Almighty Game Designer

Chapter 347: It's Getting Cold (Wugang)

Without the replenishment and equipping system, players do feel relaxed while on the other line, just constantly consuming each other's blood. But it also makes the line meaningless.

Because at the same level, your adversary is unable to build an advantage, you consume each time, but not enough to roll a snowball or get a knife boost.

Perhaps the other party suddenly kills you after it reaches a certain level.

You've been pressing him for the first 10 minutes, but then, 10 minutes later, you suddenly can't hit him, and it's a very crumbling situation.

The design of the map snatching mechanism has also been a failure.

While this design makes it very easy for beginners to get started, simply follow the map mechanism, it also leaves the game with no choice.

In the League of Heroes, headwinds, you can go to a Yin Man group, you can go to a wire, you can stay dead, and this is a tactical choice in itself, and it's a pleasure.

But in the Havoc of Upper Antiquity, the refresh of the map mechanism embarrassed the headwind. Doesn't matter? It would amount to arching the map mechanism, and the disadvantage would only be greater. But it's like sending a human head.

Besides, if the map mechanism is brushed up, five people have to fight it together. If you go to four and the other person goes to five, you get hit one for four, and you can imagine what the non-going player is going to be scolded for.

Of course, it's mainly about the player experience in the lower end, and everyone in the higher end will play, and this situation will be much less.

But for a game, the experience of a low-end player determines the depth of the fish pond, which determines the heat of the game.

Hiding the data is even more imperfect when the players spray it.

Because everyone feels very good about themselves, my data is so good, I definitely have no problem playing, who is responsible if I lose?

Apparently my four teammates are so crappy.

In MOBA games, everyone has a different understanding of the game. In the same situation, some people feel they should start a group and others feel they should grow bored.

Often, these ideas are not clearly right or wrong. If you want to develop, you feel that starting a group is sending. If you want to start a group, you feel that developing again is chronic death.

In such cases, everyone feels that their ideas are correct, and others are brutal, making it easy for disputes and verbal abuse to occur.

“Why didn't you come? Here we come, we win! ”

“You're sending a group! ”

This quarrel is everywhere.

Of course, this is equally common in the League of Heroes, but the League of Heroes can rely on operation and consciousness to establish economic advantages and complete a dozen dozen forced carries.

But Havoc can't.

To give novice players a clear goal, The Havoc of Shang completely abandoned the most interesting element of the MOBA game: choice, and seriously weakened the positive feedback of the game itself.

What ordinary players do is too simple, only push lines, snatch monsters, map mechanisms, anything else you do is meaningless.

You cleared a wave of soldiers, didn't feel anything.

You killed a hero, no bounty.

The team won the battle. It wasn't you who killed five or four, it was your team, it didn't feel like it.

You can't feel the advantages that you bring through your efforts, but the disadvantages that you bring because of your teammates' stupidity, it's everyone's business.

So, after the players learned a little bit about the game of "The Havoc of Shang," everyone felt good about themselves. After losing, they started to dump the pot, scold, and the gaming environment suddenly became incredible.

The Havoc of Upper Antiquity perfectly explains the principle of barrels: you can't save the world by yourself, and with a brush stroke you can lose.

Under this game mechanism, everyone can still have fun when they are in a new state, but once they grow up to be old players, they can't play at all or even get out of the pit on a large scale.

In this case, it's not surprising that the players suddenly start to lose a lot.

……

After that conclusion, Jin Jie Guang and the designers of the Havoc were a little on the verge of collapse.

What the hell is going on here?

Isn't that the beauty of Havoc? Didn't the players like it? How come all of a sudden it's all a flaw?

How do you change that?

Overturn all redo? Isn't that bullshit?

And even if we do it again, how do we do it? All according to the League of Heroes? Isn't that still a copy of the League of Heroes?

Besides, with this massive change, another two months, the League of Heroes would have finished harvesting the entire market long ago, and the yellow cauliflower was cold!

Lin Zhaoxu had to be furious at the office, but there was no way. "Shanggu Havoc" itself was his slapping project. Before making it, he also felt that the pattern was fine. Now there was a problem, and he couldn't even tell Jin Jie Guang that they were all dumping pots.

However, Jin Jie Guang's image and position in Lin Chao Xu's heart has fallen.

Jin Jie Guang himself was very confused.

Is Chen stranger wrong?

Or have you been neglected?

……

With the Three Realms and the Havoc of Shang Gu quietly cooling down, this battle of channels ended sooner than anyone expected.

While the Imperial Dynasty mutual entertainment and phantom gaming platform is still attracting users by various means, under the erosion of the League of Heroes, these channels have become dominant on the PC side.

Early in July, Chen Qiao released the latest data from the League of Heroes, a game that has exceeded 8 million active players globally and is shocking “PC games with the highest number of players in the world”.

The number of new players added to the three major overseas servers, Ouest, Costume and Korean, also continues to grow steadily every day, bringing fresh blood to the game.

Domestically, the League of Heroes has begun to tap into the corners of these traditional MMORPG and FPS games, and materials about the League of Heroes have become increasingly available on major live broadcast platforms and video websites.

After completing the reunification of MOBA games, the League of Heroes has established absolute dominance in MOBA, followed by an impact on "Hall of Fame PC Games”.

Of course, it's going to be a very long process.

For Chen Jiao, the most critical R&D and promotion period has been completed, and although the League of Heroes event has not yet taken place, it will soon be on track.

As long as new heroes continue to be introduced and an e-sport atmosphere continues to be created, the League of Heroes will remain hot for at least five years without any problems.

In just over six months, the world's gaming industry has been shocked by the advent of the League of Heroes, and the concept of MOBA gaming has begun to rage around the globe.

Many overseas game media have covered the game in depth, and analysis of this new game type has become a mandatory topic for global designers.