Chapter 345: The Ancient Ones Are Cool (Five Watches)

Without the reinforcement and equipment system, players can really have an easier time when languishing, and they only need to keep consuming the opponent's HP. But that makes the alignment a pointless thing.

Because at the same level, you can't build an advantage on the lan, and you will wear out the opponent every time, but it is not enough to snowball and you will not get any advantage to make up for the knife.

Maybe the other party will suddenly kill you after reaching a certain level.

You've been playing him for the first 10 minutes, but after 10 minutes, all of a sudden, you can't beat him, and it's very devastating.

And the design of the looting map mechanic also became a failure.

While this design makes it very easy for newcomers to get started with the game, as long as they follow the map mechanics, it also leaves the game with no room for choice.

In "League of Legends", against the wind, you can go to the yin people to start a group, you can go to lead the line to be involved, you can stick to it, this choice itself is a kind of strategy, a kind of fun.

But in Agoon's Havoc, the refresh of the map mechanic was embarrassing for the upwind side. Don't care? It's equivalent to handing over the map mechanics to others, and the disadvantage will only be greater. To care? If you can't beat it, it's equivalent to giving away someone's head.

Moreover, as long as the map mechanism is brushed, five people must go to fight together, if you go to four and the other party goes to five, and you are beaten one for four, you can imagine what the player who doesn't go will be scolded for.

Of course, the main thing here is the player experience of the low-end game, and everyone will play the high-end game, which will reduce a lot.

But for a game, the experience of low-end players determines the depth of the fishpond, and the depth of the fishpond determines the popularity of the game.

The fact that the data is hidden is even more sprayed by the players.

Because everyone feels very good about themselves, and my stats are so good, I must be able to play, so if I lose, whose responsibility is it?

Apparently four of my teammates were too rubbish.

In MOBA games, everyone has a different understanding of the game, and in the same situation, some people feel that they should start a group, and some people feel that they should develop their heads.

Many times, there is no clear right or wrong between these ideas, those who want to develop feel that starting a group is to send, and those who want to start a group feel that redevelopment is a slow death.

In this case, everyone thinks that their ideas are right, and others are bad writers, and it is easy to quarrel and abuse.

"Why don't you come? Here we will win! ”

"You're sending a group!"

Such quarrels can be seen everywhere.

Of course, this is also common in League of Legends, but League of Legends can rely on operation and awareness to establish an economic advantage and complete a dozen or five forced carries.

But "Ancient Havoc" can't.

In order to give novice players a clear goal, Havoc Ancients completely discarded the most interesting element of MOBAs: choice, and severely weakened the positive feedback of the game itself.

What the average player has to do is too simple, only push lanes, grab monsters, play map mechanics, and anything else you do is meaningless.

You cleared a wave of soldiers, and you didn't feel it.

You killed a hero, no bounty.

The team battle is won, and it's not you who kills five or five kills, but your team, and I don't feel it.

The advantages you bring through your own efforts are not felt, but the disadvantages brought by the stupidity of your teammates are accepted by everyone.

Therefore, after players have played the game "Ancient Havoc" a little, everyone feels good about themselves, and after losing, they start to throw the pot and abuse them wildly, and the game environment suddenly becomes extremely different.

"Havoc of the Ancients" perfectly illustrates the barrel principle: you can't save the world if you play well alone, as long as you have a bad pen, you can lose it.

Under this game mechanism, everyone can still have fun when they are in a new state, but once they grow into old players, they can't play at all, and even get out of the pit on a large scale.

In this case, it's no surprise that players suddenly start churning out en masse.

……

After finally coming to this conclusion, Kim Kit Kwong and the designers of "Ancient Havoc" are a little on the verge of collapse.

What the hell is going on?

Isn't this all the merit of "Ancient Havoc"? Aren't the players really enjoying it? Why did it all suddenly become a disadvantage?

Change? How can this be changed?

Overturn it all and redo it? Isn't that?

And, even if it's redone, how? All according to League of Legends? Isn't that still a copy of League of Legends?

Besides, according to this scale change, two more months, "League of Legends" has already completed the harvest of the entire market, and the daylilies are cold!

Lin Zhaoxu was so angry that he was furious in the office, but there was no way, "Ancient Havoc" itself was his project, and he also felt that this model was okay before the production, but now that there is a problem, it is impossible to blame Jin Jieguang for all of them.

However, Jin Jieguang's image and status in Lin Zhaoxu's heart have plummeted.

Kim Kit-gwang himself was very confused.

Could it be that Chen Mo's idea was wrong?

Or, have you been fooled?

……

With "Three Realms" and "Ancient Havoc" quietly cooling, this channel battle ended earlier than everyone expected.

Although Imperial Dynasty Interactive Entertainment and Fantasy Game Platforms are still attracting users through various means, under the erosion of "League of Legends", the dominance of these channel providers on the PC side has plummeted.

At the beginning of July, Chen Mo announced the latest data of "League of Legends", the number of global active players of this game has exceeded 8 million, and it is attacking the "PC game with the largest number of players in the world".

The number of new players on the three major overseas servers of Europe, the United States, and Hanbok has also maintained a steady growth every day, bringing fresh blood into this game.

In China, "League of Legends" has begun to dig into the corners of these traditional MMORPG and FPS games, and there are more and more materials about "League of Legends" on major live broadcast platforms and video websites.

After completing the unification of MOBA games, "League of Legends" has established its absolute dominance in the MOBA field, and the next step is to launch an attack on "palace-level PC games".

Of course, it's going to be a very long process.

For Chen Mo, the most critical R&D and promotion period has been completed, although the "League of Legends" event has not yet been held, but it will soon be on the right track.

As long as you keep introducing new heroes and keep creating an esports atmosphere, the popularity of League of Legends will continue to last for at least five years without any problems.

In just over half a year, the emergence of "League of Legends" shocked the game industry all over the world, and the concept of MOBA games began to become popular all over the world.

Many overseas game media have conducted in-depth coverage of the game "League of Legends", and the analysis of this new game genre has also become a mandatory topic for designers around the world.