Chapter 417 Improvement Plan (Three Changes)

Chen Mo's idea is to make Overwatch a completely entertaining game and maintain the core fun of this game to the greatest extent.

First of all, cut the threshold, the game itself is completely free, and only rely on value-added services such as skins and avatars to make profits.

This is to attract as many players as possible and broaden the depth of the entire fishpond, so that the win rate and matchmaking experience of most players are close to the level of League of Legends.

Many players may think that it is very stupid to force a 50% win rate, but in reality, a competitive game that does not guarantee a 50% win rate is a disaster.

Not guaranteeing a 50% win rate means that some players who play well can always win, while those who play poorly will keep losing, which will exacerbate the loss of fish ponds, which is extremely detrimental to the life of the game.

Secondly, dilute the feeling of winning and losing, and strengthen the player's sense of growth.

For a competitive game, the main pleasure for most players comes from winning. On the basis of maintaining this, it is also necessary to make the losing player as depressed as possible.

One of the problems with Overwatch in the previous life was that players lost inexplicably, and you might think that a teammate didn't play well, or didn't work well, or the lineup was not good, in short, the system won't tell you exactly where you lost, and you can't figure it out yourself.

This directly leads to a deep sense of powerlessness after many players lose, and the negative feedback after losing can be called explosive.

Chen Mo's approach is to record all the data of the player's heroes throughout the game, not just the amount of damage, healing, kills, etc.

For example, Winston will give a comprehensive evaluation for each game based on the amount of damage, number of kills, number of deaths, damage taken, key kills (the output or healing with better data for killing the opponent), critical damage (the amount of damage contributed to key kills), ultimate effect (whether the opening time is correct), etc., and give a comprehensive evaluation for each game.

All players can see this data very clearly and will be able to clearly tell which players are carrying and which are pitting.

At the same time, kills are no longer shared, and gold medals for kills will no longer exist.

Of course, since all the data is open and more detailed, the "gold medal" setting has been eliminated accordingly.

Moreover, this setting itself doesn't make much sense, because most players don't recognize it, and winning a gold medal doesn't necessarily mean that you played well.

For players, choosing the same hero and seeing the hero's proficiency change at the end of each round is equivalent to a disguised incentive.

For example, if you use Hanzo and perform well throughout the game, although you lose the game, you see that you have received an S-level rating and performed better than before, and you will forget the unhappiness of failure.

Moreover, the rewards that players receive are directly linked to their personal performance, regardless of whether they win or lose. As long as you play well, you can also get more rewards for losing than the winner, which dilutes the frustration of losing the game even more.

For those who play dishes, it is also clear through various data that they know exactly where they are playing problematicly.

For example, if a player chooses the Grim Reaper, the system will prompt after the game ends: The game is B, the number of times the E skill is used to move is much lower than the average, the data of using the SHIFT skill to avoid damage is much lower than the average, and the total damage data of the shotgun at a distance is much higher than the total damage data at close range.

Based on this data, the system can determine that this player does not know how to wrap around the back of the face when using the Grim Reaper. After understanding this truth, this player will subconsciously strengthen his performance in these areas the next time he plays the Grim Reaper.

Win well and lose clearly, only then can most players have enough fun in the game.

Last but not least, open up a variety of game modes.

One of the big problems with Overwatch is that the 6v6 all-hero selection mode causes some team-based buff heroes to play a much higher role than ordinary assault heroes, resulting in a rigid lineup.

Chen Mo considered opening 5 different modes for players to choose freely, which one has the most people to play, which one is the right choice.

The first is the classic mode, all heroes 6V6, which cannot be selected repeatedly.

The second is the FPS mode, where players will only be able to choose Assault heroes. In other words, in this mode, you will return to the original fun of PFS games, and everything will speak with marksmanship.

The third is the Ban mode, where each side can vote to ban three heroes. If players generally feel that sledgehammers and DJs are not fun and don't want the opposite side to get them, they can just ban them so that they don't appear in the game.

The fourth is the more player battle mode, 12 VS 12, which cannot be checked. The significance of this mode is that players have more room to do things, and many heroes have more opportunities to play.

The problem with 6v6 is that the slots are very limited, so for the sake of the team, 2 tanks and 2 are basically necessary, so that there are only 2 slots left for the assault position.

In the competition for assault slots, it is obvious that heroes with higher damage ability (such as Soldier 76) will appear all year round, while heroes with weak output ability will not have any appearance at all, and even if you play well, your teammates will not trust you.

In the case of 12 VS 12, the whole team can evenly allocate more positions to those less popular heroes, for example, while ensuring the basic tank and wet nurse, you can choose 76, Black Lily, Hanzo, Genji and Death at the same time, taking into account a variety of output methods such as sniping at the highest point, cutting the back row, and regular output, so that more heroes have room to appear.

The fifth is the promotion model. When a hero reaches a certain number of kills or gets a certain number of assists without dying, they will be promoted, and a certain ability can be selected to be enhanced, that is, they can snowball with an early advantage.

Of course, the opponent can also get a stronger promotion effect by ending the killstreak.

Also, all effects will be reset to zero after the current round ends, ensuring fairness in the initial match.

This is mainly to satisfy those players who have personal heroism and can also experience the thrill of a dozen or five in this game.

In addition, "Overwatch" produced by Chen Mo will also have a more stringent reward and punishment mechanism.

Each player's performance in daily matches will affect that player's overall rating, and players of similar skill levels will be assigned to the same round in matchmaking.

If a player's rating is consistently very low, they will be matched with a weaker opponent.

If a player is reported by many players for negative matches, abuse, etc., then there will be certain punishments, and this group of players will be given priority to enter the same game.

Of course, Chen Mo was not completely sure whether these changes would be successful. But at least one thing Chen Mo knows very well that "Overwatch" itself is a great game, and it should not just reach the kind of popularity in the previous life, but should be done better.

Chen Mo doesn't want the popularity of "Overwatch" to fade quickly after a period of fire, he hopes that this game can live longer, so that more players can continue to enjoy the fun of this game.