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Disambig icon.png 这篇文章是关于 游戏机制。对于成就分类,请见世界之战(成就)。对于 世界之战经验值和能力点,请见世界之战经验值
世界之战四张地图

世界之战World versus World(即多数玩家言语中的:战场,也叫WVW是一个玩家对战的游戏模式,玩家属于三个不同的服务器,或称“世界”,在迷雾之地战斗。它的特点是在开放性地图战斗,共五张大型地图,每张地图均可容纳数百位玩家。在世界之战中,玩家可以使用攻城武器来占领要塞塔楼目标,也可以抢夺资源,最终为服务器赢得世界之战的奖励,为自己赢得世界之战经验值

进入世界之战

  • WvW Menu Bar icon.png
    世界之战面板(默认按键 B),然后在顶端选择WVW地图进入。免费试玩账号达到60级后可以进入该面板。
  • Asura gate (map icon).png
    阿苏拉星门位于狮子拱门,通往各张WVW地图。每张WVW地图中都有阿苏拉星门通往其他WVW地图。
  • Waypoint (map icon).png
    传送点可以用于在WVW地图之间通行,前提是玩家已经身处WVW地图之中。

离开

不在战斗状态的时候,你可以回到进入迷雾之地以前的位置, 在
WvW Menu Bar icon.png
WVW面板(默认按键B)右下角选择离开迷雾之地即可。如果之前位置是在副本中,那么你会回到进入副本之前的位置。重新登陆有同样的效果。如果你想去狮子拱门,可以使用出发区域的阿苏拉星门

参与

WVW是为容纳不参与普通PVP的玩家而设计的。例如,比较高的玩家人数限制意味着一个新玩家可以参与其中,但不会立刻感觉到团队贡献的压力。此外,各种规模的团队都有适合的攻城目标,因此玩家不需要成为专有公会的成员才能获得足够收益。世界战场中也有PVE目标,比如英雄挑战动态事件跳跳乐

玩家人数限制基于被使用的服务器资源。如果太多玩家尝试登陆进入一张地图,超额玩家将被置于队列中(可以继续在其他地图进行游戏,包括其他WVW地图)。限制人数会被公平分配给全部三个服务器。[1]

加入WVW的玩家的等级和属性将被动态调整到80级。尽管WVW中可以获得装备,WVW并不奖励普通的经验值,只有世界之战经验值。但是人物等级可以通过使用知识之书获得,知识之书可由等级提升和WVW奖励分支的奖励中获取。一个账号中的每个人物有各自独立的WVW特性列表,但一个人物获得的世界之战经验值是账号共享的。

玩家可以随时离开或者加入WVW,只有很少的限制:

  • 尝试加入一张满员地图的玩家在排队等待位置的同时,可以加入其它的地图。
  • 挂机满15分钟的玩家将被自动移出WVW,但可以在任何时间重新加入(除非该地图正在排队)。
    • 挂机满14分钟的玩家在被移出WVW之前,将收到每10秒一次的提示。被移出的玩家将回到人物选择界面。
  “除非你移动或者使用一个技能,否则你将在60秒后被踢出。”

奖励

参与WVW可能获得多种不同的奖励:

80等级金牌贡献(占领)
事件类型 WXP 业力
城堡 1000 1,700 Karma.png
要塞 800 1,360 Karma.png
塔楼 400 680 Karma.png
营地 200 340 Karma.png
神殿  ?  ?
哨卫 100 170 Karma.png
石牦牛 50 85 Karma.png
80等级金牌贡献(防守)
事件类型 WXP 业力
城堡 200 340 Karma.png
要塞 200 340 Karma.png
塔楼 150 255 Karma.png
营地 85 170 Karma.png
神殿  ?  ?
哨卫  ?  ?
石牦牛  ?  ?
杂项
事件类型 WXP 业力
EB 掘洞人 200 340 Karma.png
EB 食人魔 200 340 Karma.png
EB 哈克蛙 200 340 Karma.png

占领高山边境的神殿没有任何奖励(日常除外)。

机制

界面

该界面用于边境永恒战场,位于屏幕上方。迷雾边界使用另一种界面。

  • (1)界面最上方的蓝条显示你目前的WVW经验值,直到达到下一等级。现在WVW不再给予传统的XP,经验条也改为显示在屏幕下方。
  • (2)当前三队的战场得分,所有边境和永恒战场的累计积分。
  • (3)当前计时器结束后,可能被计入己方战场得分的点数。
  • (4)当前计时器:时间会一直显示到点数被计入得分。
  • (5)你所持有的补给数量。
  • (6)三队可能计入得分的点数的分解情况——鼠标悬停在(3)上时显示。
  • 己方代表色为(3)和(5)的背景色。

攻城目标

主要页面:攻城目标

攻城目标有四种:资源营地塔楼要塞和一座城堡。根据目标的类型,在占领目标前需要攻克不同的障碍。下表列出了每种目标拥有的防御设施:

资源营地 塔楼 要塞 石云堡
Guards





Walls/Door




Lord1




Inner Walls



1. Champion Tower LordChampion Keep Lord或者Legendary Castle Lord.

Guards are capable of holding out against small strike teams, their main purpose however is to buy time and assist allied players.[2]

To capture an objective the Lord has to be defeated. The Lord is at the center of the objective, in case of Towers and Keeps, inside the walls. In these cases, the only way to attack the Lord is to bring down the walls or gates first. Mesmers can portal players past walls, but there has to be a breach for the mesmer to enter in the first place. After defeating the Lord of the objective, a capture circle will appear. Alive or downed enemy players (that are not invulnerable nor invisible) or NPCs inside the capture circle prevent capping.

The longer a world holds an objective, the more it will be upgraded to make it harder to capture but also the more valuable.

Objective upgrades

主要页面:Objective upgrade

Upgrade defenses to control objectives longer and increase your team's war score. There are two kinds of upgrade:

  • Automatic Upgrades, which are timed-based (30 minutes, 2 hours and 6 hours) from the point the objective was captured.
  • Guild Claiming, which are time-based (10 minutes, 30 minutes and one hour) after the objective has been claimed by a guild. Tactics and improvements must be manually slotted (configured) to become available. A guild may claim any objective held by their team that has not already been claimed, but only one objective at a time on a map may be claimed by a guild.

Display

Use the WvW objective UI, which is available by speaking to a quartermaster or left-clicking an objective map icon. It allows:

  • Display of the current status of objective upgrades.
  • Claiming the objective and optionally checking the Public Tactic Activation box.
  • Slotting (configuring) Tactics and Improvements for claimed objectives.

You may view the upgrade status of any objective, even those held by an enemy team.

Defenses

Depending on the type of objective, there are a number of obstacles that must be overcome before it can be captured. The following table lists the defenses that each objective type possesses:

Resource camp Tower Keep Stonemist Castle
Guards





Walls/Door




Lord1




Inner Walls



1. Champion Tower Lord, Champion Keep Lord or Legendary Castle Lord.

Guards are capable of holding out against small strike teams, their main purpose however is to buy time and assist allied players.[3]

To capture an objective the Lord has to be defeated. The Lord is at the center of the objective, in case of Towers and Keeps, inside the walls. In these cases, the only way to attack the Lord is to bring down the walls or gates first. Mesmers can portal players past walls, but there has to be a breach for the mesmer to enter in the first place. After defeating the Lord of the objective, a capture circle will appear. Alive or downed enemy players (that are not invulnerable nor invisible) or NPCs inside the capture circle prevent capping.

The longer a world holds an objective, the more it will be upgraded to make it harder to capture.

Siege weapons

主要页面:Siege weapon

Siege weapons are environmental weapons that can be built to accomplish a particular purpose. For instance, arrow carts and cannons are very effective against clustered enemies, ballistae at destroying enemy siege equipment, and trebuchets for breaking down doors and walls.

Player damage is severely limited against doors, and zero against walls. Therefore siege weapons are an integral part of capturing a walled objective. With the exception of the siege golem, all siege weapons are stationary and cannot be moved.

To create a siege weapon, a player must create a build site by using a blueprint at the desired location. The weapon is constructed after it receives enough supply from players. Operation of the weapon is on a first-come/first-served basis. However, the player who placed the blueprint has priority, even if someone else is already using the weapon -- they can remove other players from any siege weapon except for golems.

Certain siege weapons can be acquired through objective upgrades. These siege weapons do not require blueprints.

Spawn points

Spawn points are waypoints on each of the battlegrounds. There are two types of spawn points; those which provide permanent access and those within objectives.

Each World versus World map includes three permanent waypoints, one for each team, to allow basic access to the map regardless of which team is dominating. These waypoints cannot be used by other worlds and are housed in objectives protected by Legendary Defenders. Each spawn point includes a set of NPCs where players may repair their armor, sell loot, or buy blueprints. There are several paths out of each spawn location. It is impossible to camp a spawn, as players and most NPCs in the spawn area are invulnerable.

Other waypoints can be added to some objectives through objective upgrades. These waypoints provide fast travel, allowing quicker access across the map. A waypoint cannot be used if the objective it is housed in is under attack.

Enemy players

Killing an enemy player in WvW will result in experience and loot. Loot often includes Badges of Honor but is otherwise randomly generated; the defeated player does not actually lose anything through being defeated, but they still take durability damage as with any other death. As a result, combat will usually occur when attacking or defending an objective.

The names of players from other worlds are not shown. Instead, they appear as "<world> <rank>". For instance, a player from the Darkhaven world at World Experience Rank 3 will be "Darkhaven Invader". Guild tags are still shown, appended to their name.

Resurrection timer

When a player is defeated in WvW, a 5 minute timer starts. The player can choose to revive at an uncontested waypoint immediately, however after 5 minutes the player is automatically revived at their spawn point for that map.

Supply

Supply is a special resource in WvW used for the following:

Each tower, keep and castle has a stockpile of supply that is replenished by supply caravans delivering from resource camps. Stockpiled supply can be collected by players, each of whom may carry a maximum of 10 units untraited and up to 15 while traited and unbuffed (With an additional 5 possible through Art of War). Supplies do not show up in your inventory, but you can see the number of supplies you carry at the top of your screen in WvW.

A stockpile of supply will allow defenders to keep their doors and walls repaired or to build defensive siege weapons. Similarly, attackers need supply to construct their offensive siege weapons. Supply is therefore the basic resource around which WvW revolves.

Map-specific mechanics

Eternal Battlegrounds' mercenaries

Three groups of NPC mercenaries are present in the Eternal Battlegrounds:

Helping out the mercenaries by completing a dynamic event to earn their loyalty will result in them joining your world's side. E.g. saving Orgath Uplands from hostile harpies will result in Ogres joining your cause; thus, attacking, capturing, and reinforcing nearby supply camps.

Matching of worlds

Worlds in WvW are matched up based on their ranking using a modified Glicko rating,[4] so that high-ranked worlds will battle other high-ranked worlds, and low-ranked worlds will battle other low-ranked worlds. This attempts to ensure that every world has a fair chance of winning matches despite differing levels of player participation or skill.[5]

Leaderboards for WvW rankings are updated online for both North America and Europe.

Weekly WvW reset

At reset players will see a dialog that shows the end score and it states at which position your server is. After a short while they will receive a warning in yellow text that states reset is in motion and they will be sent to Lion's Arch. Approximately 15-20 minutes later, players will be able to enter WvW again.

Times of WvW reset.

Tournament system

Periodically, tournaments (previously known as a season) will be held for World versus World. Worlds fight other worlds over the course of multiple weeks to earn points; 1st place gives 5 points, 2nd place gives 3 points, and 3rd place gives 1 point. At the end of the tournament, players in each world receive rewards for their world's ranking based on points earned. Throughout the tournament, players can earn individual rewards through limited time achievements and achievement rewards.

Rewards

Players who participate in tournaments receive WvW Tournament Claim Tickets to trade for other rewards from the Battle Historian. These rewards include Hero's weapons, Mistforged Hero's weapons, Mini Dolyak, ascended accessories, and more.

Tournaments held so far

Jumping puzzles

Each map contains a jumping puzzle; the Mistwrought Vault in the north-west of each borderlands, and the Obsidian Sanctum in the eternal battlegrounds, accessible from the WvW menu. The Mistwrought Vault is achievable each day on each of the maps. Completing one does not deny rewards for the other two. At the end of each of the four puzzles is a chest that rewards some equipment, siege blueprints and badges of honour, as well as the associated achievement from completing it. They are also notably difficult to complete because they are shared across the competing worlds, forcing players to encounter hostile players while trying to navigate the puzzle.

Roles

WvW battles generally fall into a spectrum between one-on-one combat and zergs.

Zerg

主要页面:Zerg

In most WvW, there is some form of zerg where large numbers of players congregate to capture objectives. Zergs are usually led by 1 or more commanders. This allows friendly players who are not part of the zerg to know the current position of the zerg.

The role of an individual player in a zerg is not clearly defined; however, they tend to follow standard RPG archetypes:

  • Front-line / Tank
  • DPS
  • Support
  • CC

The combat among zergs can also be divided into open field and wall fighting, where the latter describes the situation of one team fighting from the top of the walls of a tower, keep or castle. Front-line role occurs in open area combat. It is usually filled by tank professions such as Guardian or Warrior. They can push the line or flank the enemy zerg in an open area fight. In the case of wall fighting, front-line role is at a minimal.

Roamer

Roamers are usually individuals or very small groups that go behind enemy lines to achieve objectives that would normally be impractical or impossible for a zerg. They include:

  • Killing or deterring enemy stragglers and reinforcements
  • Defending and destroying supply caravans
  • Capturing enemy camps
  • Tagging (or tapping) - Attacking an enemy keep sufficiently that it (and its waypoint, if any) becomes contested
  • Providing intel about enemy zerg size and position
  • Creating diversion for enemy zerg

Roamers generally require high survivability and escapability.


Scouts (Scouting)

Scouts are those individuals who tend to look out or babysit one objective. Scouting an objective may vary from, Keeps, Towers, Camps to even some points. Scouts, are useful to a purpose which even sometimes roamers cannot fulfil.

  • Tend to stay and keep lookout for a specified objective even if there are fights happening in the same map.
  • Responsible for upgrading and keeping it safe.
  • Calling for assistance if enemy zerg hits your objective, the response if faster.
  • Responsible for keeping the siege refreshed in the objective.
  • Provides precise intel if the objective is tagged or is being attacked.
  • And in most cases, upgrading the objective and keeping check on the supply.

注释

  • Free accounts unlock World versus World account-wide when one character reaches level 60.

花絮

  • The amount of points awarded for holding Stonemist Castle was reduced from 50 to 35 points in the September 14th, 2012 update. This was done because Stonemist became easier to capture, because the Legendary Castle Lord was moved to the lower floor (the initial placement of the Castle Lord on the second floor resulted in abuse of Arrow Carts, firing from other floors into the lord room).
  • Orbs of Power were removed in the November 1st, 2012 update.
  • Before April 17th, 2013, WvW matches reset on Saturdays at 00:00 UTC.
  • The inspiration for World versus World came from Dark Age of Camelot's realm vs. realm battles.
  • WvW and World vs World are the terms used by both players and by ArenaNet to refer to what is technically World vs World vs World. In game, NPCs refer to it as the Mist War or Battle for the Mists.

参考信息

  1. https://forum-en.guildwars2.com/forum/game/wuv/Willing-to-share-WvW-details
  2. IncGamers’ Guild Wars 2 Interview - Part 2, IncGamers
  3. IncGamers’ Guild Wars 2 Interview - Part 2, IncGamers
  4. Mike Ferguson, I’m a Guild Wars 2 Developer. AMA about the next Beta Weekend. Reddit
  5. Mike Ferguson on Guild Wars 2 World vs. World ArenaNet Blog

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