God-level Game Designers Start From Scaring the Crying Anchor

Chapter 176: 176: Be bolder


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For the modification of "Overwatch", Xun Ze not only made the player's data as detailed as possible, so that after the end of a game, the player can more clearly see who has a bigger role, who is rowing or even dragging his feet, he also Intended to let players know where they should improve their skills.

"Overwatch" originally has the function of reviewing the game, and it can be improved on the basis of this function, adding a game AI that can perform replay.

The AI ​​will provide players with suggestions and opinions based on the comprehensive performance of the player in the entire game, combined with the comprehensive performance of other players who have played well in the same hero and position, and through big data comparisons, calculations, etc.

For example, when some players play Tracer, they will only stick to their opponents face to face, and Tracer is a crispy hero with only 150 HP, and the face bump is basically broken when touched.

When the player replays, the AI ​​will suggest that the player use Tracer's high mobility to go around behind the opponent or launch sneak attacks and harassment from the side.

Even if you are forced to face the gun head on, keep a safe distance.

Even if Tracer can't kill people, as long as he gives the opponent enough harassment, disrupts the opponent's formation and rhythm, increases the opponent's pressure, and makes the opponent make more mistakes, he is a qualified Tracer.

Of course, if you see the opponent's hero with residual blood, as long as the time is right, you can go up to harvest it, and at the same time accumulate big moves to prepare for a high burst.

With these suggestions, players will know which direction they should work towards when playing a certain hero, and continue to hone their skills in actual combat, instead of hitting the wall like a headless fly and being more likely to be killed by teammates. spray.

In addition, Xun Ze also intends to make the matching mechanism of "Overwatch" more reasonable, and does not treat players who play well as sacrifices.

In the original world of "Overwatch", the game has a hidden sub-mechanism. For example, if a player plays a sledgehammer well, whether it is selling blood, protecting teammates, filling positions, and the timing of big moves, they all play it. good level.

So even if he loses in this match, his hidden score in the T position will keep getting higher and higher.

However, the matching mechanism of “Overwatch” does not allow the player to match opponents and teammates with similar hidden points, but instead puts players with low hidden points in other positions as teammates.

That is to say, the player will often be matched with poor marksmanship, awareness, positioning, etc., or a nanny.

I heard that this is done so that these poor players can have strong teammates to lead them and increase their winning rate.

However, the original world of “Overwatch” has become a game that attaches great importance to cooperation after repeated revisions. As long as one teammate pulls the crotch, especially the output position, it is difficult to win the game.

What's more, there are often more than one teammate in the team who pulls the hips. It can be said that it is not uncommon for both output to pull their hips.

This can greatly disrupt the gaming experience for well-played players and accelerate the loss of core players, so it must be avoided.

There is a comprehensive evaluation, and the hidden score can be used as an auxiliary reference instead of measuring all of a player.

In the new matching mechanism, whether as an opponent or a teammate, players with similar comprehensive evaluations will be matched first, and try to make every match as evenly matched.

If in this case, a player's win rate is still below average, then he will be matched with an opponent with a lower comprehensive evaluation.

When his winning percentage goes up, the opponents he will face will have similar overall evaluations.

In terms of gameplay, offensive and defensive operations, attack escorts, carrying targets, and occupying points can all be retained.

You are reading story God-level Game Designers Start From Scaring the Crying Anchor at novel35.com

At the same time, the deathmatch mode is added, that is, eight players are free to melee, each time they kill an opponent, they get one point, and whoever gets 20 points first will win.

If there are players who just want to enjoy the refreshing sparring and don’t want to be affected by too many skills, they can do another assault mode. Players can only choose 76 to fight, and can only use small skills and cannot use big moves. Who's guns are more accurate than.

Likewise, one point is awarded for every opponent killed, and whichever team gets 30 points first wins.

If players want to be on the line, there is also a SOLO mode. Two players fight alone. Five heroes can be randomly selected, or five heroes can be selected jointly by both parties.

The heroes used by both sides in each match are the same. One point is awarded for each victory over the other, and whoever gets three points first wins.

The PVE mode can also be fully integrated, so that players who are tired of PVP can "relax" and solve the omnic crisis quietly by themselves, or invite friends to play on the computer together.

In PVE mode, there can only be a maximum of four players in the party.

And the PVE mode can choose the difficulty. For example, in the simple difficulty, all hero players can choose, and the enemy's blood volume, damage, and attack desire will be relatively low.

Hard difficulty heroes can still be selected at will, but each attribute of the enemy will be upgraded by a level.

As for the legendary difficulty, players can only use the four heroes preset in the game, and the attributes of the enemy will be greatly improved, and they will be evaporated if they are not careful.

In the PVE mode, if the player is killed, any teammate can revive him within the specified time. The whole process takes about three seconds, and the player is not invincible when reviving a teammate.

That is to say, if the cooperation is not good, it is possible for the player to risk his own life when saving his teammates.

In view of the high difficulty of the legendary mode, Xun Ze will give certain reminders when players choose this difficulty - if there is no good communication and cooperation, it is not recommended to choose this difficulty.

To put it bluntly, if there are no friends to play with, the wild team should not play the legendary mode, and it is easy to die.

After players get through the PVE mode~www.novel35.com~, they can also give players some appropriate rewards, such as achievements, actions, spray paint, or directly reward players with boxes.

In addition to the above-mentioned modes, Xun Ze also intends to be a little bolder, and the entire battlefield mode will allow the number of two teams to be raised to 10V10 or more instead of being limited to 6V6.

The same team cannot choose the same hero, so as to avoid the embarrassing situation where some heroes have no choice after hard work.

As for the maps of the battlefield mode, anyway, the two maps, Moon Base and Paris, are spurned by professional players. After expanding and modifying them, they can be used in the battlefield mode.

Speaking of heroes, Xun Ze intends to increase the number of heroes in Overwatch. One of the problems that players criticize in Overwatch is that the number of heroes is too small.

It took almost half a year or more to update a hero. Before Xun Ze crossed over, Overwatch had not updated a hero for more than a year.

If it is a stand-alone game, players who update a DLC for half a year will like this update speed very much, but "Overwatch" is an online game, a new hero for half a year, isn't it a joke?

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