Game Making: The Latest Chapter Begins With Healing the Player
Chapter 709 Detailed Settings
In the office, Chen Xu also simply wrote a design concept draft about "dota".
This concept draft is the most complicated one so far, because different versions and the addition of props must be taken into account.
It can be said that for games like "Dota", any slight change may create a completely different rhythm of the game, which can truly affect the whole body.
For example, if the head bounty is strengthened, the entire rhythm of the game will be biased towards gank.
The heroes that play the most are definitely the Queen of Pain, Storm Spirit, Dwarf Helicopter, and Troll Warlord, which focus on the early and mid-term fighting rhythm.
On the other hand, the appearance rate of traditional big cores such as Medusa and Morphlings will be greatly reduced.
At the same time, the weakening of the defense tower mechanism will determine the high or low playing rate of heroes in the push flow such as Death Prophet, Shadow Shaman, Chen, Xiaolu and other heroes.
Coupled with changes in hero skills and changes in props that increase the price or cost mana, these seemingly insignificant changes may make an item become a hot item or become unpopular, such as the Macon Shadow Demon in the previous life. It's a very classic example.
As for profitability, Chen Xudao is not prepared to make many changes.
Because the profit method of "dota" itself is actually quite mature.
There are different levels of component accessories such as immortals and treasures, as well as related notebooks such as league passes. It can be said that the payment rate of "dota" is definitely not low.
What really concerns Chen Xu is where the competitiveness and balance of the game should be focused.
It can be said that "Dota" has gone through countless versions of changes, and every major change will make players say: This is not the Dota I want.
For example, adding a buy-in CD, a seventh grid, the appearance of neutral items, deleting the yellow dots and adding the talent system, and storing the TP location separately to avoid being like an artist who encountered an enemy stealing his house because he did not have a scroll to bring back to the city. And there are situations where you have to run to the opposite spring to deliberately commit suicide to buy a living, and there are also situations where you join the altar spring but later change it back.
There are good changes and there are bad changes.
Chen Xu’s decision was not to add talents and neutral equipment systems for the time being, but to retain the attribute yellow point mechanism, mainly to avoid excessive learning costs for players in the early stage.
The return scroll, that is, the TP independent setting, is retained. This is actually a very user-friendly design.
The early Dota in the previous life was based on the engine of "Warcraft", so in fact, many settings were quite anti-human, including the game mechanics, which actually had a lot of concessions.
The most direct point is that in the early days of Dota, there was no way for many orbs to coexist.
Darkness, which deducts armor, and Ice Eye, which slows down the enemy, can only trigger one effect.
In addition, there are some mechanisms that benefit assistance, including money that automatically increases every second, additional money that can be obtained by assisting after one's own hero is killed after being pulled out of the jungle, and artificial eyes that can detect the field of view for free, and the price of real eyes is reduced.
At the same time, everyone has a chicken that can transport equipment and turn into a bird after reaching a certain level. It has changes in acceleration and invincibility skills. Chen Xu also plans to join in.
This change can actually be said to have enhanced the experience of five people. After all, a bird in the previous life ate trees, medicine, town-return scrolls, and equipment. This situation is simply too poignant.
Moreover, for most ordinary players, the biggest significance of buying chickens and birds is that they can take the middle path more confidently.
I bought a chicken, if I don’t win, who will win?
If you have any kind, please use the chicken I bought!
Chen Xu's main purpose for these changes is to better take care of auxiliary players. After all, among players in the earliest version, the auxiliary experience can be said to be too explosive.
If you really want to say it, it is not as good as a dog.
It was exhausting in the early stage, and the presence in the later stage was not even as strong as that of the gun carriage.
Of course, props such as the Glimmer Cloak, Lotus Orb, and Eternal Disk, Chen Xu has no plans to add them for the time being, but plans to release them bit by bit in subsequent versions.
The map is also very important. Even a passage brought by a tree may bring different variables to professional competitions and high-end competitions.
For example, the field of vision brought by the reconnaissance guards, or the anti-invisibility effect brought by the hidden sentry guards. For the time being, Chen Xu mainly focused on the early maps. The Roshan Lair was located in the ancient half of the Natural Disaster Night Banquet.
As for map balance, in fact, Dota has been controversial for more than ten years since its birth.
This is inevitable. After all, Dota is an asymmetric map, and there will always be one camp with more advantages. This is why professional competitions use rotation, or roll points to select camps or BP rights.
In addition to the formulas for gaining experience and bounties, the main workload lies in the game system and the setting of heroes and equipment.
However, this one is not the core content. After all, players in the parallel world are not hardcore players who have played Dota for a few years or ten years in their previous lives.
It is a brand new piece of paper, and this aspect is not the most important at the moment.
More important are the game-related systems, such as matching, ladder, and novice tutorials.
The first draft that Chen Xu has finalized is roughly as follows.
First of all, there is no doubt that the ladder and matching are separated.
Players must pass the novice tutorial and complete a human-machine cooperation challenge before they can match.
Of course, because there is so much content in Dota, the novice tutorials are mainly based on basic content.
The hero's operation, the release and difference of directional and non-directional skills, the scroll of town return and the use of tree sacrifice, big medicine and purification potion, as well as the functions of purchasing equipment in the store and the positive and negative effects.
As for the jumping knife, bkb and fog of trickery, these are advanced operations.
And let alone novice players, Dota has been around for more than ten years in the previous life, and the development of the game has also gone through nearly ten years.
As the most essential item in the game, the "Mist of Trickery", people in the lower tiers have basically zero awareness of this item, which has never sold for more than 100 yuan.
Secondly, how to attract players to complete the novice tutorial is the simplest and most direct temptation.
That is, after completing a stage of novice teaching, a treasure bottle will be given as a reward. At the same time, for the first or second explosion rate of the treasure bottle, the player will definitely be able to draw random immortals and treasures.
As for the treasure bottles obtained later, it depends on the difference between European emperors and non-chiefs.
Just like why mobile games have seven days to send SSR, this setting has been used for more than ten years and has never changed?
Because you have to admit, this routine is really easy to use.
In addition, corresponding equipment guidance will also be added to the game.
Although the greatest joy of Dota is the choice of equipment for different situations, for newcomers who are new to the game, it is obviously too early to say anything. What they need most is not to be confused.
In addition, there is a matching mode for novice heroes, such as Tide Hunter, Skeleton King, Centaur Chief, Omni Knight, Phantom Assassin, Blue Fatty, Ryan, Abaddon, Soul Breaker, Earthshaker...
These heroes are relatively friendly to novices and can provide a great sense of participation.
As for the Shadow Demon who is easy to learn skills, the Musketeer who trains the will to survive, and the Geomancer who trains APM, just listen.
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