Almighty Game Designer

Chapter 419: Improvement Programmes (Sangen)

Chen Jiao's idea is to make WatchPioneer a completely entertaining game to maximize the core fun of the game.

First of all, cut off the threshold, the game itself is completely free and profitable only on value-added services such as skin, avatar, etc.

This is to attract as many players as possible, widen the depth of the entire fish pond, and bring most players' chances of winning and matching modes experience closer to the League of Heroes.

Many players may find it very foolish to force a 50% chance of winning, but in fact, a competitive game that doesn't guarantee a 50% chance of winning is a disaster.

Failure to guarantee a 50% chance of winning means that some well-played players can win all the time, while those poorly played rookie players will lose all the time, thus exacerbating the loss of fish ponds, which is extremely detrimental to the life of the game.

Secondly, it diminishes the win-win feeling and strengthens the player's sense of growth.

For a competitive game, the main fun for most players comes from winning. On the basis of maintaining this, try to make the losing player less depressed.

One of the problems with WatchPioneer in previous life was that players lost somehow, you might think it was some teammate who didn't play well, or couldn't cooperate, or had a bad lineup. In short, the system wouldn't tell you exactly where to lose, and you couldn't figure it out for yourself.

This directly leads to a deep sense of powerlessness among many players after losing, and negative feedback after losing can be an explosion.

It is a stranger's practice to record all of the player's heroes' data throughout the game, not just the amount of damage, healing, killing, etc.

Winston, for example, combines data such as number of injuries, number of kills, number of deaths, number of injuries sustained, key kills (killing the other party's better output or treatment), key injuries (contributing to the key kills), big moves (whether the timing is correct or not), and gives a comprehensive rating for each bureau.

All players can see the data very clearly and can clearly tell which players are in CARRY and which players are in the pit.

Meanwhile, kills will no longer be shared, and kills will no longer be awarded gold medals.

Of course, because all the data is public and more detailed, the "gold medal” setting has been eliminated accordingly.

And it doesn't make any sense in itself, because most players don't approve, and taking a gold medal doesn't necessarily mean you play well.

For players, choosing the same hero and seeing a change in the hero's proficiency after each inning is equivalent to a disguised incentive.

For example, if you use Hanzo, you perform well all the time, and you lose the game, but you see yourself getting an S-rating, and you perform better than before, you forget the offense of failure.

Also, players get rewards that are directly linked to personal performance and not about winning or losing. As long as you have a good time, losing can get more rewards than the winner, which will diminish the frustration of losing the game.

For those who play with dishes, it is also possible to clearly know where they are playing with the data.

For example, if a player chooses Reaper, after the game is over, the system prompts: This station behaves as B, the number of E skill shifts is well below average, the data on SHIFT skill avoidance is well below average, and the total long-range damage data for shotguns is much higher than the total close-range injury data.

Combining these data, the system can tell that the player doesn't know how to wrap around the facial output when using Reaper. Once the player understands this, the next time he plays Death, he subconsciously strengthens his performance in these respects.

Win painfully and lose understandably so that most players have enough fun in the game.

Finally, open multiple game modes.

A big problem with WatchPioneer is that the 6V6 all-hero selection model causes some team-gain heroes to function far more than regular surprise heroes, causing lineup stiffness.

Chen Jiao is considering opening 5 different modes for players to choose freely, which is the most people to play, which means which is the right choice.

The first is the classic mode, all heroes 6V6, not repeatable.

The second is FPS mode, where players will only be able to select Raid Heroes. So in this mode, it's going to be back to the PFS game-origin fun, and everything talks gunshot.

The third is the ban selection mode, where each party can vote to disable three heroes. If the players generally feel that the hammer, DJ is not fun and don't want the other side to get it, they can just bang it off so it doesn't show up in the game.

The fourth is the MORE PEOPLE battle mode, 12VS12, not selectable. The significance of this pattern lies in the fact that players have plenty of room to do things, and many heroes have more chances to go on the field.

The problem with 6V6 is that the location is very limited, so for team consideration, two tanks and two milks are essentially necessary, leaving only two positions for the raid.

In a surprise position competition, it's clear that heroes with higher hurting abilities (Soldier 76, for example) will appear all year round, while heroes with weaker output abilities will not have any chance to appear at all, and teammates won't trust you even if you play well.

With the 12VS12, the whole team can even out more positions for some heroes in the cooler doors. For example, with basic tanks and nannies guaranteed, 76, Black Lilies, Half Tibetan, Origin and Reaper can be selected at the same time, taking into account the high point sniping, cutting backs, conventional output and other output methods, so that more heroes have room for appearance.

The fifth is the promotion model. When a hero reaches a certain number of hits or gains a certain number of aids and does not die, he is promoted, choosing a certain ability to enhance, that is, he can roll snowballs through a previous advantage.

Of course, the other party can also achieve stronger promotional results by ending serial killings.

Moreover, all effects will be eliminated after the end of the current round, guaranteeing initial fairness to the Bureau.

This is mainly to satisfy the fact that individual heroic players can also experience a dozen or five pleasures in this game.

In addition, Chan's Watch Pioneer will have a stricter reward and punishment mechanism.

Each player's daily performance on the board affects this player's overall score and, when matched, players with similar levels are assigned priority in the same match.

If a player's rating is always very low, he will be matched to a weaker opponent.

If a player is reported by many players as passive, abusive, etc., there will be certain punitive measures, and this group of players will be given priority in the same game, the serious situation must be closed to the cabin, and a certain number of drone fights will be fought before they can be released.

Of course, Chen is not entirely sure that these changes will succeed. But at least it's a little bit clear that Watchpioneer itself is a great game, and it shouldn't just be as hot as it was in previous life, but it should be done better.

Chen did not want his own Watchtower to fade quickly after a period of fire. He hoped that the game would become more long-lived and that more players would continue to enjoy the fun of the game.