Chapter 417 Improvement Plan
Chen Mo's idea is to completely build Overwatch into an entertaining game to maximize the core fun of this game.
First of all, cut off the threshold, the game itself is completely free, and it only relies on value-added services such as skins and avatars to make profits.
This is to attract more players as much as possible, broaden the depth of the entire fish pond, and make the winning rate and matching mode experience of most players close to the level of "League of Legends".
Many players may think that forcibly guaranteeing a 50% winning rate is a very stupid approach, but in fact, a competitive game that cannot guarantee a 50% winning rate is a disaster.
Not ensuring a 50% winning rate means that some players who play well can keep winning, while those players who play poorly will keep losing, which will aggravate the loss of fish ponds and are extremely unfavorable to the lifespan of the game.
Secondly, dilute the feeling of winning or losing and strengthen the player's sense of growth.
For a competitive game, most players' main fun comes from winning. On the basis of maintaining this, you should also make the loser less depressed as much as possible.
One of the problems with Overwatch in the previous life was that players lost inexplicably. You may think that a teammate was not playing well, or the cooperation was not good, or the lineup was not good. In short, the system will not tell you where you lost, and you can't think of it yourself.
This directly leads to many players feeling a deep sense of powerlessness after losing, and the negative feedback after losing is explosive.
Chen Mo's approach is to record all the data of each hero of the player throughout the game, not just the amount of damage, treatment, killing, etc.
For example, Winston will have a comprehensive data of damage, kills, deaths, damage taken, key kills (killing the opponent's output position or treatment with good data), key damage (the amount of damage contributed to the key kill), ultimate skill effect (whether the opening time is correct), etc., and a comprehensive assessment will be given in each game.
All players can see these data very clearly and can clearly distinguish which players are carrying and which players are pitting.
At the same time, the kill will no longer be shared, and the situation of winning the killing gold medal will no longer exist.
Of course, since all data is disclosed and more detailed, the setting of "Golden Medal" is cancelled accordingly.
Moreover, this setting itself is meaningless, because most players do not agree with it. Winning a gold medal does not necessarily mean that you play well.
For players, if you choose the same hero, you can see the change in the hero's proficiency after each game, which is equivalent to a disguised motivation.
For example, if you use Hanzo, you perform well throughout the whole process. Although you lose the game, you will see that you get an S-level rating and perform better than before, and you will forget the unhappiness of failure.
Moreover, the rewards obtained by players are directly linked to personal performance and have nothing to do with winning or losing. As long as you play well, you can get more rewards than those who win, which will dilute the frustration of losing the game.
For those who play the food, you can also know clearly where you are having problems with the food through various data.
For example, a player chooses Death. After the game ends, the system prompts: This game is shown as b, the number of times the e skill is used to move is much lower than the average, the data for using shift skills to avoid damage is much lower than the average, and the total damage data of the shotgun is much higher than the total damage data of the close range.
Based on these data, the system can tell that this player does not know how to go back and forth when using the God of Death. After this player understands this truth, he will subconsciously strengthen his performance in these aspects next time he plays the God of Death.
Win and lose clearly. Only in this way can most players have enough fun in the game.
Last but not least, open up multiple game modes.
A big problem with Overwatch is that the 6v6 all-hero selection mode has caused some team buff heroes to have far more functions than ordinary assault heroes, causing the lineup to become rigid.
Chen Mo considered opening 5 different modes for players to choose freely. Which one has the most people to play means which choice is the right one.
The first one is the classic mode, all heroes are 6v6, and cannot be selected repeatedly.
The second type is the FPS mode, where players will only choose the assault hero. In other words, in this mode, they will return to the original fun of PFS games, and everything will be spoken by shooting.
The third type is the ban selection mode, where each party can vote to disable three heroes. If players generally think that sledgehammer and dj are not fun and don’t want the opponent to get it, they can ban it directly, so that it will not appear in the game.
The fourth type is the more people's battle mode, 12 vs 12, no selection. The significance of this mode is that players have more room to cause trouble, and many heroes have more opportunities to play.
The problem with 6v6 is that the position is very limited, so for the team's consideration, 2 tanks and 2 milk are basically necessary, so there are only 2 positions left for the assault position.
In the competition for assault positions, it is obvious that those heroes with higher damage abilities (such as Soldier 76) will appear all year round, while heroes with weak output abilities will have no chance of appearing at all. Even if you play well, your teammates will not trust you.
In the case of 12vs12, the entire team can even out more positions for those less popular heroes. For example, when ensuring basic tanks and nurses, you can select 76, Black Lily, Hanzo, Genji and Death at the same time, taking into account the highest point sniping, cutting back rows, and regular output, so that more heroes can have room to appear.
The fifth type is the promotion mode. When the hero kills a certain value or obtains a certain number of assists without death, he will be promoted and chooses a certain ability to enhance it, that is, he can snowball through the early advantage.
Of course, the opponent can also obtain stronger promotion effects by ending the kill.
Moreover, all effects will be cleared after the end of the current round to ensure fairness of the initial game.
This is mainly to satisfy those individual heroism players can also experience the pleasure of one to five in this game.
In addition, "Overwatch" produced by Chen Mo will have a more stringent reward and punishment mechanism.
The performance of each player in daily games will affect the player's comprehensive score. When matching, players with similar levels will be assigned to the same game first.
If a player's rating is always very low, he will be matched to a weaker opponent.
If a player is reported to be negative games, abuse, etc. by many players, there will be certain punishment measures, and this group of players will be given priority to entering the same game. In serious cases, you must close the small dark room and fight a certain number of human-machine battles before it will be released.
Of course, Chen Mo was not sure whether these changes would be successful. But at least one thing Chen Mo knew very well that Overwatch itself is a great game. It should not only reach the popularity of the previous life, but should do better.
Chapter completed!