Blizzard Inspired by Warcraft to Create Warfront Events in World of Warcraft 8.0

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In the new expansion of "World of Warcraft: Warcraft Azeroth ", the "World of Warcraft" R&D team used " Warcraft " as inspiration to create a war front event, which attracted the attention of many players. Game director Ion Hazzikostas explained in detail The operation mode of the war front line is designed with the idea of ​​​​dungeon. It is a large-scale event with 20 players working together. Players must contribute resources, assist the camp to increase combat power, lead the troops to siege the target and defeat the enemy to win.

At the "World of Warcraft: Battle for Azeroth" press conference held at Blizzard headquarters, many media on the scene raised many questions about the design of War Front, and Ion Hazzikostas also analyzed them one by one. The following is a summary of the interview with War Front:

asked : You mentioned that the concept of War Frontline comes from the "Warcraft" series, which are traditional real-time strategy games. What do you hope to bring to Warfront?

Answer: Establishing a stronghold is a very important part. In "Kings of Draenor", players are allowed to build a fortress, whether it is the alliance or the fortress of the tribe is the classic shape of "Warcraft".

In Warfront, we want to present the concept of gathering resources and building our own stronghold. After all, "Warcraft" is a single-player game and will bring corresponding challenges. If you play RTS, everything is decided by the player, such as what to build and who to send to attack, but if the strategy game is played by 20 players To cooperate, it is necessary to change the way of handling.

Our team thought about many different modes during the design process, such as letting a few players decide to allocate resources, or all players can do anything, adopting laissez-faire. The decisions of the war help and influence the whole process of the war front. Later, we decided to let players decide whether to collect resources to build more buildings. Buildings will have their own specific upgrade routes. The way to upgrade buildings is similar to " Warcraft 2" and " Warcraft 3" , which may influence the player's decision. Players can decide to collect resources and use them to upgrade the main fort to build advanced buildings, or spend resources on strengthening combat units to make their propulsion stronger and attack enemy NPC characters. In fact, there are 20 players involved. , Not too much, the decisions made by each player can feel the influence on the advance of the front line, and it will have an effect on the successful advance of the front line.

asks: In the War Frontline mechanism, will players see an icon that jumps out on the screen when a certain War Frontier stronghold is captured by the enemy, or is occupied by us?

Answer: We design Warfront as a dungeon. This dungeon is carried out across servers or regions, and it seems to be determined by the contributions of all players. For example, tribal players in North America have to pay resources to attack Arathi , which is somewhat similar to the broken coast mechanism of "Army in the World". Players can pay resources and find a way to start the attack. When a certain amount of resources are accumulated, the tribe will The Arathi High Basin will be attacked, and the system will be enabled for tribal players to participate. It may be open for a week (the duration has not yet been determined). At this time, tribal players can attack Arathi Highlands , and after this week, they can control Arathi highlands. When the tribe is in control, the alliance must pay the resources to meet the standard and then attack and occupy it. In the future, more bases will be opened, and the war front will be advanced in the same way.

Q: You just mentioned that the warfront is occupied after one side completes the mission, is it possible that Arathi will be occupied by tribes for six months?

Answer: This is for the sake of gameplay and balance. That is, when one faction launches the Arathi War frontline mission , the final outcome is that this faction will capture the Arathi Heights, that is, it will succeed in occupying it. For example, after the tribe has attacked and occupied Arathi, the game content of Arathi is that tribe players can enjoy, but alliance players cannot use these resources.

What I want to clarify is that the war front is not a PVP mode, it is more like the concept of tribal players attacking the highlands defended by many NPCs, like many players playing a copy together. Assuming that the tribe meets the conditions and decides to start the mission to complete the mission, the Horde players control the Arathi Highlands, and the next step is the frontline mission of the war launched by the alliance. The alliance will attack the Arathi Highlands, soIf the tentative plan is to complete the war front mission and launch an attack, you can occupy it for a week, then after the end of the week, you can switch to another faction to launch an attack mission. The alliance will occupy the Arathi Highlands for a week, and the ownership will be back and forth between the alliance and the tribe. alternately.

Q: How often is the exchange frequency? Is there a limit on how long it takes for the enemy faction to activate?

Answer: Basically, to launch a war front, a certain amount of resources must be accumulated, and if the required number is reached, this faction can launch the task of the war front. Assuming that the cycle is alliance occupation at the beginning, tribal players need to contribute materials, whether it is gold coins or Azerite refined salt, they may need to be handed over. It will be automatically turned on. At this time, the Arathi Highlands are still occupied by the Alliance, but the tribe has already started the war frontline mission and attacked the Arathi Highlands. During this period, as long as the Horde players can choose to participate in the copy of the war front, in addition to the experience copy Rewards and benefits can be obtained. Once the war frontline copy is completed, the tribe will occupy the Arathi Highlands. During this period, tribal players can no longer provide resources, but control the Arathi Highlands. They can enter to face the world king inside and experience Arathi. Highland's plot. At this time, players who switch to the alliance must contribute resources and meet the launch conditions. Once the number is reached, it will be replaced by the alliance war frontline mission. Alliance players can choose to play a copy of the war frontline. cycle to proceed. It is roughly divided into four stages.

Q: Is this a concept like the winter grip lake scramble?

Answer: It's not the same. Every server in Wintergrasp is reset every two hours. If there are more Horde players, Wintergrasp may be controlled by the Horde for several weeks, and the Alliance may only be able to control Wintergrass in the middle of the night. Take the lake.

As far as the war front is concerned, Arathi Highlands is a region-based mission, for example, it depends on the entire North America or Europe, so in North America now, tribes occupy Arathi Highlands, and then the alliance is ready to attack, basically designing ownership Will alternate back and forth between the two camps. In the long run, the total length of time for the two camps to occupy the Arathi Heights should be similar, and as the plot progresses, there will be more locations to start the war front. The purpose of

's design of War Frontline is to bring players into the mode of total war and experience the world of "Warcraft". When it comes to war, there must be winners and losers in the real world, but in the game we don’t want players to never be able to play new content because their own faction is relatively weak, so to a certain extent there must be a full-scale war on the one hand, and the other on the other hand. In terms of aspects, it is necessary to take into account that no matter which camp you can experience new content, we hope that players will feel that the game environment is fair to them.

asks: If the design purpose is to alternate back and forth, how long does the R&D team think it is appropriate to occupy? Is it a week?

Answer: I think five days or seven days are about the same length, and it is less likely that players will miss this period of time by accident. For example, when they are away from home on the weekend, they will switch camps in Arathi Highlands after returning home, and they will not catch up with the occupation. period. So we don't design the occupation time to be too short, but not so long that the enemy faction feels that it will never be able to experience new content and resources.

asked: If you collect players' responses and find that the plot mode like War Frontline is the most anticipated by players, and it is designed in this way, then it can be said that playing War Frontline is a bit like testing the waters for " Warcraft 4"?

Answer: (The audience laughs) Of course, anything can happen. People in our company are very fond of real-time strategy games and have a passion for them. Maybe this should not be done by the World of Warcraft team. The thing, because our company has other real-time strategy game experts, they have accumulated rich experience. However, this topic (referring to "Warcraft 4") always pops up every time there is talk of new plans.

asks: How many areas will be open for occupation on the war front in the future?

Answer: At present, only Arathi has been announced. In the future, with the story we have stated, when the plot thinks this location is suitable, it will increase the location of the war front, so more locations will be added in the future.

Q: "Battle for Azeroth" is basically a war between the Eastern Kingdoms and Kalimdor, will there be a chance for Horde players to return to the Eastern Kingdoms and kick the Alliance out of the Undercity?

Answer: ThisIt depends on how the plot goes. As far as the design purpose of the War Frontline mode is concerned, we hope to give players the opportunity to return to some important battlefields and experience how influential and influential the battles that take place on important battlefields are.

For example, in Arathi, what you see in Arathi from the hostile camp will be different from what your own camp sees when you control it, and the content of the experience is also different. What I want to add is that some people hear Battle for Azeroth and think it's a PVP expansion. What we want to present is more than that. In addition to making players like PVP, it doesn't mean that we don't want to. Pay attention to dungeons and dungeons. For "World of Warcraft", PVE is as important as PVP. The expansion is the first time that the enemy faction is directly pulled in front of the player, so that the player can face it, even if the player is playing the expansion or BOSS, It's all about the main storyline.


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