Losing Money to Be a Tycoon

Chapter 1279: 3 game modes

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Min Jingchao paused for a while and continued: "The background of the game can take place in an abandoned battlefield in the future world. Players are acting as soldiers undergoing special training and need to win the exercise."

"In my vision, the game is divided into two stages."

"The first stage can be called the exploration stage, or the stage of chaos."

"Players can choose their identities before entering the game: ordinary soldiers, squad captains, battlefield commanders, and there are two options: primary and alternative."

"The default in the game is a four-person squad, with a captain. Players can be in a single row or multiple rows."

"The system will adjust according to the actual situation of the players in the current game. For example, if there are not enough players for the main leader in the battlefield, then it will be selected from the candidates for the leader. If it is still not enough, then select the data from the ordinary soldiers. Good player."

"After forming the squad, the captain will land at a certain place on the map and begin to gather resources nearby, looking for better guns, more bullets and medical supplies, etc."

"Whether to play at this time depends entirely on the player's personal preferences."

"If the player wants to fight, then go to strategic locations with abundant supplies, such as battlefield hospitals, airports, bunkers, etc., such places will meet other players early and fight fiercely."

"If the player does not want to fight, then go to places where supplies are relatively scarce, such as camps and strongholds in the wild."

"In the early stage, if a member of the team is dead, teammates can go to the designated place to resurrect him; if the dead member quits the game, new players can be re-summoned to enter."

"Of course, in the matching interface, players can freely choose whether to join a match that has already been in the middle."

"The whole team was destroyed by the regiment and was eliminated from the game."

"The first stage of the battle is 100vs100, that is, a total of 200 people, 50 teams were put on the map."

"In order to prevent players from hiding and dragging time, I added a'radiation suit battery level' setting. Players must find the battery of the radiation suit to keep full blood. Once the battery is exhausted, it will continue to deduct due to radiation. Blood until death."

"When the field is eliminated to only 100 people, that is, half of the teams are eliminated, or the game has progressed for a certain period of time, it enters the second stage."

"At this time, the system will integrate the players' record in the first stage, the distribution of players in various strategic locations and other factors, and divide the battlefield into two evenly matched sides."

"In the initial state, the two sides are bound to be mixed together. Some teams may be naturally deep in the enemy camp, occupying a key bunker; while some teams may be in the rear of their own camp, very Safety."

"At this time, the commander selected by the system can begin to command the battlefield and issue instructions to all the teams."

"In order to facilitate player communication, we have to build a very complete signal marking system. Captains and commanders can directly issue orders through the marking system, or they can speak through voice."

"At this stage, players can be resurrected in camps or hospitals even if they are killed in battle, but they need to consume materials, such as batteries for radiation protection suits. The materials on the map are limited. After they are consumed, they cannot be resurrected. They will eventually be occupied by both parties. The number of strategic locations and the scores obtained from killing enemies and collecting materials are used to calculate the outcome and score."

Sun Xi hesitated and asked: "Will the game time be too long? Most FPS games are in a fast mode of a few minutes and a small game, which stimulates the player's emotions quickly and directly. It is divided into two like this. The stage, a few minutes will definitely not be completed, right?"

Min Jingchao nodded: "Well, I expected the duration of a whole game to be about 30 minutes. In fact, this time is good, basically similar to the game duration of the comparison bladder round in GOG."

"And unlike games like GOG, "Bullet Marks 2" has a screening mechanism, and not every player will play for 30 minutes."

"The first stage is the screening stage. If the player jumps to the densely populated area for a fierce battle when they come up, they may kill everyone and let their team directly occupy a strategic location, or they may be forced to withdraw from the team. ."

"So, for players who like fast-paced, they don’t need to last for 30 minutes; for players who like slow-paced and slow search, the first stage is to jump in places with fewer people, as long as they survive Immortality in the first stage, you can always resurrect in the second stage, and the good weapons and resources in your hand can also be retained."

"Furthermore, if you die in the first stage, you will die. If you withdraw from the first stage, you can start a round immediately without delay. If you survive the first stage, then the second stage can be resurrected, and the weapons and equipment in your hand are better. In addition, the rewards after the battle is over, the driving force is also very sufficient, and will not quit halfway."

"As the players' marksmanship gets better and better and they understand the game mechanics more and more, they can gradually try to choose some more competitive locations, so that the player group can achieve a natural flow."

"This mechanism is equivalent to a subdivision of different types of players, so that players can find their own gameplay in this mode."

Zhou Muyan and others nodded, and the method Min Jingchao said seemed to work.

In fact, MOBA games are popular because they have different fun in the early, middle and late stages of the game.

In the early stage, single-player laning, through their own technology to establish an initial advantage; mid-term roaming support to help the whole team open the situation; in the later stage, they may compete for resources or look for opportunities for desperate comebacks to win.

Moreover, in this kind of game, because the player’s level and equipment are constantly improving, there is a sense of growth similar to MMORPG, so in the middle and late stages, unless the situation is completely one-sided, the players only need to mix their equipment and have the power to fight. Then, they will not easily give up the sunk costs in the first twenty minutes, and will find ways to find a chance to comeback.

The big map mechanism designed by Min Jingchao for "Bullet Mark 2" obviously also borrows some ideas from MOBA games. On the one hand, it filters and subdivides player groups through game mechanisms, so that different types of players can experience different fun; on the other hand, It is through the game mechanism to ensure that there is enough fun in the later stage.

Min Jingchao continued: "However, although theoretically speaking, the design of this large map mechanism takes into account the experience of different players, but in actual operation, some unexpected situations may occur."

"For example, because of insufficient data, the matching mechanism failed to balance the strengths of both parties after preliminary screening; or because of the imperfect mechanism in the game, the progress of different stages is too fast or too slow, which affects the player's actual game experience."

"For this problem, there is actually no good way, you can only adjust it slowly."

"But in the process of adjustment, it may cause the loss of players."

This point is actually well understood. For a game mechanism to work perfectly, it needs a lot of data to support.

For example, the MOBA game such as GOG has an excellent experience because the data such as how many minions are spawned per minute, how much experience is gained, how much money is earned, the attributes of monsters, etc., have all been carefully and complicatedly modified and adjusted. The school has become what it is now.

Once there is a problem in a certain link, such as the player leveling up too fast, the rhythm of the entire game will be destroyed, which will cause a serious chain reaction, and even completely disrupt the original idea.

Min Jingchao has been balancing GOG for such a long time, and of course he knows this very well.

And it is not possible to completely avoid these problems from the beginning, only to constantly adjust in the game based on player feedback and collected data.

Zhou Muyan said: "This is actually okay, but after the game is developed, we ran several tests and adjusted it before going online."

"Anyway, other games have to be tested for a long time before they are officially launched."

Min Jingchao nodded and said, "Testing is one way, but I also thought of another way."

"It is to use the existing big map and open a few more new game mechanics."

"On the basis of the original mechanism, split and simplify, so as to ensure that even if the classic mechanism of the big map encounters some problems in the early stage, which affects the player's experience, they also have other modes to play."

"President Pei has cut a lot of modes before, we definitely won't do it. Compared with "Sea Fortress", only the most basic Sudden mode is retained."

"I thought about it, and planned three modes."

"The first is the purely sudden-and-tudden mode. Just pick a small spot on the big map. Players can continue to resurrect. By default, they will hold their favorite guns and hit them when they see them. Finally, they will be scored by the number of heads."

"Anyway, the material is taken from the big map. The map can be used after a little change. The big map is divided into many small maps, which can meet our needs and guide players to familiarize themselves with the terrain of the big map."

"Players play a lot in this mode, and they will naturally know the way when they go to the big map."

"The second is to retain only one stage of the model, just need to make some adjustments to the details."

"Because the first stage is a squad fighting as a unit, there is basically no need to balance the strength, anyway, the one who stands in the end is the winner."

"But since there is no battle in the second stage, so there are so many players left on the big map obviously meaningless. To speed up the death and exit of the players~www.ltnovel.com~ So I consider adding a mechanism of'mechanical army invasion' ."

"In layman's terms, after the game progresses for a certain period of time, the mechanical army will continuously refresh from around the map, and the attributes will gradually increase."

"Players have two choices. One is to run into the map, so that they will naturally encounter other players and fights will break out; the other is to search for resources, seize favorable terrain and strategic locations, and fight against these mechanical legions."

"If you don't want to fight with players, just stand in a bunker and brush the mechanical legion, which is similar to the zombie mode of "Sea Fortress"."

"The former is considered to be an ‘escape’ gameplay, while the latter is a ‘sticky’ gameplay, depending on where the player is at the time and his personal gaming habits.”

"The third gameplay is the classic gameplay I just introduced."

"Different ways of playing can bring different pleasures to players during the game, and complement each other."

"In this way, "Bullet Mark 2" can bring players a rich and unique gaming experience!"

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