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Re: Рейдинг
Не веришь мне - слова главного дизайнера:
Snow, TSW lead designer
TSW will launch without raids, but they will come in future content updates.
Let me talk a little bit about the Dungeon difficulty. Dungeons come in 3 difficulties. The names are pending atm, so let's call them 1, 2, 3, where 1 is the easiest.
Difficulty 1 is approximately the difficulty level of what the player is when playing through that playfield, where the dungeon exists, while progressing through the game. They are generally scaled to something the player would do when they have explored a zone and gotten a fair share of the gear from it. So people should be able to do The Polaris at the end of Kingsmouth, as an example.
Difficulty 2 is the difficulty level for when a player has played through all the adventure zones, and has started to get gear from Transylvania. The difficulty level of the 3 Transylvania is about the same, so the dungeons here come only in difficulty 2 and 3 (since 1 and 2 would be the same).
Difficulty 3 is... um.. Really really hard At this point we put hard blockers when it comes to what abilities to bring. A dot that might take 30% of your health in difficulty level 2, will kill you here - so you better bring someone who can remove it. We do the same thing for tanking type, damage dealing, healing type, crowd controlling, movement abilities... everything. These bosses doesn't only have more damage and hp, but new abilities, so you need to apply new tactics. You really have to work as a group and coordinate in advance in order to be successful. Compared to other mmos I've played, I would say that this would be the equivalent to a really hard raid, but in TSW it's still regarded as a 5 man dungeon.
Note: In the description of the difficulties I've focused on gear. In order to be successful you still need to bring more than good gear. You've already seen how we build our dungeons, and what skill level we demand from the players, and I hope you see that it's about more than just bringing gear. The reason I bring up the gear is that when balancing we need a starting point for player strength. From there it's pure craftsmanship from the dungeon designer.
All around in the game you will find groups of special monsters, which is the ultimate version of their race. These will be really hard to kill, unless you bring certain abilities. Let's say you go to a camp where block is required. These mobs will drop really good block gear. This is also where you can get really good item suffixes (the ones you can add to an item and may say: "Every time you block you do a pbaoe damage with increased hate"). You can either go here and face the challenge yourself, as it is doable by skilled players, but I believe we'll see a lot of players bringing their friends with a special skill set to challenges like these.
In every zone you will also find a dedicated group area, which are intended for 2-3 players. These are NOT the kind of "group play" where you're in a competition, and whoever performs best wins the best loot. The players need to cooperate in order to be successful, and lore, achievements and loot is distributed evenly. In here players can also pick up "blueprints". If they solve a puzzle they will be able to spawn and fight some of the signature monsters of TSW, which will give a nice reward.
So as you can see, no we don't have raids, but we have lots of interesting pve group play that will hopefully keep you guys busy and happy in TSW for a long long time
Элитные версии данжей требуют ql10+, ты же играешь на збт, почитай бета форумы.
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