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PTR
The State of PvP in The War Within Interview with George Velev
地心之战
由
Archimtiros
发表于
2024/05/11,21:11
In an interview with the Technically PVP Podcast, Gerissar, Bigmoran, and Venruki spoke with Game Producer George Velev about the state of PvP and the upcoming Deephaul Ravine battleground in The War Within!
See also the
Technically PVP Podcast
version on Youtube.
Deephaul Ravine
The new battleground, Deephaul Ravine is like a mixture of Arathi Basin and Eye of the Storm (or perhaps Silvershard Mines). There are carts that can be captured and escorted to a capture point. Both factions begin the match with a cart to their right, which will collide along the way to provide combat opportunities. To the left is a capture point, which gemstone "flags" can be brought to in order to secure more points, though they aren't exclusive to either side, so you can cap it on either ends of the arena.
From a numbers perspective, you need 1500 points to win the battleground, capturing the gem, and those numbers are still being tweaked, but right now the flag is worth 150 points and each cart is worth 100. That makes the flag fundamentally more lucrative, but it isn't always up, so the idea is for all three of the objectives (two carts and one flag) to have roughly equal priority.
Both of those two flag cap locations are located on top of hills, and the end locations for each cart also have hills near them, creating a lot of high ground gameplay where a ranged DPS can snipe the enemy from above as they're trying to take control of a cart.
The most exciting part of the battleground is at the very top. Connecting the two bases is a very long mine cart track with something they're calling the "cart vehicle." It's very unfinished, but the idea is a vehicle that players can use to travel from one side of the map to the other within around 2-3 seconds.
This allows for very fast positioning from both sides, so you can setup ganks or rapidly responding to someone going for a flag.
Concerning graveyards, there are four total. The team doesn't generally like to encourage camping, so the starting locations will be inaccessible to players jumping up and attacking, while two more located near the middle of the battleground will update with the state of the battleground - they're still tweaking spawn locations, but you should be sent to the nearest one when you die.
The map should be the same for each playmode. BG Blitz will have the expected mount speed increases and faster point acquisition, but all the other modes like premade and rated battlegrounds should all play the same. The battleground also features the same kind of power-ups you'd expect like the leaf, berserking, and so on.
PvP in the War Within
No plans for PvP specific tier sets at launch, and the team is overall happy with how PvE tier affected PvP gameplay. Its seen as something all players chase, regardless of the content they're doing, and the team likes that. Since they're seasonal, it also lets them shake up the meta a little bit with each season.
Season specific titles are a nice idea, though the team is currently focused on making Rated Battleground Blitz and the Ravine as great as they can for launch. They also have plans to evaluate the greater PvP reward structures following launch, but nothing they can publicly share right now.
They need to compensate PvP players for not having things in the great vault. At its core, they want to make the Conquest journey faster than it was in Dragonflight, with more control over how you gear your character. They're still working out the fine detials, but the general plan is to take what you'd normally get from the vault and bake it into the conquest economy, allowing players to buy more Conquest gear each week.
They're still discussing the best way to handle sockets that previously came from the Great Vault (Note: the
previously datamined
seems like it may be the answer to this question).
They're reexamining rating calculators for Solo Shuffle and expanded the balance for what matches healers are eligible for, but they acknowledge there's more that could be done. They also have some new ideas to try, like bumping up MMR for healers in case they see issues with their MMR, but it's an ongoing conversation that the team talks about a lot.
The release goal is to maintain the integrity of Solo Shuffle long term, and they're working on ideas toward that end. The role of healers and making them more accessible is something they're trying to tackle from a game-wide perspective instead of in specific modes like shuffle.
The sort of "Crowd Control philosophy update" in Dragonflight Patch 10.1 is something they're still pursuing in The War Within. While it primarily affected longer CC effects, adjusting short duration CCs as well could impact certain roles, like healers, quite a bit - it's something they talk about often, but have nothing new to share right now.
The team revved up their tuning approach in Dragonflight. A lot of it was due to all the new systems that were being added, requiring more frequent updates, which they think players liked quite a bit. The team also likes doing it, and are planning the same cadence in The War Within - sometimes things can get delayed and they play it by ear when it comes to impacting events like MDI, but in general they want to do more regular tuning passes when possible.
Every morning they write "nerf frost mage" on the white board. Just kidding... probably. The team talks a lot about PvP and class balance quite a bit, but they don't keep internal tier lists.
The obvious goal is to have the difficulty of seasonal goals feels roughly the same from season to season, but there are a ton of factors that influence that, from metas to participation, or tier sets and class updates, or even who happens to be playing that season. That said, the team is discussing some rating threshold adjustments for rated rewards, with a intent of making them a bit more accessible - prestigious stuff will remain prestigious, gladiator mounts will still be gladiator mounts, but some other rewards will be more spread among the content and rating bands.
There are no plans to depreciate rated battlegrounds in The War Within. They're really excited for Rated Battleground Blitz, but fully understand that some players still love regular rated battlegrounds, so they're going to exist side by side for now.
The goal is for players to continue to play both, however, with the inclusion of RBG Blitz, they saw with the success of Rated Solo Shuffle that a lot of players simply prefer solo queue activities - that's the way they want to consume PvP content. At the same time, there are players who don't want to do solo queue content, want to play with their friends or guildies or communities, and it's on the team to make sure both of those avenues exist.
New battlegrounds also contribute to a lot of different features, like rated battlegrounds and rated battleground blitz, so the team is hoping that continued efforts to make more battlegrounds and arenas will help keep both buckets of communities happy. The concern of splintering communities is something that they discuss, and think could depend on player reception to RBG Blitz, but it needs to go live so they can see how players will react.
Deephaul Ravine should reach the public alpha very soon, and they'll be planning some community events with it and RBG Blitz during the test period.
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