Chapter 286 It's Too Late



He dominated his opponents online and led the team to victory.

Or it could be the sound effect of using tactics to win the game, or even getting gold coins when killing soldiers.

These things are very strong positive feedback.

For a game, the distribution trend of players is basically the number of middle-level players > the number of novice players > the number of expert players.

But in "Heroes of War", it can be said that all the positive feedback of "League of Legends" has turned into negative feedback under its extremely simplified game mechanism.

And this is the most fatal part.

Killing an enemy hero feels nothing.

Because killing the opponent once will not have much impact on the battle situation, and there is no way for you to snowball and become stronger.

The Qing soldiers didn't feel anything at all.

Because soldiers are like the grass in the game of Mowing the Grass in Dynasty Warriors, there is no way to experience the feeling of killing all the soldiers on the field, because teamwork is more important.

In a situation of four against five, it is almost impossible to win, because this game is not about who has more experts, but who has more fools.

It can be said that in the most critical layer of "Heroes of War", that is, in MOBA games, the experience of mid-level players is not done well at all, and even has the opposite effect.

This approach has led to "Heroes of War" being widely praised among novice players.

Expert players who understand "Heroes of War" also like this kind of team cooperation competition.

But for most of the mid-level players who are better than novice players but not really master players.

In this game, all you get is endless negative feedback.

Simply put, the biggest core problem of "Heroes of War" is that the game producers thought that players would play the game according to their own ideas, but the results were the opposite.

Just like the players in the gold and platinum ranks in League of Legends.

It may be difficult to understand why some people cannot even last hit the enemy, which is obviously very simple.

Just choose the right moment and click the mouse when it's at the last bit of health, isn't that enough?

But the reality is often the opposite. Many players just can't finish off the enemy well.

The same is true for how the game is played.

The producer of "Heroes of War" actually also created a very good advancement curve for the game.

However, in the gaming experience, players do not cooperate as a team as the producers expected.

Instead, they acted separately, each with their own ideas.

For example, some players think that they should capture one opponent first and then seize the map.

But there are also players who think that teammates only need to fight with the opponent, while he goes to the side lane to lead the line.

Everyone thinks their actions are right.

Especially in the gameplay mode of "Heroes of War", there is a very obvious manifestation.

Hidden death data, plus no equipment system.

Every player feels that he or she is of great help to the team.

This is different from League of Legends.

In "League of Legends", there are also concepts of split-pushing, containment, and team fighting.

However, the game mechanism itself determines that in this game, every game must have a boss who controls the overall situation.

And what the boss says is often very important.

For example, if your record is 0-10, then when you tell your teammates what they should do, it will seem unconvincing.

But if your record is 10-0, then at this time, what do you say we should do?

Unless you have a conflict with the other party, any player who wants to win the game will basically listen to you.

However, this situation is different in "Heroes of War", because the gameplay mechanism of this game is destined to make every player feel good about himself.

As an expert player, you can naturally understand who plays well and who plays poorly in this game.

But expert players are a minority after all.

Moreover, the characteristics of "Heroic Battle Song" also determine that this master must be an extremely high master.

Otherwise, as long as one teammate doesn't know how to play and the opposing player knows a little bit, the result will still be a loss.

It's not like in League of Legends, where you can rely on your personal strength to dominate the field and lead the team to victory.

The experience of being a personal hero is also very important.

No matter how well you play, you can't save the world or win the game.

If a team has even one weakness, it will lose the game.

This situation can be said to be standard, with negative feedback experience being greater than positive feedback experience.

The game settings that should have made players happy, once players became really familiar with them, these settings turned out to be game settings that made players feel bad.

Even in the expert and novice rounds of the game, the experience is still very good.

However, in a game, the game with the fewest players is the expert game.

Even though League of Legends has such a huge number of users.

But in fact, the ranking of the King's game, even in the prime time at night, still takes three to five minutes, or even longer, to accurately rank.

Of course, in the ranking interface, you can also set whether you are willing to accept forced ranking, but the result may be that you will be ranked with players of lower ranks.

Most players will not check this option as it will reduce the gaming experience.

Under such circumstances, the failure of "Heroes' Battle Song" was actually expected.

......

With the loss of players of "Heroes of War", the competitive environment of the game has become increasingly harsh.

The time players spend matching is also becoming less and less, and situations where there is a huge gap in strength often occur.

As a result, the verbal abuse and attacks from players have become more and more frequent.

On the Penguin side, Lin Yao, Lu Hui, and Tian Boxun, after obtaining this information based on the game data and player questionnaires, also fell into despair.

Because at this time, "Heroic Battle Song" has fallen into a vicious circle and is almost impossible to save.

Even though new players are pouring in every day, the number of these new players is far less than the number of players leaving.

It can be said that the failure of this game is completely related to the gameplay mechanism of the game.

At this time, Tian Boxun finally understood where the bad premonition came from.

It’s not because there is a problem with the quality of "Heroes of War", but because the game fails to grasp the gameplay of MOBA games.

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