Chapter 345
Without the replenishment and equipment system, players are really relaxed when playing laning, and they just need to constantly consume the opponent's health. But this also makes laning a meaningless thing.
Because at the same level, your laning cannot establish an advantage, and you will consume the opponent every time, but it is not enough to snowball, and you will not get any advantage of finishing the game.
Maybe the other party suddenly kills you after reaching a certain level.
You were pressing him to beat him for the first ten minutes, but after ten minutes, you suddenly couldn't beat him, which made people very disappointing.
The design of grabbing the map mechanism has also become a failure.
Although this design makes it very easy for novices to get started with games, just follow the map mechanism, it also makes the game lose space for choice.
In "League of Legends", you can go to Yinren to start a group against the wind, lead the line, and stick to it. This choice itself is a strategy and a fun.
But in "The Ancient Catastrophe", the refresh of the map mechanism makes the headwind embarrassed. If you don't care, it means giving up the map mechanism, and the disadvantage will only be greater. If you can't fight, it is equivalent to giving away the head.
Moreover, as long as the map mechanism is cleared, five people must fight together. If you go four and the other party goes five, you will be beaten one for four, you can imagine what the player who doesn't go will be scolded like.
Of course, what we are talking about here is mainly the player experience in low-end games. Everyone will play high-end games, which will reduce a lot.
But for a game, the experience of low-end players determines the depth of the fish pond, and the depth of the fish pond determines the popularity of the game.
Hiding data is even more criticized by players.
Because everyone has a very good self-sense, my data is so good, so I definitely have no problem playing it. So if I lose, who is responsible?
Obviously, my four teammates are too trash.
In moba games, everyone has a different understanding of the game. Under the same situation, some people think that they should start a group, while others think that they should develop with their hair.
Many times, there is no clear distinction between right and wrong of these ideas. Those who want to develop think that starting a group is a gift, and those who want to start a group think that developing again is a chronic death.
In this case, everyone thinks that their ideas are right, and others are illegitimate, so they are prone to disputes and abuse.
"Why don't you come? We will win when we come!"
"You are sending you off for the tour!"
Such quarrels are everywhere.
Of course, this is also common in "League of Legends", but "League of Legends" can rely on operations and consciousness to establish economic advantages and complete a one-to-one and five-force arriving.
But "Ancient Catastrophe" cannot do it.
In order to give novice players a clear goal, "Ancient Catastrophe" completely abandoned the most interesting elements of the moba game: choice, and seriously weakened the positive feedback of the game itself.
What ordinary players need to do is too simple, they only push lines, grab wild monsters, and hit map mechanisms. Anything you do other than that is meaningless.
You cleared a wave of soldiers and didn't feel it.
You killed a hero and had no bounty.
If you win the team battle, it’s not you who kills four or five, but your team, and you don’t feel it.
You can't feel the advantages you bring through your own efforts, but everyone accepts them all as the disadvantages you bring because of your teammates' stupidity.
Therefore, after players understood the game "Ancient Catastrophe", everyone felt very good. After losing, they began to rush the blame and abuse, and the game environment suddenly became extremely bad.
"Ancient Catastrophe" perfectly interprets the principle of wooden barrels: If you play well alone, you can't save the world. As long as you have a pen, you can lose.
Under this game mechanism, everyone can still have fun when they are newbies, but once they grow up to be old players, they can't continue playing, and they even get out of the trap on a large scale.
In this case, it is no surprise that players suddenly start to lose a large number of people.
...
After finally reaching this conclusion, Jin Jieguang and the designers of "Ancient Catastrophe" were both on the verge of collapse.
What's going on?
Aren’t these all the advantages of "Ancient Catastrophe"? Don’t players like it very much? Why did it suddenly become a disadvantage?
Change? How to change this?
All overturn and rework? Isn't this nonsense?
Moreover, even if you rework, how to do it? All of them are based on "League of Legends"? Isn't that still a game that copys "League of Legends"?
Besides, with this scale, if you change it in another two months, "League of Legends" has already completed the harvest of the entire market, and the daylily is cold!
Lin Chaoxu was so angry that he was furious in the office, but there was no way. "Ancient Catastrophe" itself was a project he decided. Before the production, he thought that this model was fine. Now that there was a problem, it was unreasonable to blame Jin Jieguang.
However, Jin Jieguang's image and status in Lin Chaoxu's heart plummeted.
Jin Jieguang himself was also very confused.
Is Chen Mo’s idea wrong?
Or, have you been fooled?
...
As "Three Realms" and "Ancient Catastrophe" both fell silently, this channel battle came to an end earlier than everyone expected.
Although the Dichao Interactive Entertainment and Shenhuan game platforms are still attracting users through various means, under the erosion of "League of Legends", the dominance of these channel merchants on the PC side has plummeted.
In early July, Chen Mo released the latest data for "League of Legends". The number of active players in this game has exceeded 8 million, and is launching an impact on "the PC game with the largest number of players in the world."
The number of new players on the three major overseas servers of the European server, the US server and the Korean server has also maintained a steady growth every day, bringing fresh blood to this game continuously.
In China, "League of Legends" has begun to dig into the corners of these traditional mmorpg and FPS games. The materials about "League of Legends" have become more and more on major live broadcast platforms and video websites.
After completing the unification of moba games, "League of Legends" has established its absolute dominance in the moba field, and the next step is to launch an impact on "mortal level PC games".
Of course, this will be a very long process.
For Chen Mo, the most critical R&D and promotion period has been completed. Although the "League of Legends" event has not been completed yet, it will soon be on track.
Next, as long as you continue to launch new heroes and continue to create an e-sports atmosphere, the popularity of "League of Legends" will continue to be maintained, and there will be no problem for at least five years.
In just over half a year, the emergence of "League of Legends" shocked the game industry all over the world, and the concept of moba game has also begun to become popular all over the world.
Chapter completed!