Tokyo: Being coveted by my wife, I just want to play games
Chapter 438 Armed to the teeth!
Chapter 438 Armed to the Teeth!
The response in the live broadcast room was very enthusiastic.
After drawing several out-of-print hero Q-version characters, the so-called [first batch of skins for the public beta], Futaba Koyama, who was lying in the arms of Toru Fuyukawa, began to build a deck under the watchful eyes of countless fans in the live broadcast room. The first deck she wanted to build was the Explosive Rogue.
It must be said that although Futaba Koyama looks cute, her gaming style is actually not as gentle as those ordinary girls. Her gaming style is very aggressive.
For example, in "World of Warcraft", Futaba Koyama is still the guild leader of "Fuyukawa Family's Nest".
When "World of Warcraft" was first released and the whole family was relatively relaxed, both Fuyukawa Tetsu and Miyano Mitsuko and the others, under the leadership of team leader Koyama Futaba, conquered the Molten Core dungeon. At that time, they played the dungeon every night until one or two in the morning.
What’s even more interesting is that Miyano Mitsuko, Sato Fujiko and Ohara Chika, they did not enter the game industry because they like playing games. For example, Sato Fujiko, she studied law in college and joined SATE in the legal department. It was only later due to a series of coincidences that she eventually became one of the heads of SATE’s game department.
Therefore, it is definitely not true that the mature beauties like Miyano Mitsuba hate games. But it is also definitely not true that they are proficient in games and have sharp skills. In fact, because of the heavy workload, their gaming skills are not as good as those of some female college students who play games every day.
That was why, when the [Fuyukawa Family's Nest] guild was pioneering the Big Screw, Miyano Mion and the others were often bullied by Koyama Futaba.
The "little maid" who usually feels wronged at home, directly turned over and sang. And it's different from usual times. If it were usual times, when Futaba Koyama chirped a few words, Miyano Mitsuba and the others would glare at her, and this E-cup loli would be timid, but when playing games, the stubborn side of her character that was usually hidden was exposed.
Of course, the result is usually that Futaba Koyama is subjected to a back cross armbar by the angry Miyano Mite and the others, but it is obvious that Futaba Koyama is indeed much more active than usual when playing the game, and she is not the kind of player who likes to follow the rules.
Therefore, the deck she is currently building in Hearthstone is also a rather [weird] deck - the Explosive Rogue.
Explosive thief.
This Rogue deck was not the first card to appear in the original Hearthstone. However.
On the one hand, the first version of Hearthstone’s decks were not very interesting and were not as good as Yu-Gi-Oh! Hearthstone only reached its peak after the Naxxramas version with Noah’sb and the Goblins vs. Gnomes version with Dr. Boom.
The mistakes of the past are lessons for the future.
Dong Chuanche didn't need to go through the pitfalls that Blizzard had gone through, but should take the essence and discard the dross and directly enter the more interesting version.
On the other hand
The changes he made to Hearthstone this time are actually quite big.
Not only did he change the profit mechanism from card drawing to monthly card, he also made a lot of adjustments to the gameplay.
The original Hearthstone was indeed considered the world's top game in those peak versions. But to be honest, Hearthstone is indeed a game with many shortcomings. One of the more obvious shortcomings is that the card decks and gameplay of each version are somewhat fixed.
For example, in the T7 Hunter and Slave Warrior versions, after reaching rank 10, you basically don’t see many decks from other professions. And if the decks of players are too homogeneous, the gameplay will change from a game of ideas to a game of luck.
It is not a good thing that luck dominates the player's gaming experience.
The most typical example is LOL.
Why did LOL's popularity decline later?
The game has been open for too long, and has been in operation for too long, and has passed its prime. On the other hand, there may be some problems with League of Legends' game mechanics and matching mechanics.
Because LOL aims to be an e-sports game, the development team has been strengthening the linkage between heroes and the cooperation between players.
To put it simply, the development team of LOL is weakening individual heroism and has been avoiding the emergence of heroes who can beat several opponents at once when the gap in technical ability is not too big.
This is actually one of the reasons why LOL e-sports is more popular than DOTA.
DOTA is not DOTA2.
The gameplay of DOTA also has some shadows of the RPG maps of Warcraft 3. Many heroes reach the late stage and have complete equipment, so it is a no-brainer to fight five at once, such as Spectre's Radiance at 18 points, or Phantom Assassin's six-piece set of equipment.
Generally speaking, in DOTA at that time, as long as these late-stage heroes had complete equipment, they could truly turn the tide. No matter how bad their teammates were, they could lead them to victory by themselves. But LOL is different.
Unless there is a huge gap in strength between a King and a Gold or a King and a Silver. Generally speaking, in a situation where the other four teammates are all collapsed, no matter how well one of them develops, he cannot win the game.
Admittedly, this setting optimizes the game balance, emphasizes the teamwork of the game, and raises the upper limit of the benefits brought by game operations, making professional e-sports competitions look more interesting, at least more interesting than professional competitions of other similar competitive games.
This cannot be denied. After all, the LOL professional league is the most popular professional league in the world, and the facts are before us.
but
Under these settings, the experience of ordinary players becomes weaker.
The reason is very simple. Anyone who has played LOL has probably encountered a situation where the opponent has been killed on their own lane, but the opponent comes to their teammates to withdraw money, and then their own teammates also play randomly in team fights.
In this case, even if you kill your opponent, you still can't win the game.
Because in order to make e-sports competitions more interesting, LOL has strengthened the importance of teamwork and emphasized the balance of the game. This means that unless the level gap is as big as that between gold and king, and teammates are willing to listen to commands in the middle and late stages and want to win, and don't play around, it is really difficult for one person to lead the team to victory. At this time, the game becomes [it's better to rank well than to play well].
Carefully looking at the lineup to choose heroes, concentrating on the laning phase, etc., is not as good as the system matching two normal brains and teammates with strength that can belong to this segment. Once this phenomenon is noticed by players, the enthusiasm of players will be greatly hit.
The same is true for Hearthstone.
In the original Hearthstone, there are only a few strong decks in each version. After reaching level 10, if you want to move up, it mainly depends on time, or in other words, time and luck.
There's nothing you can do about it, Hearthstone relies too much on luck.
When late-game decks encounter a fast-attack deck, if they fail to grab key board-clearing cards in the early stages, they will have no room to maneuver and can only watch their opponents kick them to death.
Similarly, when a fast-attack deck meets a fast-attack deck, there is often not much negotiation involved; it just depends on who can grab the key card.
Of course, Dongchuan Che did not deny that there were players who relied entirely on their own intelligence to defeat their opponents and reached the legendary level with a win rate of 60 to 70 or even 70 to 80 percent.
The number of such players is very, very small.
Just like not everyone has a talent for reading, not everyone has a talent for playing games.
In the past, those famous professional e-sports players were able to reach the top after just one or two months of playing the game. But among ordinary players, how many people can reach the top in just one or two months?
To put it bluntly, many people who have played League of Legends for more than ten years may not even know what the diamond ranking interface looks like.
This is the scarcity of talent. Although Dongchuan Che is preparing to organize some Hearthstone competitions, he is not planning to make Hearthstone the main e-sports competition. Therefore, the group he pays the most attention to is naturally the majority of ordinary players who are not talented enough to play professionally.
He hopes to provide this type of players with a better gaming experience, and one of the changes to improve the gaming experience is to add more deck styles.
Why has Hearthstone become a game based on luck?
One of the big reasons is that there are only two or three strong decks in each version of Hearthstone.
After reaching level 10 in the ladder, which is comparable to the gold segment of LOL, the enemies you encounter will always have the same few very strong decks.
Fixed decks represent fixed weaknesses, and fixed weaknesses mean that players know exactly how to deal with these decks. At this point, the factor that determines the outcome of the game changes from a brain game to a luck game.
If the key cards come faster than the opponent, you can defeat him.
If the key card sinks to the bottom, it’s GG.
To be honest, Dongchuan Che can't solve this problem itself. Random card drawing is the core element of card games like "Hearthstone Legend", and he can't change it, but.
Another core element that leads to the situation where luck is more important than thinking and gambling is that there are relatively few deck routines in each version of the original Hearthstone.
There are only a few fixed decks, and when you encounter those fixed decks, you have to draw certain cards at certain stages. It is the rigidity of the decks, plus the element of luck, that leads to the boredom and frustration of ordinary players when they are on the ladder.
Although he cannot change the mechanism of random card drawing, he can optimize the game experience of players by increasing the deck routines and reducing the probability of players encountering a single deck. In this regard, he has a much greater advantage than the original production team of Hearthstone.
There is no other reason, just that he has money and connections.
The original Hearthstone project was launched in 2008, and from the launch to the end of the internal test, the Hearthstone development team had only 15 members. In fact, in the early days of the project, due to some problems within Blizzard, the number of people on the project was reduced to only two.
It must be said that Blizzard was indeed full of elite soldiers and generals. The development team of Hearthstone was so popular, but it was developed by such a small number of people, and it was really completed. However.
On the one hand, this shows that Blizzard had a lot of top talents at that time, but on the other hand, the production team was too small and did have irreparable defects in some aspects, such as the size of the content and the balance of the game.
In other words, these two questions are one and the same.
Hearthstone is, strictly speaking, also a competitive game.
The most important thing for competitive games is to balance the gameplay and data. The more game content there is, the harder it is to balance it. There is too much data that is cross-collected. This requires not only more staff, but also top talents.
This is actually one of the reasons why there are only a few powerful decks in each version of the original Hearthstone.
They couldn't design more decks during the internal test, because adding a deck would require the entire system to make data adjustments, which was too much work.
To be honest, Hearthstone was the mainstay of Blizzard during its heyday, and the production team was not short of people or money. But this involves the behavior of large companies and the corporate system of Activision Blizzard.
Generally speaking, large non-investment enterprises will not rush to do things that are too risky because they already have sufficient financial resources. When a project can make money, they will not blindly make drastic reforms to the project, but will follow the existing successful path and make various fine-tuning to extend the life of the project as much as possible.
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