Eventyr

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Welcome to the starting screen of our newest and grandest feature, adventures! Adventures are live turn-based multiplayer battles played on an isometric map. Unlike fort battles, there is a variety of game modes to enjoy and the gameplay is far more diverse than moving and shooting once per round. Greenhorns and veterans alike will also appreciate the “3D” view compared to the top-down icons. Before diving into your first match, this guide will cover the basics of adventures.

Before diving into your first match, here is a quick summary: adventures are organised into a series of rounds. Each round, every player has the opportunity to use abilities to move, heal, shoot or block their opponents. Abilities may consume one or both of your two stamina points, limiting how many you can perform in one round. Depending on the game mode, players fight to fulfil a victory condition within a round limit.

Getting Started

There are two ways to join adventures: through the matchmaking queue or joining a custom game. (Custom games are currently disabled.) To join the queue, simply choose a map from the dropdown menu on the starting screen and click join queue. When enough suitable opponents have been found, you will be automatically placed into a lobby and alerted via a browser notification.

When grouping players into lobbies, each player has a matchmaking ranking (“MMR”) calculated for them. If there are enough players in the queue, those with dissimilar MMRs will not be placed in the same lobby. Currently, MMRs correspond exactly to your player level, but in future may take into account your personal statistics. In other words, winning or losing a match does not affect your MMR.

The Lobby

The lobby screen shows both teams and allows you to prepare for the match. If you are not equipped with a fort gun, a ‘no weapon’ indicator is placed beside your username. Between your username and ready status indicator, you will see three empty boxes under the column “Abilities”. Clicking any of these boxes allows you to select an ability to use in the match. Hover your mouse over each row to see a detailed description of the ability. When you are ready to begin, click the “I’m Ready” button in the lower right corner. When enough players are ready, an auto-start countdown timer will commence.

Note: if any player leaves the lobby, it will be automatically closed and all players returned to the starting screen. Please be mindful of other players and do not quit frivolously!

The Map

Adventures Field.png

Like fort battles, the map is divided into small squares called fields, which can hold one and only one player at a time. Although there are no fixed sectors limiting movement, there are a number of shaded areas across the map, with different meanings:

  • Vacant areas are non-shaded; you can walk and shoot through them.
  • Valid spawn locations for your team are shaded in green.
  • Valid spawn locations for your opponents are shaded in grey.
  • Obstacles block areas shaded in yellow; you cannot walk or shoot through them.
The bank; a neutral, uncaptured objective.

In game modes where territory or objectives can be captured, there are three additional types of areas:

  • Uncaptured, neutral territories are shaded in white.
  • Areas captured and held by the Dalton Gang are shaded in red.
  • Areas captured and held by the Cook Gang are shaded in blue.

Internally, the x-axis spans southwest to northeast and the y-axis spans northwest to southeast.

Basic Gameplay

As previously mentioned, adventures are organised into a series of consecutive rounds. Each round lasts just under thirty seconds, giving players time to use as many abilities as their stamina points allow. When the round timer reaches zero, the actions of the round will be animated and then the next round begins.

Stamina & Event Order

The abilities bar after the walk ability has been used, leaving one stamina point free.

Every player has two stamina points to use each round. They are reset at the beginning of each round, and cannot be accumulated for use in future rounds. Abilities may consume one or both available stamina points, allowing you to use up to two 1 point abilities or one 2 point ability. If you cancel an ability, you will receive back the associated stamina points.

Each team takes turns performing one ability each, in the order they were scheduled. For example, if a player from the Dalton Gang moves and then shoots before a player from the Cook Gang uses area heal, these abilities will be performed in this order: move, area heal, shoot. This pattern applies even if there are an uneven number of abilities used by each team, so remaining abilities of the team who scheduled more will all be performed in a row once the other team has finished their turns.

The ongoing round timeline, before opponents' abilities are revealed.

Abilities, Movement & Shooting

Down the bottom of the adventures screen you will see two to five abilities, depending on what you selected in the lobby screen. This will always include walk, attack and three others of your choosing. Be careful of the direction you shoot in -- friendly fire is enabled!

Ability Walk.jpg To walk, click this icon, then click a field on the map within the shaded area surrounding you. You will walk there on your next turn!
Ability Shoot.jpg To attack, click this icon, then click an enemy on the map. You will shoot in their direction next turn!
Optional Abilities
Ability Heal.jpg Heal: heal your target by 5% of their maximum health. [Stamina: 1; Cooldown: 3; Range: 5]
Ability Areaheal.jpg Area Heal: heal all nearby units by 10% of their missing health. [Stamina: 2; Cooldown: 5; Range: 5]
Ability Quickshot.jpg Quick Shot: fire two distinct shots with 75% damage. [Stamina: 1; Cooldown: 3]
Ability Inspire.jpg Inspire: buff the damage of all nearby friendly units by 5%. [Stamina: 1; Cooldown: 3; Range: 5]
Ability Barrel.jpg Barrel Roll: spawn five barrels in a direction of your choice, absorbing one shot and blocking movement. [Stamina: 1; Cooldown 3; Duration 1]
Ability Eagle.jpg Eagle Eye: your next shot will have 25% greater accuracy and 10% greater critical hit chance. [Stamina: 1; Cooldown: 3; Duration: 1]
Ability Snake.jpg Snake Shot: fires one regular shot and bleeds 10% of your target's health for the next three rounds. [Stamina: 1; Cooldown: 3; Duration: 3]
Ability Snare.jpg Snare: there is a 50% chance your target is rooted so they cannot move for the rest of the round. [Stamina: 1; Cooldown: 5; Duration: 1; Range: 3]
Kritisk skud

Der er en lille chance for at lave et kritisk skud, der tilder 25% mere skade end normalt. Skaden ved et kritisk skud vil blive vist i gult, i modsætning til den normale hvide farve.

Vinderkrav

Vinderkravet afhænge af spillet. I visse spil gælder det om at slå alle modstandere ud. I andre spil, såsom dominering, gælder det om at om overtage bygninger og på den måde vinde. Hvis der ingen aktivitet er i spillet vil spillet lukke ned, selv hvis vinderkravene ikke er opfyldt.

Færdigheder og bonusser

Der er to primære faktorer, der har indflydelse på dine eventyrfærdigheder: din karakters niveau og dit fortkampsvåben. I modsætning til fortkampe vil spillere med samme niveau og våben have den samme effekt, selv hvis deres helbredspoint og færdigheder er anderledes.

Karakterniveau

Dit karakterniveau angiver dit grundlæggende helbred. Denne type helbred giver ingen ulempe, på dit effekt i andre områder.

Fortvåben

Kun skaden og evnepointene fra dit fortvåben vil have indflydelse på dine eventyrfærdigheder, ikke færdigheder eller andre bonusser.

Styrke

Styrke angiver din helbredsbonus. Denne type helbred giver ulempe på chancer for at ramme og undvige.

Mobilitet

Mobilitet giver den primære bonus for dine chancer for at undvige.

Fingerfærdighed

Fingerfærdighed giver den primære bonus for den skade, du tildeler.

Karisma

Karisma giver den primære bonus for dine chancer for at tildele et kritisk skud.

Distance

Jo længere væk fra målet du står, desto lavere er chancerne for at du vil ramme og skadesprocenten vil også være mindre.

Belønninger

Når dit hold gør fremskridt mod spillets vinderkrav vil du opnå visse belønningsniveauer. Niveauerne viser dit fremskridt mod henholdvis 7, 14, 21, 28 eller 35 ud af 35 point i domineringsspillet. Jo højere belønningsniveau, desto bedre præmie. Du bliver belønnet uanset om dit vinder eller taber, selv hvis kravene ikke opnås ved spillets slutning.

Veteranpoint

Veteranpoint er en ny betalingsmetode, der er tilknyttet til eventyrerne. Efter et eventyr er færdigt vil du modtage et antal veteranpoint afhængigt af dit belønningsniveau (hvis du forlader et spil, vil du ikke modtage nogen point). Dette går fra 250 veteranpoint, for at opnå det sidste niveau i belønningssystemet, til ingen, hvis niveauet allerede er opnået.

Veteranpoint kan bruges i Union Pacific Shoppen. Fra hovedmenuen, tryk da på eventyr/veteranpoint-banneret på højre side. Hvis du kan se en tom ramme, hvor banneret burde være, bør du tilføje domænet "*.the-west.*" til din adblockers whiteliste.

På nuværende tidspunkt er det kun i UP shoppen, at du kan se dine veteranpoint.

Kister

Kister er en ny genstand, der er lavet specielt til eventyr. De indeholder forskellige bonusser, såvel som nye genstande til et nyt sæt. Kisterne bliver givet, når en spiller opnår det sidste trin i et eventyr. De vil også kunne købes i UP shoppen, ved brug af veteranpoint.

Spilmåder

Eventyr tilbyder at antal af spilmetoder. Der er dog kun en tilgængelig på nuværende tidspunkt. Denne kaldes dominering.

Dominering

I domineringsspillet skal spillere overtage tre strategiske punkter: banken, saloonen og oliefeltet. Det gælder om at holde så mange punkter, så længe som muligt. Hver bygning, der er kontrolleret af dit hold, vil forøge jeres vinderchancer. Det hold, der først får 35 point vil vinde. Du kan se den nuværende score øverst i vinduet.

Overtage bygninger
Kontrolniveauer: -3, +2, +1

Alle bygninger starter som neutrale. For at overtage en bygning skal du stå i det skyggede område, der omringer bygningen. Jo flere holdmedlemmer, der står i felterne, desto hurtigere vil bygningen blive overtaget. Når dit hold har overtaget en bygning, behøver du ikke længere stå i området. Du vil kun miste kontrollen over bygningen hvis en modstander kommer og gør som du gjorde, da du overtog bygningen.


Den nuværende status er vist øverst i midten. Baggrundsfarven, der omgiver cirklerne, viser hvilket hold, der har overtaget bygningen. Hvis en bygning er ved at blive overtaget vil holdet farve stille overskygge den hvide baggrundfarve i cirklen. Der er tre niveauer mellem neutral (±0) og overtaget (±3), en lille cirkel (±1) og en mellemstørrelse cirkel (±2). Hver spiller i området er med til at afgøre niveauet. Det vil dog altid tage mindst to runder at overtage en bygning, derfor er det en dårlig ide, at overbemande et område, med mere end 3 spillere.

Genoplivning

Hvis du dør i domineringsspillet vil du blive genoplivet efter 3 runder. Dit hold vil dog have en ulempe, da de kæmper med en mand mindre!

Vinderkrav

Holdet der rammer 35 domineringspoint først vinder. Hvis begge hold rammer dette krav på samme tid, eller ingen når dette punkt indenfor 35 runder, vil det blive afgjort på følgende måde:

  • Holdet med højeste antal domineringspoint vil vinde.
  • Holdet der har slået flest modstandere vil vinde.
  • Holder der har gjort mest skade vinder.
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