Chapter 512: Operational Direction
The online version of League of Legends has been officially launched, and the vast majority of players have already undergone novice training or a trial of the man-machine mode.
However, it is different from the previous Nebula Games' Call of Duty: Modern Warfare, as well as Dark Souls, and the recently released Red Dead Redemption.
Although a large number of players have already tried the game, and the number of online users of the game has also broken through a new high.
But in the player base, the current evaluation of the game "League of Legends" is actually not too high.
And in terms of popularity, it is not like the original "Red Dead Redemption", which formed a hot topic as soon as it was released.
Even without Nebula Games being pushed behind, it can remain hot for a long time.
At present, although the popularity of "League of Legends" is still in the first place, the index has a downward trend, and the games of the remaining manufacturers are not ready to be released in the near future, so it can be maintained for a while, but in a few days, according to the current rhythm.
If Nebulas Games does not continue to be promoted, it is obvious that this popularity index will continue to decline.
Yang Chen was not too surprised by such a phenomenon, or that everything was within his expectations.
Although the DOTA map in Warcraft also has the type of game gameplay of Dynasty Warriors, it can be said that it has a large number of loyal players.
But after all, "League of Legends" is a new IP game, and there has been a great improvement in the gameplay, in addition to 5V5 and three ways to push the tower, push the base and such a feature, it can be said that it is a game with two cores.
In addition, these two maps themselves are only RPG maps for "Warcraft", and the user base is not as high as imagined.
For most first-time players, they haven't fully figured out what this game is.
Especially under the first image, this "League of Legends" game is more like an ordinary DOTA-like game, especially the game tends to be cartoon-style, which makes the game far less refined in terms of graphic performance.
Or rather, it doesn't make players feel particularly sophisticated.
Of course, this is not to say that the cartoon style itself is a problem, but the genre of this game with the cartoon style always gives people a feeling that it is not so cool.
Coupled with the fact that League of Legends already had the Dota map of Warcraft before, League of Legends is a game that seems a little too simple for players who have experienced Dota and have not been dissuaded.
Although it seems that "League of Legends" has the so-called summoner skills, and every hero has a talent system, coupled with the setting of the rune cornerstone, I didn't understand that the first feeling should be more complicated than DOTA, but after novice training, I can immediately feel the difference.
There is no three-dimensional growth of agility, strength, and intelligence, no card slots for lane creeps, and no denies and aggro mechanics.
In addition, it is easier to get money in the game than in DOTA, unlike in DOTA, where heroes need to drop money after they die.
Especially the rhythm of the lane period is very fast, in DOTA, it will make people feel that the line period is very long, this is mainly because the map is large enough, resulting in the possibility of buying supplies will cost the player a lot of economy, and then there is the experience system, usually the auxiliary is one or two levels behind the big brother, and at the same time, because of the state of fighting with the other party in the early stage, the whole body is in addition to a pair of straw sandals is the eye, and then all kinds of death can not eat experience, and it is late to level 6.
At this time, it is necessary to use the line to supplement the economy and experience, which makes Dota players feel that the line period is very long.
It's different in "League of Legends", the more important period of supplies is mainly the period when the first wave goes home and the second wave goes home, and when you have a small piece of equipment, the importance of supplies will be attenuated indefinitely.
Although things like defense towers will basically drop after ten minutes and twelve minutes, and the end of the lane period is actually not much different from DOTA, the jungler position and giving the opponent enough resources to integrate the GINK into the lane setting make the whole game very fast.
Generally, the normal time of a game of Dota is often about 30 minutes ~ 40 minutes, this is because there are often several different rhythm time points in DOTA.
The first is the line period, and the line period of auxiliary wandering, more is to establish an online advantage, unless a specific lineup can directly penetrate the road, otherwise it is more just the accumulation of advantages.
At the end of the lane period, it ushered in the second critical period, the lineup represented by GINK, at this point in time, it relied on the team's No. 3 position, or No. 2 position, as a rhythm engine to constantly grab people GANK and establish a winning momentum.
The lineup, represented by promotion, began to advance in a group and get more team resources to build a winning momentum.
The lineup represented by the late stage is to lead the line on the side, drag down the rhythm of the opposite side, accumulate equipment to reach the strong period of their own side, and then beat the opposite side to death.
But in "Heroes", the pace of the game is directly accelerated through the position of the jungler and the 20-minute dragon refresh.
The combination of the rhythm of the lane and GANK in the early stage makes it basically impossible to develop normally on the line, even if the two people on the line have no offensive intentions, but the existence of a jungler is not up to you to decide whether to fight or not.
The second is the powerful BUFF of the big dragon, which leads to the fact that no team can easily give up the big dragon, because once you give up, it is equivalent to giving up 30% of the chance of winning.
If you don't want to be a group, you have to be a group, unlike Roshan in DOTA, when you are at a disadvantage, you can choose to give up the side lane and lead the line, and then rely on the high ground to resist stubbornly.
Combined with summoner skills, as well as the economic system, and the concept of equipment and AD and AP attributes, all of these things strengthen the rhythm of the game "League of Legends" from the side.
Snowballing, this is much stronger than DOTA in the game "League of Legends".
In DOTA, you may be behind the economy of thousands, 10,000, and you can still rely on the lineup to play back and forth with the opposite side.
But in "League of Legends", the economy is so far behind, unless the difference in strength is too big, otherwise it is basically lost.
Of course, this also has a consequence, that is, it is easier for the master to control the lightning in the low segments.
Therefore, Yang Chen also made it very clear to the entire game's operation team that this behavior must be cracked down on in the later operation and the matching mechanism in the game must be adjusted.