Losing Money to Be a Tycoon

Chapter 1305 Complex "Official Escad" Mechanism

Li Yada's words, let Yan Si confidence multiplied.

Although it is a Taoist say, Yan Qi can not determine the authenticity of this statement, but have to admit that this is very inspired by him.

Moreover, it is indeed a way of designing games.

You can try it at this idea. If you can't walk, then, then, try it, write a description, you don't have to spend money.

Strictly saved the document recorded these content carefully, and I was afraid to lose.

Then he began to control these content and started thinking about how to do our new game.

"First find a suitable entry point."

"Well ... it should be a game difficulty."

"For action class, the difficulty is very important to the level, and it is also good to consider the 'spiral rise' of Li Jie."

A strongest brain runs rapidly and enters the coupon.

He strive to bring himself into the summary, imagine if is always self, now decide to be a moving game, how to do it.

It can be sure, and the will definitely change the practice of "back is the shore".

And this major change is not overthrowing and reversing, but a spiral rise.

The initial domestic action game is difficult, no challenging for the players, the monster is not enough, so the player is nothing to do with a few knives, almost will not die, there is no punishment mechanism after death.

And I am always targeting this, making a design of "looking back".

Now Yan Qi wants to follow the "back is the shore", making innovation, definitely can't reverse the car.

How to distinguish between "returning is the shore" without reverse, this is a problem.

"The difficulty is definitely can't fall, at least you can't fall too much."

"Because it will force players to drill the battle system and level design of the game in the premise of ensuring certain difficulties. If the player is just a simple mower, do not need to hide, do not need to use the props, do not need to use the attack button You can customize, then the better combat system and level design, players can't figure out. "

"But under the premise of maintaining difficulty, you have to distinguish between" back is the shore "..."

"Ok……"

"Escape lesson?"

"It seems that there is only this way."

"But you can't escape, there must be some restrictions."

"You don't need to have been difficult, getting harder and harder, you can simply, of course, this simple is to establish a mustache and officially given the 'escape mechanism'."

"Yes, the official escaped! Let the player can feel the customs clearance while feeling the hard charm of the action game."

"In the later stage, this kind of pleasure can become fit, play the fun, equivalent to providing a more diversified customs clearance method and play method!"

Strictly thought of a solution.

Of course, it is mainly because other roads have been passed, there is "back to the shore" before, in order to distinguish between "back is the shore", he can only go.

Strictly thinks about the official escaped.

And this official escaped, and the Pudu in the "back is the shore" is different.

Pudu's escape method, still did not jump out of the "back is the shore" battle system, it is a pure value of escaping. When this weapon is dealing with a particular enemy, it is hurting high, which is fast, so you can escape.

The meaning of Pudu is the meaning of weapons, but also to make the hand-disabled players can pass the customs, but also to highlight the philosophical value of "back is the shore".

There is an advantage, there is naturally a corresponding defect.

The game design did not have a perfect, it would only satisfy some of the players' taste and sacrificed another part of the player.

"Looking back is the shore" is actually a game that is not allowed to escape. You can escape, but you must make it back.

Using Pugu, it means you can't play a perfect ending.

However, if you add more complex systems for this game, let players can pass the spells, remote attack methods or special fitting methods, can you use a simple way to customize?

In this way, the biggest problem is to lose the philosophical connotation of "turning back is the shore", but Yan Qi is not "back is the shore", he can't inherit this philosophical connotation, and it is even more unable to reach "back is the shore" to break the secondary wall.

And the benefits of this are that the player group has broadening, for some players, the fun is more fun.

"Back is the shore" this game, emphasizes that a player's own growth process, and the role growth in the game is very limited.

Some big can use the initial weapon to hit the final BOSS, or the whole process has no injury clearance, which is this reason.

If the attribute of the final BOSS is tens of thousands of times, more than 100,000 times, the player is impossible to take the initial weapon clearance.

"Looking back" In order to make players better experience their own growth, I deliberately compress the growth value of the role in the game.

In other words, the upgrade can make you suffer, but you can't avoid suffering; and after your own technology grows, you can take a starting weapon without injury.

This is the trait of "back is the shore".

It was originally striking whether it dared to deny it, but now strictly realized that he must deny this, otherwise the game that is made is the poor imitation of "turning back is the shore", there is no existence.

Strictly thoughtful ways is that the value of the value of the role will be reached back, give the player's different ways of customs clearance.

The hand-disabled player has nothing to do. How can they play? How to play; big players, still challenge yourself, play all kinds of non-injured records, worship, after the later, after the player's technology reaches bottleneck, you can continue Go to play role fitting, explore game mechanisms, and extend the life life.

After determining this, Yan Qi begins to consider how to "officially escape classes".

"The base combat system of the game can be considered martial arts, knife gun swords ... Various weapons have different usage, just like" back is the shore ", each weapon has different weapons technology."

"In addition to this fighting system, it can be regarded as official escaice, and it can also be considered to reduce the difficulty and easier customs clearance."

"In fact, the method of escaping is very simple, nothing more than spells, remote attacks, and some game mechanisms similar to reborn, short invincible, etc."

"And the packaging of these contents, combined with the Chinese cultural background, can be different systems such as Taoism, Dharma, Confucianism, and Art of War."

"Taoism, keywords are alchemy, spell, psychics, cloth, etc."

"Dharma, keywords are refining, cultivating, guarding, super, etc."

"Confucianism, keywords are those who know them, and they are committed."

"Art of Art, the keyword is the bow and arrow, the formation, the efficient use of various weapons and armor."

"These four systems have to distinguish, they have to have characteristics, and players can't take care of them, they must make a match for their own weapons, play, and choose the right system."

"These four systems are actually assisted and improved for role strength, just the side focus."

"Taoism, alchemy can provide BUFF to the role, excellent effect, but have a certain duration, and need to consume materials. You can add BUFF to yourself, or limit the enemy of the monster. Tongling can summon the ghosts, while It is an early arrangement of the spell to get a specific effect when fighting within a certain range. "

"Taoism is more suitable for those who like to make sufficient preparation before the war, pursue to maximize improvement."

"Dharma, emphasizes the cultivation of the role itself, refining can add attack power, dealing, and more effective, no need to consume material, but the value is not as good as the Taoism. When attacking a specific monster, it may also be Dharma will also There is an additional injury bonus. "

"Dharma should be more suitable for the lazy player, provide a resident gain effect, no need for complex war pre-war, and don't need to worry about the fight to half."

"Confucianism, through the garters you can see the weakness of BOSS, you can strengthen your attack into attacks against BOSS weakness, there will be no improvement for player character defense, but for no hurt players, it is the most killing BOSS Good choice. "

"Confucianism is relatively suitable for big players. Because the Taoism, Dharma and Art of War have to enhance their own defense and living ability, but Confucianism does not. Under the exquisite operation of the players, Confucianism can reach the BOSS faster. Speed ​​off. "

"The war law is to make players can better enhance the killing power of the bow and arrow, the defensive power of the armor can also improve the group gain effect when the online or summoned NPC, which is also a resident buff, and it is better to use."

"The military law is more suitable for players who have just gotting. Although it is also consuming materials, it is necessary to prepare before the war, but the use is relatively simple. The effect is particularly significant in the initial period. In the later stage, for some of the boyfoot, such as the bow and arrow flow, there is also a good improvement."

"Players can choose in four systems according to their own preferences."

"However, there must be restrictions on points distribution, just like talent, for example, a system must have 100 points to order the final talent, and players can only get a total of 220 points."

"You can choose to point the terminal talent in two systems, or you can choose to abandon one of the ultimate talents, use the number of points to other systems, and even if you don't use the ultimate talent, you can also have four system average points."

"There is no standard answer, the key is to match your own fit, play."

Yan Qi looked at the prototype of this core combat system designed, nodded with satisfaction.

I feel very interesting, at least, I have made a very obvious difference with "back is the shore"!