In the second week of "League of Legends" opening qualifying, NetDragon and Phoenix Games' "Dragon and Phoenix Heroes" also followed up with the latest news, opening the qualifying mode, and bringing more new maps and new hero.
In the Nebula game, Yang Chen also learned about the other party's update strategy.
After reading the update log on the other party's official website, Yang Chen shook his head without paying much attention.
For "League of Legends" including "dota" which is about to be developed soon, this game is not very competitive anymore.
If you want to say that he is not a good game, then it is not.
The development ability of NetDragon and Phoenix games is still worthy of recognition, otherwise it will not be the status it is today.
The key is that the positioning of the game group and the type is wrong. It seems that the flatness optimizes the threshold for getting started, but in fact it makes the win and loss take into account the cooperation of the players, not the personal ability.
It is definitely a good game for the ordinary player who just started, "Dragon and Phoenix Heroes", and will do it without being bullied.
It is also a good game for the high-end player "Dragon and Phoenix Hero" who pursues true fairness and stimulates teamwork. It pays attention to the control of resources on the map and the team's operation to compete for resources.
But for most ordinary players, it is obvious that "Dragon and Phoenix Heroes" is not a qualified game.
Team and individual heroism are no longer there, and there is no doubt that "Dragon and Phoenix Heroes" pursues the latter.
Although "League of Legends" is also a team game, it also focuses on the individual heroism. Just like the characteristic society pays attention to the theoretical content, the rich first drives the later to gradually achieve common prosperity. In the "League of Legends" type of game This is clearly a good interpretation of this.
Earlier, you became fat and broke the opposite side, then you can help your teammates to establish an advantage, and then expand the entire advantage to the team's victory.
This is personal heroism.
Including "dota" which looks more complicated and more biased towards team tactics, in fact he emphasizes personal heroism more than "League of Legends".
Because of the characteristics of equipment and hero skills, unless the equipment is really crushed, otherwise it is basically impossible for "League of Legends" to appear in 1v5.
But "dota" is not the same. Even if all four teammates crash, as long as his brother is still the best in the economy, or if his brother is stable enough, then there is hope for a comeback.
This kind of setting does not seem to be a team, but allows each player to enjoy the sense of substitution.
The big brother who has never died and developed well is the hope of the whole village when the situation on his side collapses.
The teammates who have been beaten up are to pull the situation, delay the time for the development of the big brother, and fight back.
In this case, each person has his own unique role, such as pulling the line to involve the opposing forces.
But the kind of setting that "Dragon and Phoenix Heroes" prefer to team mode is doomed a little, that is, there is not much feeling.
Sitting in the conference room, Yang Chen and the team used the engine to make a simple 3d test deo, mainly to test the hero skills in Overwatch and the values.
"Mr. Yang, is this a bit unbalanced?" In the conference room, Wang Ye asked Yang Chen looking strangely.
It seems that all heroes are a little bit inclined to attack, shouldn't it be the triangular framework system exported by the tank nanny?
But why do tanks and nurses, and some seemingly auxiliary heroes also have strong offensive capabilities?
For example, the sledgehammer's e scrape 120 points of damage, slamming the wall can hit 350 blood, and ordinary attacks have 80 points of damage; and the monk's six-star Lianzhu charge time becomes super short, combined with e-skills Even if there is no headshot on the pig, there is 450 damage, if the crispy skin is not a set of seconds?
There are also two modes in Lucio, plus blood mode and acceleration mode, acceleration mode can not only provide teammates movement speed, but also provide their own attack speed?
Of course, compared with the pure output heroes, the damage of these auxiliary heroes is still not so high, but what Yang Chen wants is not to directly enable the auxiliary heroes to replace the status of the output heroes.
More is to give the auxiliary player a possibility, not the kind that is targeted by the output hero, only to lie down and die, or the opponent needs to raise his hand.
For example, under normal circumstances, the angel is faced by Genji or Winston. Unless the opponent can't bear to look directly at it, otherwise it is basically a dead end.
What Yang Chen wants to do is to give the assistants some self-protection and resistance capabilities, and at the same time weaken some of their auxiliary capabilities, making them more inclined to attack.
"It is intentionally not so balanced." Yang Chen smiled when he heard Wang Ye's words.
When developing Overwatch, Yang Chen had already determined in the game design concept, this is a game that is biased towards leisure and entertainment, not a competitive game.
No one game can be balanced, nor can it make everyone feel happy, especially a game where people are fighting each other.
Even Nintendo, which always admires family-like games in dream memories, has its players such as "Splatoon", "Nintendo Fight" and "Mario Racing".
In fact, there are also unhappy elements, and the most important thing is to experience the failure of the side.
Even in order to harmonize this element, the game has taken many ways to avoid it. For example, "Splatoon" does not judge the victory by the number of murders, but by the size of the painted area.
"Nintendo Fight" does not kill the opponent, but beats the opponent out of the map to judge the victory.
But the pursuit of victory is human instinct, and the taste of failure is inevitable.
So all game makers can do is to minimize the discomfort of losers.
The answer given by Yang Chen is to increase the entertainment effect of the game, such as the combat carnival in Overwatch, random heroes, and the mutual selection of heroes for opponents, in addition to some other subsequent launch models.
But even so, Yang Chen believes that when there is no competitive mode, after the players have understood the game's routines, the conventional mode is the optional matching mode, and players will also have a regular lineup~www.novelhall. The purpose of com~ is to win the game. Although there is no such setting as ranking, it will make the game environment better, but there will definitely be this. Yang Chen can be sure.
Because just like a line of dva, playing games is to win. For most players, the pursuit of victory is one of their most enjoyable achievements.
For the random hero mode, there are other various entertainment modes. Even if the player loses, it is difficult to produce frustrated feedback unless it is lost in a few consecutive games, because the preconceived player already has a concept, that is, it is entertainment How to play.
Losing and getting negative feedback is inevitable, but one of the worse things is that playing tanks and supporting, this kind of unhappy, negative feedback for players who specialize in grocery heroes is definitely more explosive.
Players playing the output experience the feeling of killing the enemy, at least happy.
The auxiliary players and the tank players, who suffered injuries and crazy milkmen, but the game lost in the end, it was a disaster game experience.
There is no process, and no results.
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