Chapter 501: Happiness is over

Compared to games like Red Dead Redemption, League of Legends is easy to make, and the team doesn't have to invest a lot of resources.

The most important thing in this type of game is the gameplay, as well as the rationality of the hero skills and equipment design, as well as the rhythm of the whole game.

If you start from scratch, it's clear that it's not as difficult as Red Dead Redemption, but it's definitely not easy.

But for Yang Chen, who has finished products, this is much simpler, too much.

has been determined to make the game "League of Legends", and Yang Chen will not add anything to improve on the original basis.

This is because this type of game, like Red Dead Redemption or any other type of game, has flaws, such as technical issues, or unfinished side quests due to a lack of money.

If there is anything to improve, Yang Chen thinks that it is in the matching mechanism, as well as making the picture better, and the commercial model to change.

As for the balance problem, as a competitive game, even a game of the FPS genre, there is an imbalance between maps and guns, not to mention this kind of tower pushing game that involves hundreds of heroes and equipment.

Even the "League of Legends" in the dream memory has gone through ten years of ups and downs, and it is still constantly updating various detail patches for the balance of the game, and it is foreseeable that this type of game is completely impossible to completely balance.

In the office, Yang Chen sat in front of the computer, opened the document, and began to design "League of Legends".

It can be said that "League of Legends" is extremely rough in terms of attributes.

Because DOTA was originally based on Warcraft, the hero itself has the attributes of intelligence, agility, and strength.

And according to the heroes in the genus, there are a variety of different ways to play.

The most basic thing is that in the later stage of the development of "League of Legends", a cornerstone has basically been determined, that is, the auxiliary + shooter around the double road, of course, with the change of version, the shooter is easy to evaporate instantly, and in the era of various mentions, the double lower lane will also be replaced by the hero of the positioning of mages and warriors.

But under normal circumstances, it is still mainly long-handed shooters.

But in DOTA, you also have to take into account the attributes of heroes, not that you can play the big brother position with a long hand, but he is also divided into so-called sensitive cores, meat cores, and so on according to the growth of attributes.

And "League of Legends", which takes into account the lowering of the threshold for getting started, obviously simplifies this complexity, and very simple determines the positioning of each hero.

For example, the support position, the shooter position, the warrior position, the tank position, and the positioning of the jungler position and the assassin and mage.

While players don't necessarily have to play according to the attributes you give, it's obviously a little more obvious for newbies.

In addition, the biggest change that distinguishes it from Dota is the patching mechanic, with no slots and no denies.

At first, it was because of the characteristics of the engine of League of Legends itself, and there were no such features, but in fact, it was precisely because of the lack of these functions that one position in the game became particularly important, that is, the jungler.

Of course, maybe the developers of League of Legends have already taken this into account, or maybe it's just a wonderful coincidence, but they do have a very crucial connection between them, and that's enough.

The damage is mainly divided into AD damage on behalf of physics, and AP damage on magic, and defense is also only divided into armor and magic resistance, canceling the attribute mechanism of dodge, and at the same time, such as the attribute of critical hit, adopts linear stacking, canceling the non-linear setting.

Yang Chen recalled the main attributes of "League of Legends" in his dream memory, and determined the basic rules for the core attributes of heroes in the design document.

At the same time, summoners can carry two different talent skills to help in the game.

For example, it is easy to evaporate instantaneously and is targeted by various assassin fathers for shooter-based ADC positions, and can carry life-saving summoner skills such as flash, barrier, healing, and even weakness.

Heroes who hit an instant burst can carry Ignite to compensate for the damage.

As a single belt point for the team, or the farthest road compared to other lines, you can carry the teleportation to the battlefield as soon as possible to fight more and less, helping the team determine the victory.

Scaled down the map to speed up the pace of the game, making the jungler more functional and more playable, rather than as a support character or an invisible development character.

Of course, in addition to these, there is also the most important point, which is the heroes that are very characteristic of the game, which is very, very important.

No matter how good the balance design is and how good the idea is, but if the hero is not well designed, then this type of game is a failure.

There's no doubt that there are so many interesting heroes in League of Legends, balance point of view, but for the average player, it's clear that those heroes are too interesting.

Shuttling back and forth in the creep pile, claiming that as long as E is fast enough, the question mark of my teammates can't keep up with my Wind Sword Hao.

Fly up, fly back, fly over again, like a magician witch.

For novices, in their opinion, it is simple and rude, open an R, open an E, and then rush into the crowd Q and close his eyes A, either hacking the other side to death, or I was killed by the opposite side and pulled down the Wuji Sword Saint.

From simple and rough to extremely happy, the heroes who can show off in various ways can be said to be very representative.

And there are also a lot of heroes in Dota who can get happy.

Walking with the steps of the six relatives who don't recognize it, walking extremely arrogantly, but there is no escape skill and the brittle paper-like shadow demon Neven Moore.

has more than a dozen skills, but more often than not, he is crazy in the triangle field area to show that this wave is not me, the high-level Tianhuo Carl;

It doesn't matter if it's a dad or not, as long as someone is in front of him, he can't help but hook the butcher back on the other side;

What's yours is mine, what's mine is mine, and the Great Magister Rubick, who can steal other people's skills, even stronger than other people's original skills.

And the bomberman who secretly planted a mine somewhere to do engineering.

It can be said that the fun of heroes is the most important thing in this type of game.

After all, strength and weakness can be changed by modifying attributes, and whether the hero's skills are fun or not is the most important thing.

Why are some people 1-21 still able to happily go back and forth in the soldiers' pile, playing the Wind Sword Hao?

Why are some people only having a high-level Tianhuo in the whole process of being beaten, and Carl, who can only cut stealth in team battles, still has a lot of fun?

Blown up? Does it matter? Happiness is over!