Losing Money to Be a Tycoon
1466 Each Of The Three Models Has Its Own Joy!
For a full 15 minutes, both sides fought back and forth, not giving in to each other, very nervous and exciting.
Many viewers even felt that 15 minutes had passed so quickly?
Chen Sha was an outstanding commander but the other party's commander was not inferior. Obviously, the other party should also be one of the players who participated in the Sun Strike Studios test.
In the future, as the game became more and more popular, the number of players would increase explosively. More and more players would be proficient in the game mechanism, and more and more players would be able to be the commander.
After the game was officially released, some games in the early stages might be more one-sided because of the difference in commander level. However, the further they went, the gap in strength between the two sides would naturally become closer and closer. The battle would also become more tense and exciting.
After the game ended, Chen Sha's team members and the audience in the live-stream were still not satisfied.
"This is so exciting! This scene is so exciting!"
"The rain of bullets makes me feel like I'm at the front line. It's even more immersive than large-scale battles made by standalone games!"
"Indeed, it's completely different from other FPS games where there are only ten or twenty people in one round."
"I feel that this game not only relies on marksmanship but also on brains. I really can't play it without any military knowledge!"
"The time is a little short, it is not enough."
"It's a pity that we cannot directly attack the other party's base camp and win. We can only keep fighting."
"This means that the matching mechanism is done well! It's only interesting if we are evenly matched. If we were to directly push to the other party's base camp, we would indeed be satisfied. However, the other party would not have any fun playing. As time goes by, players in this model would only be lost."
"It feels like a 40 VS 40 battlefield like Fantasy World? It reminds me of the outstanding years when I played the battlefield with the national team a few years ago…"
Everyone generally felt that the second stage of the battle was a little like the huge battlefield in Fantasy World.
However, compared to the large-scale battlefield in MMORPG games, the model of Bullet Hole 2 had improved.
That was because there was basically no balance mechanism in MMORPG's battlefield. Both sides would only start when there were 40 people. However, the difference in equipment, operations, and command between the two sides might be like heaven and earth.
Therefore, it was rare for such a battlefield to be evenly matched. There were only two possible scenarios.
First, both sides would collide in the most critical stronghold in the center of the map. Those who lost would basically lose their fighting spirit and start playing their own. The side that occupied the key stronghold would be able to win this battle step by step.
Second, both sides would walk separately and head straight to the other party's lair. Everyone would save time and compete in speed. Whoever killed the other party's general first would win.
A match that was truly at a disadvantage but did not give up, a match that was united in looking for an opportunity to turn the tables could be said to be rare.
However, Bullet Hole 2 was different. This game did not separate the factions from the beginning. Instead, it eliminated and screened players through the intense battle in the first 15 minutes before redistributing the factions. That ensured that the strength of both sides were relatively close.
Both sides could see hope of winning even though they were evenly matched. Naturally, they were unwilling to give up.
What's more, FPS games and MMORPGs were different. No matter how powerful a player was in MMORPG, he would only be able to fight one, two, or three at most. It would be very difficult to determine the winner even if they were to fight one on one with the same equipment. Therefore, in MMORPG's battlefield, it was very difficult for a single player to change the situation on the battlefield. It would be very easy to become a state of disunity.
However, in FPS games, one could kill a person in seconds or be killed in seconds. A powerful team might instantly change the situation on the battlefield. This made the entire battlefield filled with uncertainty. Even if they were at a disadvantage, players would not lose their fighting spirit. Instead, they would continue to organize attacks.
What's more, players would snatch stronghold on the map and defend strategic locations. The goal and process would be different every time. It would always bring a sense of novelty and would not be boring.
There might be a problem of "not enough players to match the team battle with large numbers of people" but he had to say that the epic feeling of such a large-scale team battle was definitely not brought by a small fight between 20 to 30 players!
It was far more exciting to brave the rain of bullets from the enemy and enter the defensive line alone behind the enemy and dance on the edge of a knife!
Chen Sha experienced the other two modes with his team.
There was nothing much to say about the deathmatch model. It was just a sudden attack. Its main meaning was not only to provide players with a straightforward combat mode, but also to allow players to better adapt to firearms, familiarize with the terrain, and prepare for the other two models.
At first, the players in the team and the audience in the live-stream did not have much expectations for these two modes. However, what everyone did not expect was that the survival mode actually gave everyone a huge surprise!
At first, everyone thought that it was the castration version of the classic model after reading the summary of the survival model. They only had to cut off the content of the second half of the classic model and keep the first half. Then, they would make a basic system balance.
In the end, he realized that even though the two game modes looked similar, there was a huge difference in the gameplay. The feeling was completely different!
Comparatively, the focus of the classic model was still on the army battle in 15 minutes. Therefore, the game content in the first 15 minutes was mainly for players to prepare for the army battle at the back. There were not many burdens.
Therefore, players were more relaxed when playing the classic mode. They fought very frequently.
In any case, there was no point in dragging it out if 100 people died quickly enough to enter the next stage. Those who survived would fight the army battle. Those who died would start the next round quickly.
Some people would deliberately stay in the second stage, but there were fewer such people.
However, in the survival mode, players' final goal had changed. They had to live to the end as much as possible. This was equivalent to the game mechanism encouraging players to stay longer.
Therefore, the number of players who chose to remain hidden increased significantly!
In other words, other than some popular places with especially rich resources, the intensity of the battles in other places had decreased.
However, that did not reduce the fun of the game. Instead, it made the game more exciting and diversified!
That was because everyone was careful and did not expose themselves easily. Therefore, players had to be extra careful when entering a new area. No one could say if there were enemies hidden behind this door.
There might be small portable radars but the enemy could also choose between optical camouflage and radar invisibility. The success rate of trickery was still very high.
Many experts would find it easier to fail in the survival mode than in the classic mode because there were too many lib!
This created a feeling of "dark forest". Everyone had to weigh whether there were other Hunter around before shooting. Everyone felt like they were being watched when they entered the new area.
In order to speed up the pace of the game, there was a special mechanical army invasion mechanism in the survival mode. The mechanical army would continuously attack from the periphery every once in a while.
Players would either be collecting resources, fighting the mechanical army in the stronghold until the last bullet, or running in and being forced to fight the other teams to the death.
Different players had different ways of playing and the fun was different how to choose.
As for whether players preferred the survival mode or the classic mode? That depended on the taste of different players.
The classic mode would be bigger and the battle would be more intense. It would give people a sense of epicness. However, there would also be some formulas during the battle process. After all, most commanders would still surround those important bases in commanding battles. Most people would make similar judgements when facing the same situation.
Only those commanders with diverging ideas and unconstrained commanding skills could create a classic battle that was completely unexpected. That was something that could only be chanced upon by luck.
What's more, the classic model could be revived if it died. Thus, based on the results, the joy of victory was not that strong.
There might not be so many big scenes in the survival mode, but players could not be revived even if they were dead. It would never be formulaic to players. Every decision they made had to be carefully considered. The sense of achievement of living to the end was incomparable.
Fortunately, the three models in Bullet Hole 2 were not conflicting relationships. Instead, they were independent and complementary relationships.
If players were tired of playing a certain mode, they could change to another mode. Even though there were only three modes in this game, it was comparable to FPS games like Ocean Stronghold that had several modes!
The viewers on the bullet screen comments were becoming livelier as well. They found it interesting just watching Chen Sha play!
"It looks so interesting. I'm going to download it now!"
"This is the first time I've seen a FPS game with multiple people interacting on a big map. It feels quite interesting!"
"The main reason is that the live-stream effect of this game is also very good. It feels very refreshing every time I watch it. The host can also chat with the bullet screen comments during half an hour. It's simply a perfect live-stream game."
"Does this game have a Red Kilin?"
"I'm a little worried about the charging mode of this game. Everyone knows that Sun Strike Studios and Long Yu Corporation are not good people. I don't trust them to represent this game…"
"It's alright. This game is a skin charging mode, and the price is not high! It might be more expensive than GOG but this is an FPS game after all. The character model is more detailed. This price is completely acceptable."
"What about Sun Strike Studios and Long Yu Corporation? Don't lie to paywalls? That's unlikely, right?"
"Heh, how can they not cheat people with paywalls? It's just that this game has just been released not long ago. It hasn't revealed its fangs! Just wait. As long as this game really becomes popular, there will be no lack of paywalls!"
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