Chapter 501: Happy is over

Compared with the game "The Wild Darts: Redemption", the difficulty of making "League of Legends" can be said to be simple, and the team resources are not used much.

The key to this type of game is the gameplay, the hero skills and the rationality of the equipment design, as well as the rhythm of the entire game.

If you start from scratch, obviously the difficulty will not be as great as "The Wilderness: Redemption", but it will definitely not be simple.

But for Yang Chen who has finished products, this is too simple, too much.

It has been decided to make the game "League of Legends", and Yang Chen will not add anything to improve on the original basis.

Because this type of game, like "The Wilderness: Redemption" or other types of games, has defects such as technical problems, or the phenomenon of unfinished branch tasks due to lack of money.

If there is anything that needs to be improved, Yang Chen feels that it is the matching mechanism, the picture is better, and the commercial model has changed.

As for the problem of balance, as a competitive game, even the FPS type of game, there is an imbalance between maps and firearms, let alone this kind of push tower game involving hundreds of heroes and equipment. .

Even the "League of Legends" in the dream memory has gone through ten years of storms and is still constantly updating various details patches for the balance of the game. It can be foreseen that this type of game is completely impossible to be completely balanced.

In the office, Yang Chen sat in front of the computer to open the document and began to design the "League of Legends".

It can be said that "League of Legends" is extremely rude in terms of attributes.

Because DOTA was originally derived from "Warcraft", the hero itself has the attributes of intelligence, agility, and power.

According to the heroes in the genus, there are different ways of playing.

The most basic thing is that in the later period of the development of "League of Legends", a cornerstone has basically been determined, that is, the auxiliary + shooter around the two-person road. Of course, as the version changes, the shooter is easy to evaporate instantly. It will also be replaced by heroes such as mages and warriors.

But under normal circumstances, it is still mainly the long-handed shooter.

But in Dota, you must also consider the attributes of the hero. It is not that you can play the position of the big brother with your long hands. He also divides into a series of so-called sensitive cores, meat cores, etc. according to the growth of attributes.

Considering that the "League of Legends" that lowers the threshold for getting started obviously simplifies this complexity, it is very simple to determine the positioning of each hero.

For example, auxiliary position, shooter position, warrior position, tank position, as well as the positioning of the wild position and the assassin and mage.

Although it is not necessary for players to play according to the attributes you give, it is obviously more clear for novices.

In addition to the difference between DOTA and the biggest change, it is the tool compensation mechanism, there is no card position and no counter compensation.

At first, it was because of the characteristics of the engine of League of Legends, which did not have these functions, but in fact it was because of the absence of these functions that a position in the game became particularly important, that is, the wild position.

Of course, maybe the developers of League of Legends have already considered this, or this is just a wonderful coincidence, but there is indeed a very critical connection between them, which is enough.

The damage is mainly divided into physical AD damage and magic AP damage. At the same time, the defense is also divided into armor and magic resistance. Cancel the evasion mechanism. At the same time, if the crit is linearly superimposed, cancel the non-linear setting.

Yang Chen recalled the main attributes of "League of Legends" in the dream memory, and determined the basic rules of the core attributes of the hero on the design document.

At the same time, the summoner can carry two different talent skills for the help of the game.

For example, it is easy to evaporate instantaneously by various assassin dads to target the ADC position of the shooter, and can carry life-saving summoner skills such as flash, barrier, healing and even weakness.

Heroes who hit an instant burst can carry ignition to make up for the damage.

As the team's strong single belt point, or the farthest road than other lines, you can carry the teleportation to the battlefield for the first time to fight more and less to help the team determine the victory.

Shrink the map, speed up the game rhythm, and make the position of the jungler more powerful, which can be better played, rather than as an auxiliary role or an invisible development role.

Of course, in addition to these, there is also the most important point, that is, the hero with a very characteristic of the game, this is very very crucial.

No matter how well-balanced your design is, your best ideas, but if the heroes are not well-designed, then this type of game is a failed game.

There is no doubt that there are too many interesting heroes in League of Legends. These are not discussed from a balance point of view, but for ordinary players, obviously those heroes are too interesting.

Shuttle back and forth in the small soldier pile, claiming that as long as E is fast enough, the question mark of his teammates can't keep up with my blast wind sword hero.

Fly up, fly back, and fly over again, like the magic trick demon Ji.

For the novices, it seems simple and rude to them. Open an R and open an E and then rush into the crowd Q and close their eyes A. Either chopped off the opposite side, or I was killed by the opposite end.

From simple and crude to extremely happy, heroes who can show all kinds of things can be said to be very representative.

There are also many heroes in DOTA who can be happy.

Taking the steps of the six relatives who do not recognize it, walking extremely arrogant, but they have no escape skills and are crisp like the paper-like shadow demon Naiwen Moore.

Has more than a dozen skills but more often they are wildly brushing the wild in the triangular wild area, saying that this wave is without me, and the high-level skyfire Karl;

Regardless of whether it is a dad, but as long as someone is in front of him, he can’t help butchering the butcher from the opposite side;

Yours is mine, mines or mines, Rubik, who can steal other people’s skills, even stronger than others’ original skills.

And bombers who secretly bury mines in some places for engineering.

It can be said that the fun of the hero is the most critical in this type of game.

After all, the strength and weakness can be changed by modifying the attributes, and the hero skill is not fun, that is the most critical.

Why are some people 1-21, still able to happily go from E to E in the soldiers pile, playing the blaster sword hero?

Why do some people have only one high-level skyfire during the whole fight, and the team battle will only cut off the invisible Karl and also have fun?

Being beaten? Is this the key? Happy is over!