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17kNovel > Almighty Video Game Designer > Chapter 418

Chapter 418

    <h4>Chapter 418: The improvement n</h4>


    Chen Mo’s idea was to make Overwatch into an entertainment game, to maintain the core fun of the game.


    First of all, he had to remove the threshold and make the gamepletely free of charge. He could only make a profit from the skins, avatars, and other value-added services.


    This was to attract as many yers as possible and expand the depth of the whole fish pond, so that most yers ‘win rate and matching experience were close to that of League of Legends.


    Many yers might think that it was stupid to force a 50% win rate, but in fact, apetitive game that could not guarantee a 50% win rate was a disaster.


    Not being able to guarantee a 50% win rate meant that some yers who yed well could keep winning, while those who yed badly would keep losing. This would aggravate the loss of yers in the fish pond, which was extremely detrimental to the lifespan of the game.


    Secondly, it was to reduce the feeling of winning and losing and strengthen the yer’s sense of growth.


    For apetitive game, most yers ‘main joy came from winning. On the basis of maintaining this, he also had to try his best to make the losing yer not so depressed.


    In his previous life, one of the problems of Overwatch was that yers lost for no reason. You might think that it was because one of your teammates did not y well, or that they did not cooperate well, or that the lineup was not good. In short, the system would not tell you where you lost, and you would not be able to figure it out.


    This directly caused many yers to feel a deep sense of powerlessness after losing, and the negative feedback after losing could be called explosive.


    Chen Mo’s method was to record all the stats of the yer’s heroes throughout the game, not just damage, healing, and kill.


    For example, Winston would integrate data such as damage, number of kills, number of deaths, damage taken, critical kills (killing the opponent’s output or healer with better data), critical damage (the amount of damage contributed to the critical kill), the effect of the big move (whether the timing was correct), and so on. He would give aprehensive assessment for each game.


    All the yers could clearly see these numbers and could also clearly distinguish which yers were carrying and which yers were cheating.


    At the same time, the kill count would no longer be shared, and the situation of getting a kill count gold medal from killing would no longer exist.


    ......


    Of course, since all the data was made public and even more detailed, the “gold” setting was removed.


    Moreover, this setting itself was meaningless, because most yers didn’t agree that winning a gold medal didn’t necessarily mean that you yed well.


    For yers, if they chose the same champion, they would be able to see the change in the champion’s proficiency at the end of each game. This was equivalent to a disguised form of motivation.


    For example, if you used Hanzo and performed well throughout the game, even if you lost the game, you would forget the unhappiness of your failure when you saw that you had gotten an S-rank score and performed better than before.


    Moreover, the rewards that yers received were directly linked to their individual performance, and had nothing to do with winning or losing. As long as you yed well, you could get more rewards if you lost than if you won. This would dilute the frustration of losing the game.


    For those who were not good at the game, they could also clearly know what was wrong with them through various data.


    For example, if a yer chose death, the system would send him a notification after the game ended: In this round, his performance was B, and the number of times he used his E-skill to move was far lower than the average. The number of times he used SHIFT to avoid damage was far lower than the average, and the total damage of grapeshot was far higher than the total damage of the short range.


    Combining these data, the system could determine that this yer didn’t know how to attack from the back. After this yer understood this principle, he would subconsciously strengthen his performance in these aspects the next time he yed Grim Reaper.


    Only by winning with joy and losing with a clear understanding would most yers be able to enjoy themselves in the game.


    Thest point was to open a variety of game modes.


    One of the biggest problems of Overwatch was that the 6V6 all-hero selection mode caused some team-enhancing heroes to be far more effective than ordinary Assault Heroes, causing the lineup to be rigid.


    Chen Mo was thinking of activating five different modes for the yers to choose. The one with the most yers would determine the correct choice.


    The first was the ssic mode, all Heroes 6V6, and could not be chosen repeatedly.


    The second was the FPS mode, where yers could only choose the assault-type hero. In other words, this mode would return to the original fun of FPS games, and everything would be decided by shooting.


    The third was the ban mode, where each side could vote to ban three Champions. If the yers generally felt that the hammer and the DJ were not fun and did not want the opponent to get them, they could ban them directly and they would not appear in the game.


    The fourth mode was a 12 VS 12 mode with more people, and it was not semi-finals. The meaning of this mode was that the yers had more room to stir up trouble, and many heroes had more opportunities to y.


    The problem with a 6V6 was that the space was very limited, so for the sake of the team, two tanks and two healers were basically necessary, so there were only two assault positions.


    In thepetition for the assault position, it was obvious that the heroes with higher damage ability (such as Soldier 76) would appear all year round, while the heroes with lower damage ability would not have any chance to appear at all. Even if you yed well, your teammates would not trust you.


    In a 12 VS 12 situation, the entire team would be able to give more space to the less popr Champions. For example, while ensuring that they had the basic number of tanks and healers, they could choose 76, ck Lily, Hanzo, Yuanshi, and Grim Reaper at the same time. They could take into ount the high ground sniping, cutting to the back, regr damage output, and other damage output methods, allowing more Champions to have the space to fight.


    The fifth was the promotion mode. When a hero’s kill count reached a certain number or received a certain number of assists without dying, they would be promoted and choose a certain ability to enhance. In other words, they could snowball with the advantage of the early stage.


    Of course, the other party could also achieve a stronger promotion effect by ending thebo kill.


    Moreover, all effects will be reset to zero after the end of the current round to ensure the fairness of the initial round.


    This was mainly to satisfy the yers who wanted to be a hero and experience the thrill of one against five in this game.


    On top of that, Chen Mo’s Overwatch would have a more stringent reward and punishment system.


    Every yer’s performance in daily matches would affect the yer’s overall score. In matchmaking, yers of simr levels would be assigned to the same match first.


    If a yer’s score was always very low, he would be matched with a weaker opponent.


    If a yer was reported by many yers for being passive in the game, cursing, etc., There would be a certain punishment. Moreover, this group of yers would enter the same game first. In serious cases, they would be locked in a small ck room and would only be released after ying a certain number of human-machine games.


    Of course, Chen Mo wasn’t 100% sure if these changes would work. However, there was one thing that Chen Mo was clear about. Overwatch was a great game, and it shouldn’t just be as popr as it was in his previous life, it should be better.


    Chen Mo didn’t want the poprity of his own game to die down after a period of poprity. He wanted the game to live longer and allow more yers to enjoy the game.
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