Almighty Video Game Designer
342 A paradise for newbies
The publicity for the ancient catastrophe was overwhelming, and even normal players could clearly feel the importance Emperor dynasty entertainment placed on the game.
Among the players, especially those in League of Legends, many were talking about this fully simplified MOBA game.
"The test for ancient catastrophe has begun. Is anyone going to try it?"
"Dynasty is copying League of Legends again. What's so fun about that?"
"Yeah, he's always been imitating her, but he's never surpassed her."
"However, since we are standing on the shoulders of giants, ancient catastrophe can't be too bad, right? With League of Legends as a reference and some improvements, together with the promotion of Emperor dynasty, ancient catastrophe will most likely be popular. "
"I think so too. I heard that ancient catastrophe has simplified the operations and is more friendly to new players. There's no need to farm or buy equipment, and the map mechanism is very rich. Unlike League of Legends where it's useless to kill monsters, killing monsters in ancient catastrophe will trigger the game mechanism."
"I'll play it for a while. I'm a bad player in League of Legends, and I've been bronze all year round. I hope I can continue playing ancient catastrophe ..."
"There's no need to be so hostile. League of Legends is still the same. We're just playing ancient catastrophe for fun. It's not like we're going to give up on League of Legends."
"That's right. Is there anyone who wants to go to the ancient catastrophe with me? I'll be your friend!"
……
The test of ancient catastrophe attracted many players, including some core players of League of Legends.
This was normal. Just like how many MMORPG players wouldn't play only one RPG, and fantasy novel readers wouldn't only read one fantasy novel, these players weren't that clingy to begin with. Especially when a new game was just being tested, it was normal for many players to try it out for something new.
The key to survival in MOBA games was to keep the players.
The first batch of players 'demo and experience came out very quickly. It was very good, especially for some newbies. Ancient catastrophe was much easier to play than League of Legends, and it was much more friendly.
The players 'positive comments were mainly focused on three aspects.
The first was that he was easy to handle.
After removing the farming and equipment system, the difficulty of getting started in ancient catastrophe had indeed been greatly reduced. Players no longer had to be beaten by a financial disadvantage or a lack of equipment.
After a new player entered the game, they only needed to familiarize themselves with the hero's skills, fight fiercely with the enemy hero, and seize the map's mechanism at the right time to basically complete the mission.
In League of Legends, situations such as being suppressed by a hundred in the laning or solo kills in the laning were rare. The kills were basically in small-scale team battles.
Therefore, the new players who transferred over from League of Legends felt that the game was too easy to get used to, and they started playing it foolishly in five minutes.
The second was that he had a clear goal.
In League of Legends, it was still okay to play in the lanes, but after the lanes were over, most players would be confused about what they should do. Farming? Push the tower? Team fight? Wire?
Oh, so many choices!
Therefore, after the end of the laning period, some players would go into brainless groups. If they won, they would push, and if they couldn't win, they would throw.
However, in ancient catastrophe, the players had a clear goal because the map's mechanism would be refreshed frequently. The map of ancient catastrophe was also square, and the layout was similar to that of League of Legends, but the wild monsters were all replaced by special creatures with certain abilities.
For example, some of the monsters would be replaced by the four sacred beasts. After defeating the monsters, these monsters would advance to the enemy's Tower and help you kill and push the tower. After defeating monsters, one would also receive coins. These coins could be donated to the altar in the wild to obtain buffs or debuffs on the enemy.
Moreover, the mechanisms on the map were randomly enhanced, which created a lot of randomness and uncertainties in the battle. The players also had a very clear goal. When they saw the mechanism refresh, they would rush to grab it. If they got it, they would earn. If they didn't get it ... They would just grab the next one.
The newbies would no longer be at a loss after the end of the laning phase.
The third was that the data looked good.
In "ancient catastrophe", there would never be a situation where the final score was 0-10-0 like in "League of Legends", because in "ancient catastrophe", all assists counted as kills, which could be seen as a team kill. It did not matter who was the last one.
As such, there was no such thing as malicious killing in ancient catastrophe, and players would make more rational choices in team battles.
Ancient catastrophe hid the death statistics of players. Moreover, the frequent team battles caused everyone to die a lot, so no one could remember how many times they had died.
Of course, the damage and healing data could be seen in the game, but the Champions in ancient catastrophe were not as specific as LOL. They were only divided into tank, assassin, sorcerer, Archer, and so on. Moreover, the damage data alone could not determine whether a player was good at playing or not, so it did not cause any damage to the new players.
In fact, everyone's damage was about the same. Because they did not have any equipment, the snowball effect was greatly reduced. At most, they would not be able to win in a team fight. In any case, summer could still use her skills to deal a lot of damage, unlike in LOL, where an Archer would be killed by an assassin before he could even raise his gun.
Some new players 'gaming experience had been improved to an unprecedented level. They only needed to familiarize themselves with the hero's skills and they could play happily in "ancient catastrophe". They could pay attention to the map's mechanism and team at any time. It didn't matter if they died, they would get a kill after a quick rub. If they lost the game, they could start the next game. If they won the game, everyone's stats would be good. It was great to take screenshots to show off.
Moreover, at the beginning of the testing period, most players were still in the learning stage, and their understanding of heroes and maps was not so mature. They were all typing and communicating, so the atmosphere of the game was more harmonious.
Due to various reasons, the first batch of players of ancient catastrophe found the game to be very fun, and it was very different from League of Legends.
A lot of people were surprised. Did Emperor dynasty entertainment really improve on the MOBA game?
Very quickly, the player score for ancient catastrophe was out. 9.2!
It had to be said that the quality of "ancient catastrophe" was very good because MOBA games didn't rely on quality to make a living. It wasn't that difficult to make.
Moreover, Emperor dynasty Entertainment's artists were all very skilled, and the graphics were very beautiful, at least at first glance, it could make people's eyes light up, it was very eye-catching.
After the comprehensive improvement of the game mechanism and the newbie experience, many old players of League of Legends could happily act cool as soon as they entered the game, and the newbies could also enjoy it.
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