony Online Entertainment
When it was announced that Sigil would be co-producing this game with Sony Online Entertainment, it was inevitable that there would be some backlash from players who feel cheated by the experience that they have had with Star Wars Galaxies, and the massive changes that SOE made to that game.
When I sat down for a one-on-one with Butler, I asked him what he would say to players who oppose the game because of their association with Sony Online. The first thing that he wanted to say was that he has 11 Star Wars Galaxies accounts, and that he was the fourth Jedi on the planet Earth, first on his server, so he knows the perspective of people who are up in arms about the New Game Experience.
"I\'m there," he said.
He said that he looked forward to going back and working with people that they had previously worked with at SOE because, "there are very few people in the world who have made Massively Multiplayer games, and then launched them, and maintained them for years. The people have a perspective that you can\'t really find anywhere else. There is simply no company that we could have gone to, to launch Vanguard more strongly than SOE."
"We co-publish with SOE, but as far as the maintenance of the game, the decisions that are made surrounding the game content, balance, things of that nature we\'re the guys who are responsible for that and also the in-game customer service," Butler told us. "I have the perspective of the disgruntled player, I could pretty much walk a mile in his shoes, and speak from his perspective and even with that perspective, there\'s no better place for us to be. I hope people make an effort to understand that/ it\'s just a very complex thing to launch an MMO. We wanted to work with a co-publisher who is capable of launching a game that doesn\'t have horrible internet lag because their ISP undersells them."
He said that partnering with SOE reduces the risk of reduced connectivity and lag that sometimes plagues MMORPG launches.
"I\'m very much hoping that the people who feel that they\'ve had a bad experience," he added, "or who are upset for one reason or another with their SOE experience will give us a chance. Certainly I just can\'t say strongly enough that it\'s the best place for us to be."
In closing the question, I asked him to clarify that in terms of design and development and choices that can be made in terms of, for example, the NGE and Star Wars Galaxies, that\'s strictly a Sigil decision. He answered, yes and confirmed that SOE had no influence on that kind of decision.
"So, if we make a blunder," he continued, "along those lines, or if, for instance the Monk ships and is unbalanced, you could complain to me because the people at SOE will not be able to give you any feedback on the state of the Monk. They\'ll have to refer you to us, hands down. There\'s no hidden clause there, there\'s nothing that I\'m not telling you. We [Sigil] are completely responsible. It is 100% us."
Article By: Jon Wood
Created On: October 11, 2006