Chapter 440: New Models

Some people are crazy for this rank, and they have completely completed this game into another game.

Sun Yaosheng saw an infographic of a grandmaster on the Internet, and this person's DKA is only 0.08, what is this concept? It means that he can't kill a single person in a single game!

But with such conditions, he was able to reach more than 2,200 points and reach the rank of grandmaster......

Many people are not convinced, such a person can go to the grandmaster, what an insult.

And this method is also very simple, get off the plane in the middle of the route, open the parachute as soon as possible, wait for the first lap to refresh and swing to the center of the circle, do not pick up any materials and guns, do not kill a person, and crawl forward to the safety zone throughout the whole process, and repeat the cycle.

It was by virtue of this way that he succeeded in becoming a grandmaster, and this way of playing is problematic.

PUBG's rank system does not reflect the player's real game level, and many people think that the rank symbolizes a person's true strength, but if you take the style of landing to avoid battles and hiding the whole time, you can one day also become a grandmaster.

It's just the original intention of playing PUBG, is it just to ascend to the grandmaster and show off everywhere?

The rank system is more intuitive and obvious than the traditional score display, but it has more or less color for people to show off, and in order to upgrade the rank, the play style of either gou or yin people will make some players lose their passion for the game, but PUBG is different from other games, and the authenticity and variability are also the intuitive embodiment of the strong playability of this game, so is the rank system useful? Can it reflect the true strength of the player?

Many people are saying that PUBG has lost the feeling it had at the beginning, and there is no going back.

So what was it like at first? I think it's a sense of substitution.

If you understand that there is only one life, you understand that 0 kills are much more precious than 10 kills and the second one. You want to be the one who lives to the end, as the number in the upper right corner continues to decrease, your heart beats faster, and finally you are impressed and full of accomplishment by hitting the chicken with a trembling hand.

It's as if you really survived a battle royale. Now that the values of this game have become killing, steel guns, and KD, more people choose to go to the boxing gym or the airport to try their luck, and choose to get on the plane in three minutes, so why not play COD, and the feeling of guns has never been the strong point of this game. This is called attacking the strengths of others with one's own shortcomings.

There are also people who are trying to survive, what are they looking for, isn't it just survival?

This game doesn't just have a steel gun.,Its feature is to survive.,In order to survive the fight.,It's not just looking for someone to fight.,Otherwise, why bother playing other FPS games.,Also,Don't take the equipment to check the ranking, you also need to operate and be conscious.。 The original intention of PUBG was to experience the mode of this game.

This statement, Sun Yaosheng still thinks that the benevolent is benevolent, do not generalize, PUBG is just a translated Chinese name, the original English name is literally translated as the players in the nameless battlefield.

Why? I didn't say it, I can eat chicken tonight for this title, or I can eat chicken for high kills, yes, then if I say so, Sun Yaosheng thinks that if CS:GO has such a map mode, I will play CS:GO.

Therefore, Sun Yaosheng believes that there should not be two extremes, and that it is necessary for Blue Hole to develop a rating system for high kills and a balance between eating chicken, because in this way, difficult players will have recognition!

In terms of rank, they may be a little too anxious, so it makes players very unhappy.

But the changes in other aspects are not bad, and the custom modifications are also good today.

Added the function of inviting friends in a custom room, after the owner of the custom room turns on this function, players in the room can invite their friends to enter the match room, making it more convenient for players to play with friends.

Added the ability to set the damage multiplier for each part of the game in a custom match, and the damage multiplier for the head, upper body, lower body, arms, and legs of bullets or melee weapons can be set in the custom room.

At the same time, you can also set the damage coefficient caused by the throwing weapon to the player, and the adjustment range is 0%~500%.

This setting increases the player's autonomy in customizing room settings. At the same time, it can also develop more gameplay, such as sniper headshots, melee headshots, nuclear bombs, etc. It has increased the player's ability to develop the game independently.

When creating a match-creating confrontation mode, you can choose the training ground map called "Jackal Camp", and to be honest, when I saw this update note, I thought that Blue Hole finally realized this and could finally go to the training ground with my friends.

But after testing, I finally found that I thought about the blue hole too well. This is just a small area of the training ground map in WARMODE, which is exactly the same as in regular WAR. No supplies or vehicles will be spawned in the training ground.

When can I go to the training ground with my friends to drag race and drive a boat......

Then there's the addition of a brand new custom mode: Confrontation Mode Capture.

Among the previously introduced custom modes, the zombie mode was not very popular with players due to the gameplay mechanics. The war mode is also mostly used in most sniper warfare activities. In the 23rd round of updates, a brand new custom game mode was added: Confrontation Mode Capture.

Officially, there hasn't been much explanation about this mode, but the general pattern is that there are three controllable areas in a medium-sized game mode.

For every 1 area controlled, 1 point is earned per second. Every 40 seconds, the player will respawn on a nearby plane

The first team to reach 2,500 points wins, and if no team reaches 2,500 points after 15 minutes of play, the team with the highest score wins."

The default rule of this mode is 24 players, divided into 3 teams, 8 players per team. The maximum size of this mode can be set to 100 players/10 teams:

At this time, it will become 50V50 divided into two camps to fight. Next, let's take a look at what the in-game rules of this mode are.

In this mode game, which approximates the war mode, the player will be confined to a fixed power grid. The power grid will not shrink, and entering the grid will cause a lot of damage.

In the event area, there are a different number of control areas, and each team earns points by occupying the control area. Rankings are based on points.

The mode is divided into three different scales: small, medium, and large, and the small-scale activity range is a circle with a diameter of 200 m and one control area. The medium-sized range of motion is a circle with a diameter of 500 m with 3 control zones, and the range of motion of a large scale is a circle with a diameter of 700 m with the presence of 5 control zones:

(End of chapter)