Chapter 537: It's just deliberately not so balanced

In the second week of "League of Legends" open qualifying, NetDragon and Phoenix Games' "Dragon and Phoenix Heroes" also released the latest news, opening the qualifying mode, and bringing more new maps and new heroes.

In Nebula Games, Yang Chen also learned about the other party's related update strategy.

After reading the update log on the other party's official website, Yang Chen shook his head and didn't pay much attention to it.

For League of Legends, including DOTA, which will be developed soon, this game is no longer very competitive.

If you're going to say he's not a good game, that's not either.

The development capabilities of NetDragon and Phoenix Games are still worthy of recognition, otherwise they would not have the status they have today.

The key is that the positioning of the game group and type is wrong, which seems to flatten and optimize the threshold for getting started, but in fact, it makes the victory and defeat more consider the cooperation of players, rather than individual ability.

For ordinary players who have just started, "Dragon and Phoenix Heroes" is definitely a good game, and it will not be bullied.

For high-end players who pursue real fairness and stimulation of team cooperation, "Dragon and Phoenix Heroes" is also a good game, focusing on the control of resources on the map, as well as the team's operation to compete for resources.

But for most ordinary players, it is obvious that "Dragon and Phoenix Heroes" is not a qualified game.

Team and individual heroism, there is no doubt that "Dragon and Phoenix Heroes" pursues the latter.

Although "League of Legends" is also a team game, it also focuses on individual heroism, just like the content of the characteristic social attention theory, the first rich drive the later rich to gradually achieve common prosperity, which is obviously a good interpretation in games like "League of Legends".

If you get fat and break up the opposite side in the early stage, then you can help your teammates build an advantage and then expand the whole advantage to the team's victory.

This is personal heroism.

Including DOTA, which seems more complex and more team-oriented, in fact, it emphasizes individual heroism more than League of Legends.

Because of the characteristics of equipment and hero skills, unless it is really equipment crushing, it is basically impossible for "League of Legends" to have a 1V5 situation.

But "DOTA" is different, even if all four teammates collapse, as long as his eldest brother is still the best financially, or the eldest brother is stable enough, then there is hope for a comeback.

And this kind of setting that doesn't seem to be a team allows every player to enjoy the sense of substitution.

The eldest brother, who has never died once and is well-developed, is the hope of the whole village when his own situation collapses.

And the teammates who have already collapsed are trying to pull the situation, delay time for the development of the eldest brother, and fight against the water.

In this case, each person has their own unique role, such as pulling the other party's forces with the line.

However, the setting of "Dragon and Phoenix Heroes", which is biased towards team mode, is destined to have one point, that is, it does not have much feeling.

Sitting in the conference room, Yang Chen and the team used the engine to make a 3D simple test DEMO, mainly to test the effect of the hero skills in "Overwatch", as well as the values in it.

"Mr. Yang, isn't this a little unbalanced?" In the conference room, Wang Ye looked at Yang Chen and asked a little strangely.

It seems that all heroes are a little biased towards attack, shouldn't it be the triangular structure system output by the tank nurse?

But why do tanks and nurses, as well as some seemingly supporting heroes, also have strong offensive capabilities?

For example, the E of the sledgehammer can shave 120 damage, sprint against the wall can hit 350 blood, and ordinary attacks have 80 damage; There is also a monk's six-star bead charging time has become super short, and with the damage reduction of the E skill, even if you don't have a headshot, there is 450 damage, if this is crispy, isn't it a set of seconds?

There are also two modes for Lucio, the health mode and the acceleration mode, the acceleration mode can not only provide teammates with movement speed, but also provide their own attack speed?

Of course, compared to pure output heroes, the damage of these support heroes is still not so high, but what Yang Chen wants is not to directly let support heroes replace the status of output heroes.

It's more about giving the support player a possibility, not the kind of being targeted by the output hero, just lying down and obediently dying, or requiring the opponent to raise a hand.

For example, under normal circumstances, angels are put in the face by Genji or Winston, and unless they can't bear to look directly at the dishes, it is basically a dead end.

And what Yang Chen wants is to let the support also have some self-protection and resistance ability, and at the same time weaken their support ability a little, so that they are more inclined to attack attributes.

"It's just deliberately unbalanced." Hearing Wang Ye's words, Yang Chen couldn't help but smile.

When developing Overwatch, Yang Chen had already determined the game design concept that it was a game that was biased towards casual entertainment rather than a competitive game.

It's impossible to balance any game, and it's impossible to have fun for everyone, especially against people.

Even Nintendo, which has always advocated family-friendly games in Dream Memory, has players versus players such as Splatoon, Super Smash Bros. and Mario Kart.

In fact, there will be an element of unhappiness, and the main thing is to experience the loser.

Even in order to harmonize this element, the game has taken a number of ways to avoid it, such as Splatoon not by the number of kills, but by the size of the ground area.

"Super Smash Bros. Bros. Fight" does not win by killing the opponent, but by knocking the opponent out of the map.

But the pursuit of victory is human instinct, and the taste of defeat is inevitable.

So what game manufacturers can do is how to downplay the discomfort of losers as much as possible.

The answer given by Yang Chen is to increase the entertainment effect of the game, such as the battle carnival in "Overwatch", the heroes that follow, and the mutual selection and recruitment of heroes for opponents, in addition to some other subsequent modes.

But even so, Yang Chen believes that in the absence of competitive mode, after players understand the routine of the game, the regular mode is the self-selected matching mode, and players will also have a regular lineup, in order to win the game, although there is no ranking rank, which will make the game environment better, but there will definitely be this Yang Chen can be sure.

Because, as one of the lines in DVA goes, playing games is about winning, and for most players, the pursuit of victory is one of the things they enjoy the most.

For the Hero Mode, there are various other entertainment modes, even if the player loses unless he loses several games in a row, it is difficult to generate frustrated feedback, because the player already has a concept of preconceived notions, that is, this is an entertainment play.

It's inevitable to get negative feedback when you lose, but there's an even worse part of it, and that's playing tanks and supports, which can't be happy, and the negative feedback from players who specialize in grocery heroes is definitely more explosive.

Players who play output have experienced the feeling of killing enemies, or at least have been happy.

And the support players and tank players, taking damage, crazy milkmen, and finally losing the game, it is a disaster game experience.

There is no process, let alone results.