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Chapter 1280 Occupation Setting

The designers looked at this design plan and combined with Min Jingchao's explanation, their expressions were different.

Obviously, this design plan is quite subversive for traditional FPS games.

And it is not the kind of subversion of a slap in the forehead and a sudden whim, but a kind of improvement of the gameplay of FPS games that Min Jingchao has accumulated a lot of experience in game balance and mechanism innovation on Gog.

Will this gameplay be more fun than the traditional explosion mode and tumbling mode?

This is not necessarily true.

Because the reason why the classic mode is called the classic mode is that its fun may fade away, but it can never be said to be outdated.

In at least a few years, there will still be a large number of players in the classic mode of the fps game.

But the mission of "Bullet Trace 2" is actually not to surpass it, but to take another path.

Just as Min Jingchao said before, Mr. Pei actually made it clear that continuing to follow the classic mode will inevitably collide with games such as "Fortress on the Sea" and "Counter-Terrorism Plan". As a latecomer, "Bullet 2" has no player accumulation, and it is actually a loss.

Therefore, choosing this new type of battle mode is equivalent to providing FPS players with another different gaming experience, forming a misaligned competition with other FPS games.

From this point of view, "Bullet Trace 2" does not need to surpass "Fortress on the Sea" and "Counter-Terrorism Plan". It only needs to do its best in this subdivided field and be able to make stable profits, which will achieve its goal completely.

Some designers lamented Min Jingchao's wonderful ideas, and felt that this plan was bold and subversive, while some designers were full of doubts about it.

Can a new way of playing with such high originality work?

Tianhuo Studio is influenced by Zhou Muyan. In order to make profits and avoid risks, the overall situation is still stable.

Before developing a game, it is best to find a prototype from a successful game so that you can have no doubts when doing it.

Otherwise, once it fails, it will be wasted as little as a few million or as much as tens of millions of R&D funds. This is not something that ordinary game companies can afford.

But they looked at Zhou Muyan and found that Zhou Muyan had not raised any objections, so they silently did not speak.

Of course, Zhou Muyan felt weak in his heart.

Because the process of "Bullet Trace 2" from project establishment to development is unreliable everywhere!

At first, Mr. Pei just gave a few simple suggestions at the meeting, and then Min Jingchao made a wild design and the prototype of the game came out.

The prototype of a successful game? Market research? Feasibility demonstration?

None!

This is really contrary to the development process that Zhou Muyan was used to before.

But he didn't want to say much, after all, Mr. Pei's reputation is here, and Min Jingchao is a very capable designer under Mr. Pei. He has the successful experience of GoG to make the foundation, which is not something he can question.

Moreover, this plan seems relatively perfect in theory, and Min Jingchao has also taken into account all aspects of the problem, which is not a risky one.

Sun Xi raised his hand and said, "I saw that some special role mechanisms are written on the design plan, such as career settings."

"This profession is different from the one I understand."

"I thought it was a combat profession at first, but I didn't expect it to be closer to a life profession."

“Are there any special considerations in this regard?”

The so-called combat profession is a profession that has a direct impact on combat ability.

For example, the traditional settings of warriors, assassins, and mages are different in combat methods. Some run fast, while others have high range damage.

In the game "Bullet Trace 2", Sun Xi understands professions that will also affect combat ability.

For example, when a sniper uses a sniper rifle, it has a certain hidden and anti-reconnaissance effect; assault soldiers may mainly use submachine guns, and have fast displacement skills; heavy armored soldiers move slowly but have stronger firepower, etc.

It is not easy to distinguish careers in modern war background games, but there is no problem in the future battlefield.

All these skills can be explained by high technology.

In Sun Xi's opinion, since these mechanisms have been made by the big map, Min Jingchao is also a designer of Gog, isn't it normal for players to do some skills?

However, the profession written in Min Jingchao's design is more inclined to life professions, that is, professions that do not have a direct impact on combat ability.

For example, doctors can save people faster, and unboxing can be easily obtained when searching. The medical supplies scattered on the map will also be highlighted, allowing more medical supplies to be carried, and you can also use a certain amount of time to transform these supplies to make them recover more or have some other gain effects.

Engineers have the ability to repair the base machinery, can use materials to increase the lethality of some base weapons, and can repair the exterior walls of the base.

The only thing that has something to do with combat capabilities is the machine gunner. When operating the heavy machine gun at the stronghold, the ammunition replacement speed is faster and the shooting is more accurate. However, this increase is also very limited. If you want to exert this ability, you must first occupy the next stronghold and occupy a fixed machine gun before you can use it.

In addition, there are a series of limiting factors such as blind spots in perspective and limited number of bullets.

Some abilities that can be made into professions, but they have not been made into professions, but have been made into props or regular skills, such as anti-scouting.

There are two different anti-reconnaissance methods in the game, one is the optical camouflage effect, and the other is the anti-radar effect. The former can integrate yourself with the environment, making it difficult for other players to detect with their naked eyes, while the latter allows themselves to disappear in radar detection.

Only one of these two detection effects can be chosen, and it must be replaced according to actual conditions. For example, large strongholds are covered by radar, and optical camouflage is better in places where radars cannot cover in the field.

Of course, in order to prevent optical camouflage from everywhere, these resources will be restricted. At the same time, players can also have countermeasures such as "small portable radar".

This ability can actually be used to develop a profession similar to "ghost", but Min Jingchao did not do this, but instead made it into a general prop, which can be used by everyone after searching. Of course, there are certain quantity and time limits.

Min Jingchao said: "My consideration in this regard is... Although the combat profession seems to be more distinctive and has richer gameplay, it is easy to have a counter-effect in fps games."

"That is, it seems that the gameplay is richer, but in fact it makes the gameplay more simple."

"It is difficult to balance the FPS game plus combat profession, and it even conflicts with the kernel of the FPS game."

"The FPS game must be a game where you and I will do it in seconds. This is a major premise. If you make the balance of the moba game, you must have the ranged profession scrape the melee profession, which is obviously inappropriate."

In the moba game, many shooters obviously hold guns, but they still need to kill some tank heroes and assassins to kill them.

This is because the shooter's shooting range is already long. If the damage is high, the team battle may become a brainless four-guaranteed one. The battle depends on which shooter's output is more harsh.

To ensure the balance of the game, a circular restraint relationship must be formed to limit the shooter's output ability.

But FPS games cannot do this, otherwise it will have no basic fun.

If you want to retain the core gameplay of the FPS game and add a combat profession, it will be difficult to balance.

Min Jingchao explained: "I'll give a more common example. If there are several different types in the FPS game: tank profession, slow movement speed, high defense, and many bullets; advance profession, fast displacement speed; sniper profession, has a certain hidden effect and high range damage; healing profession, can add blood to teammates."

"Then let me ask you, which profession should a beginner choose?"

Sun Xi thought for a while: "Tank profession or healing profession?"

Min Jingchao shook his head: "If you choose a tank profession, you will find that you have become a living target. The master chooses a profession and fly around everywhere. Then you can't catch it. Then a set of tank professions that hurt you will also lie down directly; if you choose a healing profession, you will find that you are following your teammates timidly throughout the whole process, but any enemy can cut you to death."

"So the treatment asked, why didn't I protect me? Others might be wondering, why does this milk be dead at any time?"

"At this time, you may think that I can play the game so well, so I can play it too. The problem is that although you are indeed better than before, you will give it to other experts who also play the game as a profession for free."

Sun Xi said in confusion: "No, if you are so strong in the career, then the game will be unbalanced and you will have to be weakened."

Min Jingchao asked in return: "Then what level do you think is more appropriate to cut?"

"The setting of the advancement profession is to move flexible. When a master uses it, he kills people invisibly. If you change its damage to scratches, then the master simply plays a tank or a sniper. This game may become a world of tank or a sniper again."

"Moba game does different professions because it can be used to restrain the relationship and can be accepted by players in remote melee scraping."

"But in the FPS game, everyone uses guns and scrapes melee remotely, which is equivalent to directly destroying the fun of the FPS game."

"But while retaining this kind of fun, the fps game is a game of 'you and I, I will have a very big advantage in progressing into a profession. You either cut off with one knife and cut it until no one plays it anymore, or you can't achieve the effect no matter how you cut it, and the master still has no solution to use it."

"For novices, they are trapped in a vicious cycle. If they don't play the profession, they will be beaten by the boss. If they play the profession, they will be beaten by the boss."

"Except for those big guys who can really play tricks, the gaming experience of other players will be destroyed."

"The fun of FPS games lies in killing quickly and dying quickly. Novice can also kill masters through Yin people. As long as the rank gap is not too big, there will be no power to fight back."

"So, these special mechanisms must be restrained. The displacement ability, whether it is teleportation, acceleration or gliding, you don't give it if you can. The more you give it, the bigger the gap between players and the less experience the novice players will have."

"The distinction between life professions is very obvious. It is to allow players to divide their labour in the second stage of the battle. Some are responsible for turning on the cannon to guard the points, some are responsible for plundering medical supplies to save people, and some are responsible for repairing machinery."

"If you want to occupy a stronghold and quickly restore it to operation, players from different professions need to coordinate and cooperate, and the commander must also allocate good personnel."

"No matter what profession, the gap in combat will not be too big. This will maximize the gaming experience of novice players and avoid frequent situations where big players kill dozens of people in one game."
Chapter completed!
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