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Wall on the wall: PVP in Star Wars: The Old Republic

It's no secret that today Star Wars: The Old Republic is the most anticipated MMORPG in the world. It is not surprising – not every online game boasts a friend known to everyone since childhood of the Universe, a rich script, battles both on Earth and in space, the opportunity to make important decisions that really affect the development of the plot, and a rich system of relationships with computer partners (up to a passionate novel). But no matter how unusual the project of the company BioWare , Perhaps its main element is the interaction of living players – both allies and enemies. Today "Gambling XP" tells everything that is known about PVP in SWTOR at the moment.

Battle of control

For PVP Batalia in the "Old Republic", special combat zones (Warzones) are allocated-small scenarios inscribed in the main plot. Two teams resist each other, and their goals vary depending on the script. For example, one of the demonstrated battlefields is the planet Alderaan is a kind of variation on the “dominance” regime from network militants. The republic and the Empire fight for control of the long -range weapon located on the planet, for which each of the sides adjusted to the theater of military operations on the landing ship. The task of both teams, each of which consists of 8 players is to go down to the surface of Alderaan, capture automatic air defense turrets and defend them until they hit the enemy ship.

The Imperials keep the defense in the control hall of the Air Defense Turner, but they are clearly superior to.

The second of the scenarios ready for today is called the "VoidStar", in it, the teams are trying to capture the prototype of the star cruiser drifting in the depths of the cosmos. One of the parties takes up defense, the other storms the ship – it cleans the cabins, collects key details and, finally, breaks through to the cut to hack the control system. After hacking, the teams change places, and the process is repeated.

From what level the characters will begin to allow the battlefields – so far it is not known. Very green newcomers will not be sent to battle. It is no wonder: if the character has neither skills nor normal equipment, then how he will fight?

However, anyone who wants to try his luck in battles with players of the opposite faction can do this without team battles-if he prefers to play the PVP server. SWTOR professes a traditional approach to the problem of showdowns between gamers: representatives of the warring parties can sort things out where they want and when they want. Although some places, of course, will be covered by a guard that suppresses the riots – so that the players always have a safe place to relax.

Hiding behind a low wall, a sniper can feel in relative safety. But you should not bury.

We are looking for talents

Participation in PVP boots on the battlefields will bring experience, money, and trophies-in a word, everything you need for the development of the character. Thus, the player will not feel that he is engaged in a useless business, while he could fulfill tasks and receive awards. According to the developers, active participation in team battles will bring the character no less experience than walking on scenario instances called hot spots here (Flashpoints). So even the most ardent aggressors will not be infringed on rights compared to pacifists who do not take part in PVP at all.

However, many will probably not want to hit such extremes. Therefore, BioWare is trying to do everything possible so that PVP is organically inscribed in the gameplay and gamers would not have to “retrain” from battles against computer opponents to fights against people and vice versa. Traditionally, the most difficult “adaptation” had to go through the defenders-for example, all the skills of tanks that allow them to cause fire on themselves were completely useless in battle against the living and thinking opponent. To get around this problem, the essence of some primordially tank skills was changed in the "old republic".

The coordinated fire of several such pieces will instantly cleanse the Alderaan sky from enemy landing ships.

For example, the fighting skill of “mockery” does not increase the abstract indicator of aggression of the target, but significantly reduces its damage by all except the mockery itself. A mocking tank will be able to fulfill his debt to protect his partners by not washing, so by skating – the enemy will either be distracted by him, or continue to pick his original goal, but will do it very slowly and sadly. In addition to this class, defenders added the opportunity to cover the nearby partners nearby. In this case, half of the damage to the guarded ally will be diverted to the defender himself. By the way, the similar system has already been tested in Warhammer Online , And there I just worked fine.

Selflessness and retribution

Not only warriors shine with talents in SWTOR – no class in the game will be able to complain about the lack of special skills. The developers make considerable efforts so that all these skills are useful in both PVE and PVP-transfers. And to do this is not so simple-not everything suitable for the destruction of computer enemies is suitable for fighting with enemies alive.

Constant deafening, paralysis, settings-that which is poured onto the heads of silicon oak-ups, in PVP-transfers can become a burden. The abundance of skills that disable the enemy will allow the coordinated team of saboteurs to keep the opponents in turn off the eternity. But if we loosen these skills, then saboteurs will be in a clearly unprofitable position before the fighters. In order not to overplay the game balance in either direction, BioWare introduced a separate parameter – “determination” (resolve).

The coordinated fire of several such pieces will instantly cleanse the Alderaan sky from enemy landing ships.

The determination meter increases every time the character receives by the ears of the "controlling" ability. Such abilities in Old Republic include everything that for some time completely or partially deprives the player of control over the character: power lightning, lulling darts, deafening grenades, slowing down all varieties and much more. As soon as the determination reaches its maximum, the hero blinds righteous rage, and for some time he becomes immune to the “control” in all its manifestations. Thus, agents, spies and others like them, on the one hand, do not lose their trump cards, and on the other, they must constantly monitor the determination of rivals. Saboteurs, throwing special intensities right and left, will very quickly come to the crowd of angry opponents, who cannot even be slowed down.

Such an explosion of self -confirmation is not enough, but this time is enough to break through the enemy’s defense line and, say, the capture of the control point. Or the execution of some other small, but important combat mission.

Rearning of elephants and camels

For the conscientious fulfillment of their duty on the battlefields, the players are relied on special awards – the symbols of courage (Valor Tokens). This is a kind of game currency that can only be obtained by participating in PVP, and spend on the purchase of special equipment – clothes, armor and the like. Only a type of such equipment by a mile away will report: “There is a war hero!"But will it have some functional improvements inaccessible to PVE players-so far it is not known. In addition to buying exclusive items, courage is used as a parameter that defines the player's experience in PVP-boys. https://maximum-gb-casino.co.uk/ The teams on the battlefields will be brought under the balance of the total braveness of the participants.

Beautiful, magical, and classic. But you need to use it carefully-not an hour in someone's determination is drill.

The points of courage are charged not so much for the heads of defeated enemies as for a common contribution to victory: tanks will be able to boast of damage allied from friends, doctors – by the number of healed allies and so on in this spirit. Everyone will receive a reward for fulfilling his role well in the team, and not for the fact that he quickly finished off the wounded enemies throughout the map.

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Development of Star Wars: The Old Republic has not yet been completed, and all quantitative (as well as a decent part of the qualitative) characteristics of the PVP system are in question. We can hope that BioWare will be able to find a balance between innovations and traditional elements and that the battles between players will not yield to the interest of plot tasks and hot spots. And finally it will put all the points over the dash only the exit of the game, so far planned for this year.

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