Chapter 176 Be bolder

For the revision 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 is more effective, who is paddling or even holding back, he also It is intended to let players know where they should improve their skills.

"Overwatch" already has the function of reviewing the game, which can be improved on the basis of this function, adding a game AI that can perform replays.

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

For example, when some players are playing Tracer, they will only face their opponents face-to-face, and Tracer is a crispy hero with only 150 HP.

When the player replays the game, 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 enough harassment to the opponent, disrupts the opponent's formation and rhythm, increases the pressure on the opponent, and makes the opponent make more mistakes, then he is a qualified Tracer.

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

With these suggestions, when players play a certain hero, they will know which direction they should work hard, and constantly hone their skills in actual combat, instead of hitting the wall like a headless chicken, and it is very likely that they will be blocked by teammates. spray.

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

In the original "Overwatch" in the world, the game has a hidden score mechanism. For example, if a certain player plays well with a sledgehammer, whether it is selling blood, protecting teammates, filling positions, or the timing of the ultimate move, etc., he will score higher. good level.

Then even if he loses in this game, his hidden points in the T position will get higher and higher.

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

In other words, this player will often be matched with an output or nurse who is very poor in marksmanship, awareness, and positioning.

It is said that this is done so that these poor players can have powerful teammates to lead them and improve their winning rate.

But in the original world, "Overwatch" has become a game that attaches great importance to cooperation through repeated revisions. As long as there is a teammate who pulls the hips, especially the output position, it is difficult to win the game.

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

This will greatly destroy the game experience of players who play well and accelerate the loss of core players, so this situation must be avoided.

With comprehensive evaluation, hidden points 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 together first, and try to make every game evenly matched.

If in this case, a certain player's win rate is still lower than the average level, then he will be matched with an opponent with a lower overall 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, delivery targets, and occupation of key points can all be retained.

At the same time, the deathmatch mode is added, that is, eight players fight freely. Every time they kill an opponent, they get one point, and whoever gets twenty points first wins.

If there are players who just want to enjoy the refreshing confrontation with guns and don’t want to be affected by too many skills, it’s okay to have another assault mode. Players can only choose 76 to fight, and they can only use small skills but not big moves. Whose marksmanship is accurate.

Likewise, each kill gets one point, and the team that gets thirty points first wins.

If players want to play against each other, there is also a SOLO mode. Two players can 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 duel are the same, and one point is awarded for defeating each other, and whoever gets three points first wins.

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

In PVE mode, there can only be up to four players in the team.

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

Hard difficulty heroes can still be chosen at will, but the attributes of the enemies will be raised to a higher level.

As for the legendary difficulty, players can only use the four pre-set heroes in the game, and the attributes of the enemies 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 resurrecting a teammate.

In other words, if the cooperation is not good, the player may take 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, it is easy to die suddenly.

After the player gets through the PVE mode, they can also give the player some appropriate rewards, such as achievements, actions, spray paint, or directly reward the player's box.

In addition to the above-mentioned modes, Xun Ze also plans to be a little more daring and create a battlefield mode, so that the number of the two teams is no longer limited to 6V6, but increased to 10V10 or even more.

The same team cannot choose the same hero, so as to avoid the embarrassing situation where some heroes have worked so hard to make no one choose them.

As for the maps of the battlefield mode, the two maps of Moon Base and Paris are even rejected by professional players anyway, so 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 criticized by players in "Overwatch" is that the number of heroes is too small.

It took almost half a year or even longer to update a hero. Before Xun Ze crossed, "Overwatch" hadn't updated a hero for more than a year.

If it is a stand-alone game, players who update one DLC every six months will like this update speed very much, but "Overwatch" is an online game, and a new hero every six months, isn't it a joke?

 Ask for subscription~ask for tickets~ask for collection~ask for everything~please everyone~
  
 
(End of this chapter)

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