帝國(guó)神話 制作人問(wèn)答 2021.1.13


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.
中文翻譯:
1、是否是真的開(kāi)放世界(無(wú)邊界)?每個(gè)服務(wù)器人數(shù)是多少?和其他生存游戲相比有啥區(qū)別?服務(wù)器模式是啥,可以跨服傳送嗎?
答:我們并不是無(wú)縫世界,而是由無(wú)數(shù)的平行世界聯(lián)通起來(lái)。《帝國(guó)神話》EA版本的每個(gè)服務(wù)器將支持100人同時(shí)在線,但在服務(wù)器承載技術(shù)上我們有進(jìn)一步的計(jì)劃,相信在EA版本推出后的一年內(nèi),能夠給玩家?guī)?lái)驚喜。
我們的游戲和傳統(tǒng)的沙盒游戲有本質(zhì)的區(qū)別。目前玩過(guò)的沙盒游戲,大多以單服或者私服的形式進(jìn)行游戲,偶爾開(kāi)啟了跨服功能。我們的游戲在游戲設(shè)計(jì)之初就已經(jīng)規(guī)劃好了每個(gè)服務(wù)器在世界版圖上的位置,成為單服的強(qiáng)者只是邁出了征服世界的第一步,接下來(lái)你需要戰(zhàn)勝你的十幾個(gè)城邦鄰居霸主(或者進(jìn)行聯(lián)盟),來(lái)獲得更高的地位成為太守,你還需要進(jìn)一步帶領(lǐng)你的部落與其他太守爭(zhēng)奪更高的榮耀。傳統(tǒng)的沙盒游戲只有發(fā)展征服和毀滅,盡量把敵人擊退。而我們的游戲可以征服也可以合作結(jié)盟,游戲的內(nèi)置系統(tǒng)鼓勵(lì)玩家不是打走敵人而是征服合并成大的群體再去挑戰(zhàn)更強(qiáng)的對(duì)手。游戲內(nèi)容也會(huì)有更豐富的玩法,豐富的技能和天賦系統(tǒng)讓玩家可以把自己培養(yǎng)成喜歡的角色,隨從系統(tǒng)也會(huì)讓玩家可以培養(yǎng)不同能力的助手。
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2、在《帝國(guó)神話》里,大部落和小部落如何共存?
答:我們的游戲鼓勵(lì)玩家征服、合并,如果一個(gè)服務(wù)器只有大部落,除非他的人數(shù)能夠撐滿服務(wù)器,不然他是吃虧的,小部落或者任意的散人玩家都能給服務(wù)器提升活躍度,從而提高服務(wù)器的資源產(chǎn)量,這對(duì)大公會(huì)也是有利的。另外更好的獎(jiǎng)勵(lì)會(huì)投放在城邦之間的戰(zhàn)斗和郡之間的戰(zhàn)斗里,所以盡快的統(tǒng)一起來(lái)一起去對(duì)抗外部的敵人可以獲得更好的獎(jiǎng)勵(lì)。
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3、所有職業(yè)都有科技樹(shù)嗎?
答:我們沒(méi)有職業(yè),采用的是技能熟練度加perk的方式自由build養(yǎng)成角色。
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4、是否有盟友或公會(huì)等級(jí)系統(tǒng)?另外除了養(yǎng)馬,還能養(yǎng)其他動(dòng)物嗎?
答:《帝國(guó)神話》擁有一套豐富、完善的盟友公會(huì)系統(tǒng),這套系統(tǒng)是用中國(guó)古代的諸侯機(jī)制,充滿了合作與背叛的機(jī)制。我們目前只打算馴養(yǎng)和真實(shí)古代戰(zhàn)爭(zhēng)相關(guān)的動(dòng)物,除了馬,后面可能還有大象。我們培養(yǎng)的另一個(gè)重點(diǎn)是在玩家的隨從上面。
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5、有沒(méi)有地形改變機(jī)制?
答:沒(méi)有地形改變機(jī)制。
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6、攻占其他玩家有時(shí)限嗎?戰(zhàn)斗前有沒(méi)有類(lèi)似宣戰(zhàn)的機(jī)制?
答:有時(shí)限,有一套規(guī)則,不會(huì)強(qiáng)迫玩家24小時(shí)不眠不休去防守家園。
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7、關(guān)于占滿服務(wù)器人數(shù)上限的行為有沒(méi)有應(yīng)對(duì)方案?是規(guī)定同一個(gè)部落在同一個(gè)服務(wù)器有人數(shù)上限?地圖歸屬權(quán)是在開(kāi)放世界里爭(zhēng)奪還是在特定場(chǎng)景里爭(zhēng)奪?
答:地圖的歸屬權(quán)是在特定的場(chǎng)景里用一場(chǎng)公平的戰(zhàn)斗來(lái)爭(zhēng)奪,但是戰(zhàn)斗需要的物資是靠平時(shí)積累的,所以在這場(chǎng)戰(zhàn)斗之前,漫長(zhǎng)的消耗戰(zhàn)就已經(jīng)開(kāi)始了,足夠強(qiáng)的公會(huì)甚至可以在這場(chǎng)戰(zhàn)斗開(kāi)始前就讓敵人認(rèn)輸。
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8、EA時(shí)有多少PVE內(nèi)容?比方說(shuō)副本、任務(wù)、貿(mào)易或是世界事件?
答:游戲提供了8x8公里的巨大陸地世界供玩家探索,里面除了野獸,有5大人類(lèi)NPC勢(shì)力,他們盤(pán)踞在游戲的各個(gè)重要資源點(diǎn),玩家需要擊敗他們才能獲得資源的開(kāi)采權(quán),但是攻擊NPC也會(huì)引來(lái)他們的報(bào)復(fù),當(dāng)和某個(gè)勢(shì)力仇恨到一定程度了可能引來(lái)NPC的大規(guī)模襲擊領(lǐng)地行為。游戲中也有很多寶藏和隱秘的洞穴需要玩家找到對(duì)應(yīng)的藏寶圖才能發(fā)現(xiàn),擊敗里面的精英boss,甚至將他們降服為自己的隨從。
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9、地圖里有什么?山脈,湖泊和障礙將如何融入世界?它們只是單純的景色還是會(huì)成為玩法的一部分?我們能在山上或是湖泊里建立基地嗎?另外,地圖里的生態(tài)群系是什么樣的?
答:當(dāng)然不是單純的景色,和其他沙盒游戲一樣,玩家可以在任何位置建立基地;我們游戲里并沒(méi)有復(fù)雜的動(dòng)物生態(tài)群,簡(jiǎn)單的肉食動(dòng)物捕食草食動(dòng)物是有的,但是主要還是不同的NPC人類(lèi)勢(shì)力與玩家勢(shì)力的互動(dòng)。
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10、有什么機(jī)制防范外掛以及復(fù)制道具?
答:我們的團(tuán)隊(duì)有十幾年的MMO開(kāi)發(fā)經(jīng)驗(yàn),復(fù)制道具這種漏洞我們?cè)谥暗捻?xiàng)目里有很多應(yīng)對(duì)經(jīng)驗(yàn)。對(duì)付外掛最好的手段就是重要的東西都放在服務(wù)器驗(yàn)證,這也是我們以前開(kāi)發(fā)MMO的重要經(jīng)驗(yàn)。
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11、捏臉系統(tǒng)具體是什么樣的?另外NPC數(shù)量是否有上限?
答:捏臉系統(tǒng),我們提供和非常高的自由度,面部和身體都有幾十個(gè)參數(shù)可調(diào),玩家可以自定義角色的胖瘦肌肉,紋身疤痕。我們準(zhǔn)備了上千個(gè)選項(xiàng),目前只開(kāi)放了幾十個(gè),如果后面玩家需要我們會(huì)考慮開(kāi)放更多的選項(xiàng)。出于服務(wù)器的性能會(huì)考慮NPC設(shè)置上限。
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12、生存塊面在游戲中的占比有多少?除了基礎(chǔ)的飽食度,還有什么其他屬性?
答:生存塊面在我們的游戲中占比并不大,玩家只會(huì)在前期會(huì)感覺(jué)到生存方面的壓力,中后期的主要目標(biāo)不是個(gè)人生存,而是軍備競(jìng)賽。我們的游戲更像一個(gè)團(tuán)隊(duì)模擬經(jīng)營(yíng)游戲,養(yǎng)活自己很容易,但是養(yǎng)活一大堆NPC隨從和馬匹就需要更多精力,如何建立一個(gè)高效的生產(chǎn)鏈讓?xiě)?zhàn)爭(zhēng)機(jī)器運(yùn)行起來(lái)比較重要。
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13、最高等級(jí)是多少?估計(jì)要多少小時(shí)可以到最高等級(jí)?有沒(méi)有預(yù)設(shè)職業(yè)?建造系統(tǒng)是什么樣的?要多久可以造出最高等級(jí)的建筑?可以完全摧毀敵方建筑嗎?
答:目前最高等級(jí)60級(jí),三個(gè)月時(shí)間到滿級(jí)。游戲沒(méi)有預(yù)設(shè)職業(yè),是技能熟練度加perk 方式自由培養(yǎng)角色。建造系統(tǒng)和其他沙盒游戲相似,但具備和游戲背景相符的特色內(nèi)容。可以完全摧毀敵方建筑,但是需要花費(fèi)你的時(shí)間和資源,除非深仇大恨。
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14、可以自定義旗幟嗎?可以馴養(yǎng)NPC嗎?
答:可以自定義旗幟,自由度很高。當(dāng)然可以飼養(yǎng)NPC,包括馬匹和人類(lèi)NPC,而且這兩塊的深度很深,NPC有和玩家完全相同的技能樹(shù)可以根據(jù)資質(zhì)培養(yǎng)成各方面的能手。
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15、可以造長(zhǎng)城嗎?
答:當(dāng)然可以。