Chapter 538: Give the player a reason to comfort himself

As a rookie player in the dream memory, Yang Chen can really feel the flaws of "Overwatch" in the dream memory.

The first is the early Overwatch, although this is a teamwork model.

But a well-played Split, Genji and McRae, as well as Soldier 76 and Road Fighter, definitely have the ability to carry.

As long as teammates are really not decorations, players can definitely rely on their individual abilities and hero characteristics to become the hero of the team by themselves.

But Blizzard obviously didn't want to see such a situation, so various changes appeared, weakening the duration of the ultimate, and changing various skill mechanics.

As well as weakening the damage, as well as strengthening the ability of the nurse.

This creates a result, unless it is an output point in the team that ignites a target, otherwise the nurse will instantly give the milk the amount of health.

In the game, it is often the case that you play a hero with a perfect set of actions that can kill the opponent directly.

But after the modification weakens the damage, unless there is no nurse, you can't use your own damage to give the opponent a strong second.

Especially when the competitive mode is opened, players will find that there are nurses and tanks, and the big advantage is not a little bit.

The nurse on the other side, you don't have a nurse, unless the technology is greatly crushed, you just can't win.

As a result, there will be a situation where someone in the team must sacrifice to play the so-called meat and wet nurse.

It's a completely different experience from League of Legends.

In League of Legends, support can also be a great joy.

For example, control the steam robot to open a group, or such as the fire man in the passerby bureau, which is not low at all.

These are the happiness that auxiliary players can get in "League of Legends", and because there is a lane period for tank heroes, tank heroes can also fight with output heroes, and after the later formation is faced with simple output heroes, they can ride on each other's faces to fight when the meat is up.

But "Overwatch" is different, first of all, whether it is a support or a tank, "Overwatch" in the dream memory is more about helping the team, such as healing friends and protecting teammates.

And this happy feedback is actually given to the teammates who benefit, but for tank players and support players, unless you really like to play this kind of hero, there is not much positive feedback.

Later, Blizzard actually took notice of this, and some of the skill changes and making it easier for support heroes to play the best in the game, including data blurring and healing gold medals that are exclusive to support heroes, were all designed to improve the experience for support and tank players.

But apparently this is not enough.

Remove this obfuscation and make all the data public, because this obfuscation is useless at all.

And for players, hiding data is actually a big drawback, because there is no way to comfort themselves.

To put it simply, it is to throw the pot.

As long as you want to shake the pot, you will definitely be able to find a way to shake the pot.

So for players, hidden data is no different from public data.

And if it's made public, it's obvious that players can better comfort themselves and think.

For example, a Soldier with 9000 damage in a match has 76 and a Sledgehammer with 8000 damage.

If the data is hidden, then Soldier 76 can confidently say that it is all because you guys are not strong, and look at my damage is a gold medal!

But if everyone can see the data, it is obvious that when everyone has not yet begun to be elegant and easy-going, Soldier 76 can understand very well that it is his own reason.

Otherwise, it is impossible to sledgehammer 8000 output, he is only 9000 output, at this time if you really want to win, soldier 76 will understand that let him continue to play output may lose, in this case soldier 76 players may say to the team: mine, or not sledgehammer we change, you play output.

Of course, this is an idea of a better atmosphere, and there may be a more 'elegant and easy-going' scene.

But this has nothing to do with whether or not the data is hidden, because 'elegant and easy-going' players don't stop spraying just because the data is hidden.

On the contrary, the data is disclosed, which can make players know who is the thigh, who is the pit, and better understand everyone's level.

The second is to enhance the game experience of support and tanks, so that they have more output capabilities and can have more sense of participation in killing.

Instead of attacking normally, it's just about rubbing energy, and then putting a support teammate's ultimate, even though it's important for the team and can even turn things around.

This does affect the balance situation, but Yang Chen feels that this is not too much of a problem, because for most ordinary players, they may not be exposed to the top level from the beginning of the game to the collapse of the game.

High-end games and professional games are completely different games for them.

Since he has decided to tilt the gameplay of "Overwatch" towards entertainment, Yang Chen naturally didn't think about it from the top professional arena at all.

According to the feedback from ordinary players with the largest base after the game is launched, the game will be adjusted.

For example, players report that Tekken's uppercut is too terrifying, and Tekken does make waves in the game of ordinary players, while Tekken is just an ordinary hero in a professional or high-end game and is not so terrifying, then Yang Chen will still weaken Tekken according to the characteristics of Tekken in ordinary games.

…………

While Yang Chen was intensively developing the game "Overwatch", NetDragon and Phoenix Games' "Dragon and Phoenix Heroes" began to decline.

Launched a ranked match with "League of Legends", which split the real light casual players and hardcore players into two different modules using "Polar Smash Bros." and qualifying.

"Dragon and Phoenix Heroes", which also launched the qualifying competition, did get a little more popular at the beginning, but then it was a diving decline.

Not to mention NetDragon and Phoenix games, players have already felt it.

There are also community forums on the Internet, and a large number of "Dragon and Phoenix Heroes" players posted to express their withdrawal.

And players who are still playing also find that most of the friends in their friends list have not been online much.

However, this is not the most critical point, the most critical point is that after the departure of most players, the matchmaking mechanism of "Dragon and Phoenix Heroes" began to have problems.

According to the normal matchmaking mechanism, the players playing against each other should belong to the level of 55, just like "League of Legends".

But there is also a prerequisite for this, and that is that there are enough players in the game.

And now a large number of players have lost, which has had a huge impact on the matchmaking mechanism of "Dragon and Phoenix Heroes".

In particular, a qualifying mode has been introduced to further segment player data

Including many players who are still playing, they have reacted, and the matchmaking time is too long.

Even when you go to the toilet and drink saliva, you can't get into the game.

Faced with this situation, the official "Dragon and Phoenix Heroes" made another bad decision.

That is the adjustment of the matchmaking mechanism to shorten the time it takes for players to match.