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Chapter 573 The game is fast-paced

But at least one thing is very clear to everyone. Judging from the CG, this game is basically a Chinese style game, and the heroes in it are also mainly Chinese heroes.

This has surprised many players, because the mainstream of domestic mobile game moba is still mainly Western Fantasy Heroes.

Speaking of which, this also has something to do with "League of Legends", because in parallel worlds, most of the players in Moba games mainly come from "League of Legends", and the hero design of "League of Legends" itself is very likable, so these mobile games mb games unconsciously imitate this style.

Moreover, for most designers, there are some risks in changing moba games to Chinese style, because I don’t know if players will accept it.

Chen Mo's change is not bold, but it does make many players feel bright.

I have seen too many Western fantasies, and it is also very good to try Chinese style occasionally!

Since they are Chinese heroes, who are the few people appearing in CG?

The players all entered the game with questions.

...

Zhang Bei was also playing, and after watching CG, he was both amazed and envious.

Although the mobile version of "Ancient Catastrophe" has a lot of funds, it is obviously impossible to make such a CG. After all, the investment is too great, and the headquarters of Dichao Interactive Entertainment will not agree.

Although Zhang Bei is the chief designer of the entire project, he is still subject to constraints from higher-level leaders. It is impossible to do whatever the game wants and spend money as much as Chen Mo does, without any concerns at all.

Zhang Wei could only sigh that envy is useless, and ordinary people can't learn Chen Mo's operations...

After entering the game, I went directly to the novice tutorial.

In fact, if a player has a character in another area and has already conducted a tutorial on novice, then creating a character in the new area will automatically skip this process.

However, "Honor of Kings" has just been released, so everyone has to force a newbie tutorial to play the game.

First, there are a few simple guides to tell the player that the story takes place in a fictional continent, and players summon heroes to fight.

Obviously, these are basically the same as the novice guide for "League of Legends", and other mobile games moba basically do this.

What Zhang Bei cares about is what kind of operating mode will this game adopt?

The guidance at the beginning was very simple, nothing more than moving, attacking, casting skills, killing heroes, purchasing equipment, restoring health, etc. For Zhang Bei, these are very conventional designs and nothing worth talking about.

The hero used by Zhang Bei is Arthur. Arthur's hero skills are basically Garen in "League of Legends", but they may be stronger than Garen because there are two better displacement skills.

Zhang Bei was a little disappointed because he did not see any better operating mode changes in the hero Arthur, just do it.

Did Chen Mo say that he wanted to change the game skill casting mode, but in the end he still made a very mediocre system of rules and regulations? Zhang Bei was a little suspicious.

However, Zhang Bei still discovered some valuable things, which is the layout of the entire game interface.

The virtual rocker is on the lower left, and the attack button and skill button are on the lower right.

The minimap is moved to the upper left corner, and after expanding the minimap, you can send a signal on it.

Elements such as scoring panels, shops, sharing buttons, etc. are well placed in the free position of the interface, and the layout is relatively reasonable.

Moreover, there are three smaller buttons on the far right, namely attack, retreat and assembly, which can send messages to teammates very quickly.

Zhang Bei was also very surprised. Obviously this is a very good design. Although the entire interface of the mobile game should be as few as possible, these three buttons are still too critical.

After all, in moba games, you always need to cooperate with your teammates, and mobile games often also need to quickly let your teammates understand their intentions. Although these three buttons are small, they have a very large effect.

After completing the most basic operating system explanation, human-computer battles and practical training were conducted.

However, Zhang Bei highly doubted that the enemy encountered in actual combat training should be computers, because he killed it so much...

He chose a shooter hero casually, and the opponent rushed forward stupidly. Zhang Bei's final record was 10-0-3, basically crushing the whole game.

Moreover, during the battle, Zhang Bei also discovered some characteristics of this game.

First of all, the game is very fast.

If a battle is very smooth, it may end in more than ten minutes and surrender in as early as six minutes.

Since the start of the online market, players have been fighting fiercely, replenishing troops, and consuming each other. Moreover, since the number of skills has been reduced to three, players can point out their ultimate moves at level 4, and all skills are crazy about making trouble.

At the same time, due to the further reduction of the map size, the faster the movement speed of the hero and the more displacement skills, the game rhythm has been further accelerated.

Secondly, the equipment can be purchased at any location on the map without returning to the spring water.

This seems to be a relatively risky change, but after playing it for a while, Zhang Bei thought this setting was great!

Being able to buy equipment anytime, anywhere and convert your economic advantages into equipment advantages is simply too important in such a fast-paced game.

This also means that snowballing will become easier, because there is no need to worry about whether to go home or not, there will be no huge deposits on your body, but no timely replenishing equipment will be terminated by the enemy. Some more powerful physics heroes can even not go home throughout the journey.

Moreover, Zhang Bei could feel that the map mechanism should have also undergone some changes, including the refresh time of wild monsters, the speed of soldiers sending troops, and the role of various epic monsters, all of which are slightly different from "League of Legends".

Even the health of the defense tower has been weakened. In "League of Legends", the time for a tower to be pushed down is actually very late, but in "Glory of Kings", if the defense tower is not in defense, it will even drop when the hero is at level 2 and 3.

All these settings actually point to one result, that is, the pace of the game has been greatly accelerated.

"League of Legends" often appears for more than half an hour, or even forty or fifty minutes of bladder games, but it will never appear in "Honor of Kings".

In "Honor of Kings", the standard game time is basically 15 minutes, and you can make a throw in six minutes, while there are basically few games that can be dragged to 30 minutes.

In other words, in terms of game duration, this game is very suitable for mobile games.
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