Losing Money to Be a Tycoon

Chapter 1278: "Bullet Mark II" Classic Mode

, The fastest update to become the richest man in the latest chapter from the beginning of the game!

Friday, October 26.

In the meeting room of Tianhuo Studio, Zhou Muyan, Sun Xi and several other designers have all arrived, and Sun Xi is distributing the design draft.

This is the "Bullet Mark 2" design proposal submitted by Min Jingchao just this morning.

Zhou Muyan deliberately gave up the most central position of the conference table, and then looked at these designers: "I was disappointed by what happened last time."

"President Pei personally designed the game, and in the end you didn't put forward any constructive comments, and you didn't even gain anything!"

"This time the design plan has come out. Min Jingchao will explain it again. How much he can understand depends on your good fortune."

Several designers showed ashamed expressions on their faces and nodded: "Yes, don't worry, Mr. Zhou, we must listen carefully!"

Zhou Muyan was desperate at first, but Min Jingchao let him see hope again.

So, I called these designers back.

Before, Mr. Pei was too esoteric, and there is nothing he can do if he doesn't understand, but Min Jingchao should be more popular?

Listening to Min Jingchao's talk about the design ideas of this game will definitely be rewarding.

As for these designers, they were somewhat unconvinced.

They didn't think that Mr. Pei had gained a reputation, but that Mr. Pei might be targeting them.

Is it because this game was developed for Skyfire Studio, so President Pei is so unsure? Such a cloud cover? Did you deliberately not tell us clearly?

Want us to mess up the game?

When Mr. Pei told his designer, it was definitely not the case!

But when they heard that Min Jingchao really designed the game, they felt guilty.

Looks like you have misunderstood Mr. Pei!

How could President Pei be the kind of person who deliberately wants to fail the game?

Sure enough, it's because we are too good at cooking, so this time we must take a good look and learn!

It is impossible to learn the level of President Pei, that is pure talent, but it is still possible to learn from Min Jingchao and to draw some nourishment from President Pei's thoughts.

Everyone present here, including Zhou Muyan, has put on a humbly learning mentality.

Min Jingchao pushed the door in and was taken aback when she saw this posture: "Huh? So many people."

He knew that designers would come to listen, but he didn't expect that there were so many people and the conference table was almost full.

Zhou Muyan smiled and was very kind: "Brother Min, come here."

Min Jingchao saw that only the middle seat was vacant, and subconsciously said, "Mr. Zhou, you should sit in the middle."

Zhou Muyan shook his head immediately: "That won't work, you are the chief designer of the project, you should sit here."

"Besides, we are all in a humbly learning mentality now, so don't refuse."

Min Jingchao hurriedly waved his hand: "Zhou, you are too polite."

Resigning for a while had no effect, Min Jingchao had to sit down in the empty seat and enter the main topic of the meeting.

"Everyone has already seen the first draft of the design plan for "Bullet Mark 2". It basically refines the points previously requested by President Pei."

"For this, I have already told Mr. Zhou and Sun Xi before."

"This meeting mainly talks about the core gameplay of the game and the related mechanisms of the big map, which were not finalized before."

Everyone nodded and listened carefully.

When Min Jingchao, Zhou Muyan and Sun Xi interpreted Pei’s general idea before, they only proceeded to the “big map” step, but there is no specific design plan for how to do this big map.

Min Jingchao said, this is the result of the gradual escalation of Mr. Pei's test.

Now it's up to him whether he can give a constructive idea.

Min Jingchao sorted out his thoughts a bit, and then said: "Since it is a big map, there must be a lot of players, ranging from thirty or forty to seventy or eighty, or even more."

"The specific number of players must depend on the size of the map, and the density of players on the map determines the rhythm of the game."

"If the player density is too high, then the rhythm of the battle will be very fast, and many players may die suddenly; if the player density is too small, the pace of the battle will be too slow, the battle will not be intense enough, and the player will feel like they are fighting. Stand-alone."

"Moreover, we must also consider that different players have different demands for the rhythm of the game."

"Some players prefer to kill more people and need a higher player density; while some players like to search for good things, first improve their resource allocation, and hope that the player density is lower."

"So, if you want to make a big map, you must solve a few key issues."

"For example: how to dynamically adjust the density of players on the map; how to adjust the rhythm of the game at different stages; how various resources should be allocated to players, etc.

Everyone nodded one after another, and some made notes in their notebooks.

These questions that Min Jingchao raised are real problems. The reason why the big map mode is not easy to do is because the rhythm of the game is difficult to control.

Traditional FPS games are basically in small map mode. The battle is fierce, which can stimulate the players to the maximum and keep them in a relatively active and excited state.

But if you make a big map, if the player density is low and you can't see a person for a long time, it will make the player feel bored; if the player density is high, it will all be abrupt, so what is the difference with the small map?

Obviously, you have to figure out a gameplay that can only be completed with a big map and can retain the FPS game to the maximum.

Min Jingchao continued: "In fact, my first thought was that since there is a big map, then there must be a rich map mechanism on the big map."

"For example, an air base can provide reconnaissance and airdrop supplies, a bunker can provide fire suppression to a small area nearby, a field hospital can speed up the resurrection of the wounded, and so on."

"These unique map mechanisms are the core advantages that distinguish the big map from the small map."

"That is to say, I just started thinking about providing players with two game modes: one is a sudden gun mode, and the other is a multiplayer cooperative mode for large-scale battles."

"But then I realized a very critical issue is the issue of balance."

"Like this kind of multiplayer large-scale battle, in fact, the matching mechanism of the game itself is difficult to be perfect. Especially in FPS games, there are a lot of luck and variables, which adds to this uncertainty."

"The existence of the map mechanism is to be able to open the gap between the two sides, so that the battle will not be seen and continued, but if the strength of the two sides is not balanced, then this may cause the game to become a one-sided crush."

"This is a problem faced by multiplayer PVP of established MMORPG games such as "Fantasy World", and it is also a problem that I have been thinking about when I am responsible for the balance of GOG games."

The designers nodded one after another, which is obviously not difficult to understand.

It must be boring for players to shoot pure guns on the big map, so they must join strategically important places.

And strategically important places can't simply add points, they must have actual functions, and they must be able to bring players the benefits of game mechanics.

For example, the battlefield hospital can definitely advance the player's resurrection point, or provide the player with a first aid kit to return blood.

But the existence of the map mechanism will make the originally unbalanced two sides even more unbalanced, and the battlefield is prone to one-sided situations.

Because the FPS game itself has a strong randomness, the player's historical data can not fully explain his strength.

For example, there is a player who has poor marksmanship, but has extremely strong commanding ability. Although KDA is very poor, he can win. How to match players like this?

It is also inappropriate to use game mechanics to forcibly strengthen the weaker side. After all, for players with advantages, my advantage is played out with hard work. Why should the game mechanics be aimed at me?

Games like GOG can use heroes to solve this problem~www.wuxiaspot.com~ For example, some heroes are late-stage heroes, and if you drag them behind, you can hit five.

However, FPS games rely on marksmanship. A player with good marksmanship will not suddenly become worse, and a player with poor marksmanship will not suddenly become better.

If you really design a powerful mechanism in the later stage, the final result will probably be that the rookie chooses it and it will die as soon as it comes up. The master chooses it before it is very strong, and the back is too strong to limit.

The difference between the characteristics of FPS games and MOBA games brings this problem.

Once the solution is not good, it will seriously affect the player's game experience.

Min Jingchao has been responsible for the numerical design and game balance of GOG, and is very sensitive to balance, so he immediately realized the problem of this gameplay.

"The way I thought of it was to use game mechanics to filter."

"First let the players fight freely, and then assign them to two different camps based on their performance in the game."

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