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    Pattern Practice - MMORPG === ### Pattern name * ~~團隊遊戲職業行為模型模式 - 開發人員角度~~ * MMORPG副本團隊職業組成模式 ~~- 玩家角度~~ ==> 所以這個模式叫做什麼? * :girl: : **MMORPG團隊職業組成模式** ==> Pattern 名稱代表套用這個模式之後產生的結果(得到什麼產品),你現在的名稱好像只是形容你這個模式的用途,並沒有表達結果。 #### Example : • MMORPG遊戲內的地城 • DotA遊戲 • 射擊遊戲 #### Context 在大型多人線上遊戲中, 有一種特別的遊玩模式稱為"地城"或是"副本", 玩家必須組隊進入地城, 此期間無法尋求隊伍以外的玩家的協助, 當玩家在有限的時間內完成地城設定的目標後, 即可獲得相對應的獎勵報酬 #### Problem 隊伍裡要包含哪些職業才能順利或盡快於有限時間內完成地城任務? ==> 隊伍裡要包含哪些職業? #### Forces * 玩家無法獨自一人完成地城任務 * 隊伍內必須要有一定的職業類型分配才能攻克地城任務 (==> 為什麼?這是遊戲規定的嗎?) :girl:: **因為遊戲中, 每種BOSS的攻擊特性不同, 會有相對應的職業在BOSS攻擊做出應對處理, 例如 若BOSS屬於血多類型, 則要提高傷害型職業的比例** * ==> 完成任務的時間有限,(且越快完成成績越高?) :girl:: **不一定, 這取決於每個遊戲的設計, 但是對於應戰BOSS來說, 時間越長變數越多, 一般會盡量速戰速決.** #### Solution 玩家在進入地城之前, 應先行組織隊伍, 隊伍職業分配應至少具備 * 一名[防禦型職業]() * 一名[醫療型職業]() * 一名[傷害型職業]() * 剩餘名額的職業比例則依隊伍策略分配 ==> 這句有點抽象,是不是說一個隊伍只要有防禦型、醫療型、傷害型各一人就可以保證過關? :girl::**不保證能過關, 但沒有基本至少一人的分配, 絕對過不了關** 防禦型職業主要用來吸引怪物的注意力, 擔任前鋒防禦, 避免怪物攻擊其他玩家, 以達到保護作用, 傷害型職業由於技能傷害高, 主要用以對怪物造成傷害, 醫療型職業主要可在隊友受到怪物攻擊而生命力降低時, 適時治療, 以維持隊友生命力. #### Resulting Context * 防禦型職業及醫療型職業為組成地城隊伍的必要職業, 此兩者也較難養成, 而傷害型職業相較前兩者具有較多種類可選擇, 在傷害型職業過甚的情況下, 可能造成傷害型職業較難找到玩家一同組隊 * 為了組成此職業分配, 將會花費較多時間等待職業到齊 * 太多職業種類重複時, 將很難平均分配地城裝備獎勵 #### Reference * [副本](https://zh.wikipedia.org/zh-tw/%E5%89%AF%E6%9C%AC) * [MMORPG - 大型多人線上角色扮演遊戲](https://zh.wikipedia.org/wiki/%E5%A4%A7%E5%9E%8B%E5%A4%9A%E4%BA%BA%E5%9C%A8%E7%BA%BF%E8%A7%92%E8%89%B2%E6%89%AE%E6%BC%94%E6%B8%B8%E6%88%8F) ###### tags: `pattern`

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