God-level Game Designers Start From Scaring the Crying Anchor

One hundred and seventy-four, let me pay attention!

After the first season of Titan League ended, Titan was updated with a new mech, but also made changes to other existing mechs.

The basis for their revision is not from the majority of players, but the opinions and suggestions of each team in the Titan League.

This does not seem to be a problem at first glance. The team is all professional players. As the most skilled group of people in the game, their understanding and study of the game must be much deeper than that of ordinary players.

But if you think about it, you will see the problem, because for every team, the most important thing they care about is not whether the game is fun, but whether they can win.

As long as they can win the next game, it doesn't matter if the game is boring. After all, they can only be famous and earn more money if they win.

Besides, eSports dishes are the original sin.

A team reunites again, no matter how wonderful the scene is, but as long as you lose, you will be sprayed by players and even fans. This is why many e-sports clubs have professional psychological counselors.

Professional players are generally relatively young, and it is difficult to adjust themselves when faced with full of malice. In order to prevent some people from going to extremes due to mental breakdown, timely psychological treatment is necessary.

Speaking of "Titan", after listening to the opinions and suggestions of various teams, "Titan" took the lead in using the tank mecha to cut the energy of the tank mech shield, as well as the upper limit of HP, etc.

From the perspective of each team, if the tank position is too strong, it is difficult for the output position to deal damage, and the winner cannot be determined in a short time.

The longer a game drags on, the more energy the players consume, the more easily distracted they are, and they are unable to play the best moves. It is even very likely that they will make mistakes because of this, which will eventually lead to the failure of the team battle.

After the tank position is weakened, the tank position needs more support from the logistics position, otherwise they will easily be killed by the opponent's focus on the front.

But this leads to a problem. The professional players of each team are not only highly skilled, but they also often train together. I don’t know how much time it takes to run in and improve the level of tacit understanding.

So professional players know how they should work together to get the most out of the tank position, and they know what to do to better keep the tank position.

But ordinary players don’t understand this. Many Titan players don’t have friends who can often team up together. They can only play solo.

This caused some tank players to rush harder.

Or when the skills of the logistics players are not good enough, the tank players will soon die.

Without the cover of the front row of tanks, the back row, whether it is an output player or a logistics player, is all exposed to the firepower of the opponent.

If you fail to retreat in time, the entire team may be wiped out in a very short period of time.

This has made many players feel uncomfortable, especially players who like or are good at playing tank positions, which is an epic nerf for them.

It doesn't matter if they play intimidatingly. After they are taken away, teammates often complain about them, saying that they rush too far ahead, don't protect the back row, etc.

This makes many tank players feel exhausted physically and mentally after a game, and feel more tired than going to work.

In addition to the tank position, the output position is not without impact at all. "Titan" also modified the bullet judgment of the output position. The farther the distance, the weaker the damage caused by the bullet.

The number of magazines has also been reduced, which in turn affects the feel and rhythm of many output mechas.

This modification was made in order to force the output position to move forward, and prevent the output position from always hiding in the rear, compressing the space of the entire position, and speeding up the team battle to determine the winner more quickly.

This is also the reason for the high degree of flexibility of the new mecha, which is to test whether similar mechas can avoid being caught to death by the opponent in a limited space.

For professional players, as long as they are familiar with the new mecha, they can be self-reliant.

With the high mobility of the new mecha, as well as the familiarity with the map, the tacit cooperation of teammates, etc., even if the charge is ahead, it can deal a lot of damage, and it is not easy to be caught by the opponent.

But for ordinary players, especially logistics players, there are higher and stricter requirements.

Otherwise, when the new mecha moves frantically, it not only avoids the opponent's attack, but also avoids the teammate's treatment.

The awareness and marksmanship of the professional players are top-notch, and the teammates are very familiar with each other, so there is basically no situation where the teammates cannot be treated.

Ordinary players can't do this, which leads to the fact that in the game, players who play new mechs often need to find blood packs by themselves, and are rarely able to receive treatment from teammates.

Moreover, the players who play the output position are all rushing to "kill", they are easy to get on, and the high mobility of the new mecha makes them always have the illusion that I can kill the opponent and retreat.

This makes them basically not choose to retreat to find a logistics player after starting a fight, even if their blood volume is unhealthy, but think that one more shot may be able to kill the opponent.

In this way, players who play the new mecha will be much higher than other output mechas in terms of the number of deaths and frequency.

When a lot of players playing the new mech are killed, they still complain about their teammates in the logistics position, why not treat them?

The logistics player is also very helpless. He is full of operations, but he still can't catch up with you flying around the world. What can I do?

Because of the above reasons, the new mecha was abandoned by the majority of players after the fresh period.

After all, no player likes being beaten to death in a teamfight, and they still cannot get treatment from teammates, and playing new mechas is easy to be cast aside by teammates collectively.

There are fewer players playing the new mecha, which means that the skin of the new mecha cannot be sold, and the game cannot make more money from ordinary players.

The top management of Frozen Snow Game Company took a look. Since ordinary players are unwilling to pay, they have to focus more on the Titan League.

As long as the Titan League is prosperous, the ticket money is a good income.

In addition, the more prosperous the Titan League is, the more people watch it, and the more businesses are willing to sponsor and title.

At that time, if we get a few more advertising cooperation and so on, wouldn't the Titan League make more money?

And if the Titan League is popular all over the world, the number of players in "Titan" will only increase. Even if these players do not buy skins, as long as they buy the game, the income will be considerable.

Knowing this, Xun Ze couldn't help laughing. The current development strategy of "Titan" is undoubtedly a good thing for him.

"Since you don't pay attention to the feelings of the players, then let me pay attention to it! This world... still needs Overwatch." Xun Ze said with a smile.

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