Chapter 512: Operation direction

The online "League of Legends" has been officially launched, and most players have already undergone novice training or trial play in human-machine mode.

But it is different from the previous Nebula game "Call of Duty: Modern Warfare" and "Dark Soul" and the recently released "Wild Darts: Redemption".

Although a large number of players have already tried it out, and the number of online players has also reached a new high.

But in the player group, the current evaluation of the game "League of Legends" is actually not too high.

And in terms of heat, it is not like the original "The Wilderness: Redemption". Once released, it has formed a hot topic.

Even without nebula games being pushed behind, they can stay hot for a long time.

At present, although the popular keywords for "League of Legends" are still ranked first, but the index has been declining, and the games of several other manufacturers are not ready to be released in the near future, so they can remain for a while, but If you look at the current rhythm in a few days.

If Nebulas games are not promoted, this popularity index will obviously continue to decline.

Yang Chen was not too surprised by such a phenomenon, or everything was within his expectation.

Although the DOTA map in "Warcraft" also has the mode of play of the type of Dynasty Warriors, it can be said that loyal players have a large vote.

But after all, "League of Legends" is a new IP game, and the gameplay has also been greatly improved. In addition to the characteristics of 5V5 and three-way push towers and push bases, it can be said that they are basically two core games. Too.

Coupled with the two maps itself, it is just an RPG map for Warcraft, and the user base is not as high as expected.

For most first-time players, they have not fully understood what this game is like.

Especially under the first image, this "League of Legends" game is more like a normal DOTA-like game, especially the game is biased towards a cartoon style, which makes the game far from the screen performance. So refined.

Or let players not feel particularly refined.

Of course, this is not to say that the cartoon style itself is a problem. It is just that this type of game combined with the cartoon style always gives people a less cool feeling.

Coupled with "League of Legends" before the "Warcraft" DOTA map, for players who have experienced DOTA and have not been dismissed, "League of Legends" this game seems a little too simple.

Although it seems that "League of Legends" has the so-called summoner skills, and each hero has a talent system, coupled with the setting of the rune cornerstone, I did not understand that the first feeling should be more than DOTA. Complicated, you can feel the difference when you get started with novice training.

There is no three-dimensional growth of agility, strength, and intelligence. There is no card slot for line-up soldiers, and there is no anti-replenishment and hatred mechanism.

In addition, the money in the game is easier to obtain than Dota, unlike the hero in Dota who still needs to lose money after death.

In particular, the rhythm of the line period is very fast. In DOTA, people will feel that the line period is very long. This is mainly because the map is large enough, which may cost the player a lot of money to buy supplies. It is the experience system. Usually, the assistant is one or two levels behind the elder brother. At the same time, because of the early fight with the other party, the whole body is eye-catching except for a pair of straw sandals.

At this time, it is necessary to occupy the line to supplement the economy and experience, which makes DOTA players feel that the line period is very long.

In League of Legends, it’s different. The period when supplies are more important is mainly when going online with the first wave of home and the second wave of home. After having a small piece of equipment, The importance of supplies is infinitely reduced.

Although such things as a defensive tower will basically fall after ten minutes and twelve minutes, the time at the end of the line period is not much different from that of DOTA, but the jungle position and give each other enough resources to use GANK Incorporated into the setting of the line, the rhythm of the entire game is very fast.

The normal DOTA time of a game is usually about 30 minutes to 40 minutes. This is because there are several different rhythm time points in DOTA.

The first is the line period, and the auxiliary walk to the line period is more to establish an online advantage. Unless a specific promotion lineup can directly penetrate all the way, otherwise it is only the accumulation of advantages.

And the end of the line-up period is the second key period. The lineup represented by GANK, this time is to rely on the team's third position, or second position, acting as a rhythm engine to constantly catch GANK. To build a victory.

The lineup represented by advancement is to start to advance in groups and gain more team resources to establish the victory.

The lineup represented by the late stage is the sideline, dragging the rhythm of the opposite side, accumulating equipment to reach its own strong period, and then killing the opposite side.

But in "Hero Inside", the game's rhythm is directly accelerated by the jungle position and the 20-minute dragon refresh.

The combination of the early line and the rhythm of GANK, which leads to the basic development of the line is unlikely to be very normal. Even if the two people on the line have no offensive intentions, it is not up to you to decide whether there is a jungler or not .

Secondly, it is the powerful BUFF of Dalong, which makes it impossible for any team to easily give up the point of Dalong, because once you give up, it is equivalent to giving up 30% of the chance of winning. It is the same as the Roshan in DOTA. When you are at a disadvantage, you can choose to give up the sidelines and rely on the highlands to resist stubbornly.

With the summoner skills, economic system, equipment and AD and AP attribute concepts, everything strengthens the rhythm of the League of Legends game from the side.

Snowballing, which is much stronger than Dota in the game "League of Legends".

In DOTA, you may be thousands of behind, 10,000 in economy, and you can rely on the lineup to fight back and forth.

But in League of Legends, with so many economies behind, unless the strength gap is too large, otherwise it is basically a loss.

Of course, this will also have a consequence, that is, it is easier for the master to control the thunder in the low segment.

Therefore, Yang Chen also very clearly told the operation team of the entire game that this kind of behavior must be cracked down in the later operations and the matching mechanism in the game should be adjusted.