Chen Mo’s idea is to completely turn “Watching Pioneer” into an entertaining game that maximizes the core fun of the game.
First of all, cut the threshold, the game itself is completely free, only rely on skin, avatar and other value-added services to make money.
This is to attract as many players as possible, to broaden the depth of the entire fish pond, so that most players' winning and matching mode experience is close to the League of Legends.
It may be that many players feel that it is a very stupid practice to force a 50% win rate, but in fact, a competitive game that does not guarantee a 50% win rate is a disaster.
Not guaranteeing a 50% win rate means that some well-played players can always win, and those who do not play well will always lose, which will increase the loss of fish ponds, which is extremely unfavorable for the game life.
Second, dilute the feelings of winning and losing, and strengthen the sense of player growth.
For a competitive game, the main fun of most players comes from winning. On the basis of maintaining this, it is also necessary to make the losing players as depressed as possible.
One problem with the previous "Watching Pioneer" is that players lose inexplicably. You may think that a teammate is not playing well, or can't cooperate, or the lineup is not good. In short, the system won't tell you where you lost. You can't think of it yourself.
This directly led to a lot of players having a deep sense of powerlessness after losing, and the negative feedback after the loss is called an explosion.
Chen Mo’s approach is to record all the data of the player’s heroes throughout the game, not just the amount of damage, treatment, killing, etc.
For example, Winston will combine the amount of damage, the number of kills, the number of deaths, the damage, the key kill (the better output or treatment of killing the other data), the key damage (the amount of damage contributed to the critical kill) The data of the big move effect (whether the timing is correct) and so on, each board gives a comprehensive evaluation.
All players can see this data very clearly, and can clearly distinguish which players are in the carry and which players are in the pit.
At the same time, the killing is no longer shared, and the sniper killing of the killing gold medal will no longer exist.
Of course, since all the data is public and more detailed, the "gold medal" setting is correspondingly cancelled.
Moreover, this setting itself does not make sense, because most players do not recognize it. Taking a gold medal does not necessarily mean that you play well.
For the player, choose the same hero, you can see the hero's proficiency change after each game, which is equivalent to a disguised incentive.
For example, if you use half-hidden, the whole performance is very good. Although the game is lost, you see that you have scored s-level, and the performance is better than before, you will forget the unsuccessful failure.
Moreover, players are rewarded directly linked to individual performance, regardless of winning or losing. As long as you play well, losing can also get more rewards than the winners, which will further dilute the frustration of losing the game.
For those who play the dishes, you can also clearly know through the data how you have a problem.
For example, if a player chooses to die, after the game is over, the system prompts: the performance of this game is b, the number of uses of e-skill displacement is much lower than the average level, the data using the shift skill to avoid damage is far below the average level, the long distance of the shotgun The total damage data is much higher than the close total damage data.
Based on these data, the system can judge that the player does not know how to output the face when using the **** of death. After understanding this truth, the player will subconsciously strengthen his performance in these aspects when he plays the next time.
Winning and losing, understand that only the majority of players can have enough fun in the game.
Finally, open a variety of game modes.
A big problem with Watching Pioneer is that the 6v6's full-hero selection mode has caused some team-gain heroes to play far beyond the average assault hero, causing the lineup to become rigid.
Chen Mo considers opening 5 different modes for players to choose freely, and which one is the most popular, which means that the choice is correct.
The first is the classic mode, full hero 6v6, can not be repeated.
The second is fps mode, players will only be able to choose assault heroes. In other words, in this mode will return to the pfs game source fun, everything speaks by gunshots.
The third is the ban selection mode, where each party can vote to disable three heroes. If the players generally think that the sledgehammer and dj are not fun and don't want to get the opposite, they can ban it directly, so it won't appear in the game.
The fourth is more people's battle mode, 12vs12, not re-selectable. The significance of this model is that players have more room to work, and many heroes have more opportunities to play.
The problem with 6v6 is that the position is very limited, so for the team to consider, 2 tanks and 2 milk are basically necessary, so there are only 2 positions left for the assault position.
In the competition of assault positions, it is obvious that heroes with higher damage ability (such as Soldier 76) will appear all the year round, while heroes with weak output ability will have no chance to appear at all. Even if you play well, teammates will not trust. you.
In the case of 12vs12, the whole team can even position more heroes for those who are less popular. For example, in the case of ensuring the basic tanks and nurses, 76, Black Lily, Semi-Tibetan, and Genji can be selected at the same time. And the **** of death, taking into account the high point sniper, cut back row, regular output and other output methods, so that more heroes have a debut space.
The fifth is the promotion mode. When the hero reaches a certain number of kills or gains a certain number of assists and does not die, he will be promoted and choose a certain ability to enhance. That is to say, snowball can be snowed through the previous advantage.
Of course, the other party can also achieve a stronger promotion effect by ending the killing.
Moreover, all effects are cleared after the end of the current round to ensure fairness in the initial match.
This is mainly to satisfy the individual heroism players can also experience a dozen five pleasures in this game.
In addition, Chen Mo's "Watching Pioneer" will have a more stringent reward and punishment mechanism.
Each player's performance in the daily game will affect the player's overall score. When matching, players with similar levels will be assigned to the same game.
If a player's rating is always very low, then he will be matched to a weaker opponent.
If a player is reported by many players for negative matches, squats, etc., there will be certain penalties, and the players will be given priority to enter the same match. If the situation is serious, the small black house will be closed and a certain number of man-machine battles will be played. Will be released.
Of course, Chen Mo is not fully confident about whether these changes will succeed. But at least a little Chen Mo is very clear, "Watching Pioneer" itself is a great game, it should not only reach the heat of past life, but should do better.
Chen Mo did not want to make his own "Watching Pioneer" after a period of fire, the heat quickly faded, he hopes that the game will become more long-lived, so that more players can continue to enjoy the game.