Rebirth of the Evil Life

Chapter 1,437 Unique Vision

Are "Future Soldiers" really strong? ——Of course it is, but it is by no means invincible. (Reading novels)

As a "future soldier" and a robot, the most critical thing is energy. Energy consumption is everywhere, walking, running, jumping, etc. all require energy. Without energy, the "future warrior" controlled by the player is just a pile of scrap metal. According to the charging method of "Contra NE", players can receive a piece of energy from the system for free every day, and a piece of energy can guarantee the player's full power (referring to the full-power attack of jumping up and down) for one hour. After one hour, Players must pay to purchase energy from the system. They can choose to use game currency or cash. The cash payment method is 0.5 yuan per energy stone, which is almost the same as the current mainstream point card charging standard. And the reason why I say almost is because this fee is not standard. Instead of charging a fixed fee of 0.5 yuan per hour, players are charged based on their energy consumption in the game.

For example, players can create gods to reduce unnecessary actions as much as possible. Don't run when you should walk, and don't jump when you should run. In this way, you can maintain a minimum energy consumption, so that an energy stone can last longer. Therefore, choosing "Future Soldier" is undoubtedly a small constraint on the player's actions. It cannot be like choosing "Rambo", where you can create gods as you please. Rest will restore your strength.

"Damn, it hurts to see this person walking." For the first time, players who chose "Future Soldier" felt that walking was so painful. Looking at the energy tank that is constantly being consumed on the screen, most players are confused. Although the system automatically sends an energy stone every day, it only lasts one hour of game time. If it takes more than an hour, you have to pay for it. Although you can also purchase Gods directly with game currency, this game currency is not so easy to obtain.

In "Contra Ne", the mainstream money-making model is to make money by receiving tasks. However, since this is a shooting game, bullets are limited. Basically, if it is just a normal mission, the player will earn very little money except for war expenses. In addition to missions, players can also get money by seizing enemy equipment during missions.

"Contra NE" is a shooting game, so no matter the player has a weapon, if he kills the enemy, the weapon he carries can be captured, and all these things can be traded. You can choose to sell it to the system store, or you can directly choose to sell it to players. However, the limitation of the system is that all characters have a carrying weight. Every additional point of carrying weight will restrict the character's movement and increase physical consumption. Once the load is exceeded, even the "Rambo" cannot carry the load. Of course, the "Future Soldier" is not weight-bearing, but every additional weight will increase its energy consumption.

"Hehe, although your 'Future Soldier' ​​is very powerful, everything requires energy. However, although my 'Rambo' has limited physical strength, it can recover as long as it rests. This is much better than your 'Future Soldier'. "I was depressed just now and chose "Rambo". I felt that I was not as powerful a player as "Future Warrior". Now I am feeling extremely happy when I look at the speed at which the energy bar of "Future Warrior" is drained.

And what makes players who choose "Rambo" even more comfortable is that after this exploration, "Future Soldier" has a fatal weakness, that is, the place where energy stones are stored in the body is its key. Once hit, the lifespan of the energy stone will be affected at least, or it will directly explode and cause death on the spot.

Once the "future warrior" is blown up by the enemy, the cost will be several times more expensive than an energy stone.

"Future Soldier" players naturally complain about this weak design. But think about it, the most important thing for a mature online game is balance. If the game is unbalanced, no one will pay to play it. Of course, there may be a few online games that charge for props that many people will still play. The feeling of fighting one against a thousand is indeed very refreshing, but will this kind of game last long?

"Tch, your 'Rambo' is very good. Although you can make gods and play as long as you don't die, can your human body withstand bullets?" Players who chose "Future Soldier" were unhappy with choosing "Rambo" The players were gloating on the sidelines and said sarcastically in displeasure.

According to the system settings, "Rambo" can survive in the game as long as he doesn't die (of course, if he doesn't eat every day, he will die in the game), but once he is shot, he will appear in different locations depending on where he was shot. Various sequelae. For example, if your arm is broken, if you don't want to repair the body (which requires money, you can make a god with game currency, or you can make a god with RMB), then prepare to fight with one arm on the battlefield. If you were shot in the thigh, resulting in amputation, and you don't want to spend money, it would be even more interesting. A soldier with a gun will appear on the battlefield and jump to attack.

In short, compared to the nearly indestructible "Future Soldier", "Rambo" is much more fragile in terms of defense. However, after "Rambo" dies, players only need to pay 0.3 yuan to revive "Rambo" again.

Two character choices, different game experiences.

The two characters have completely different attributes. The two extreme settings are evolved from Lin Feng's understanding of the completely different settings of the three races (Zerg, Terran, and Protoss) in "StarCraft". In "StarCraft", the fighting and production methods of each race are completely different. It can be said that there is basically no similarity, but there is a clever balance. And it is this completely different way of playing and clever balance that makes players all over the world flock to "StarCraft".

The "Contra ne" conceived by Lin Feng adopts the same setting, making the game character attributes completely different, so that players can have a completely different game experience when choosing two characters to play. And then through various logical restrictions, the two can reach a balance. In this way, Lin Feng believes that even if players are tired of playing a game character, they will choose to play another game character. Because different characters will have completely different fighting methods and fighting skills, this will make the life of "Contra ne" a little longer and make players more interested in the game.

Lin Feng is definitely not the kind of person who hopes to rely on unlimited upgrades to attract players to continue playing the game. That method is too clumsy and incompetent. What Lin Feng wants to do is to develop a classic game that allows players to experience the fun of the game at all times, rather than relying on simple upgrades to make players unable to stop.

Of course, in Lin Feng's settings, "Contra ne" has an absolutely unique new setting, that is - game vision.

In all current online games, whether it is a first-person shooter game or a role-playing game, players can see the entire map through the computer screen. But in "Contra ne", it is not. Lin Feng adopted a new "see what you get" vision, that is, the direction seen by the game character can be seen on the screen, otherwise the rest of the place will be dark. Whether it is day or night in the game. This is a new perspective of "first-person + overlooking", which is also to enhance the sense of presence and authenticity of the game.

Moreover, all game characters have a field of view. Places beyond the field of view will not be seen, and the farther away, the blurrier. Of course, in this regard, "Future Warrior" naturally has an absolute advantage, especially in the dark, it is even more clear. However, this also has a disadvantage, that is, when its "electronic infrared eye" is activated, it is like a beacon in the dark.

"Hey, where are you? Why can't I see you?" A player shouted to his friend. The two of them entered the same map together, but they disappeared in the blink of an eye.

"Damn, I'm right behind you, you can see me if you turn around." His friend roared. This has happened several times.

"Oh, I see it, I see it. Damn, this perspective mode is so fucking weird, I'm not used to it." Many players complained.

After playing games for so many years, this is the first time I have encountered this vision mode. You know, although other games also have a distinction between day and night, you can still see at night as long as you light candles or something like that. In this "Contra ne", that's good, you can only see a small area during the day. The maximum field of view angle does not exceed 120 degrees. Beyond this limit, it is all dark when you look down from the computer screen. This makes players who are used to seeing teammates attacking together on the map really a little uncomfortable. After all, this is not a first-person shooter game, this is a game with a top-down angle, isn't this setting very weird!

"Boss, many players on our official forum are complaining about this field of view mode, saying that this mode is too weird and they are really not used to it, and they asked us to change it to the same perspective (top-down) mode as "The Strongest on Earth"!" Wu Zhaopu said worriedly.

Originally, Wu Zhaopu had been hesitating about this unique perspective mode. He didn't know whether to support Lin Feng's decision. But in the end, Lin Feng still convinced Wu Zhaopu. But now it seems that the players don't accept it.

"Don't worry, Mr. Wu, everyone has just started the game, and they are still a little excited. They don't understand the game deeply enough. After they play for a while, they will know the fun of this field of view." Lin Feng smiled.

Wu Zhaopu pursed his lips. Lin Feng was so confident, he could only wait and see.

"Damn, how can we attack if we can't see this field of view. I say, everyone open the group chat and report the number at any time!" A player said helplessly after being repelled after repeated attacks.

Each map of Contra NE is very large. Although it is 2D, players can attack from the sea, land and air according to the terrain, so the single perspective is very limited. Often hit by stray bullets. Therefore, some players suggested that everyone look in one direction and then report directly through the voice group chat software.

"There are enemies here!"

"There are enemies here too. Oops, bullets are coming, lie down quickly!"

"Huh! Thanks to your reminder, otherwise I would have been crippled." The player who luckily avoided the bullet wiped the sweat from his forehead.

Lin Feng smiled slightly.

"Mr. Wu, this is one of the reasons why I don't use the first-person perspective, to avoid bullets. In addition to the high computer performance requirements for the first-person perspective, more importantly, I hope that "Contra ne" can retain the single-player The essence of "Contra" - dodging bullets. I hope that in "Contra NE", players can see bullets and be able to dodge bullets." Lin Feng just explained why he insisted. Use this unique "first person plus top-down" perspective.

Wu Zhaopu nodded. You know, if you simply use the "first-person perspective", it is usually impossible to dodge bullets, and even if you can create a god to dodge bullets, it may not be easy to dodge. After all, first-person perspective games, although they seem very free, are also very easy to get dizzy. It is impossible to do it like in the stand-alone version of "Contra". When you see the bullets coming, you can choose to hold them, jump and other ways to avoid the bullets. And this setting of dodging bullets can be regarded as a major feature of "Contra", and "Contra ne" will naturally retain it.

"Mr. Wu, did you see that now players have started to cooperate spontaneously, and they are all using the voice group chat software jointly launched by our company and 'Tencent' company." Lin Fengxiao said.

In "Contra NE", the death of a game character means spending money. In order to spend less money, players must cooperate to minimize damage. "Contra Ne" is for global players, and its servers are launched in Europe, America, Asia, and Oceania at the same time. This voice group chat tool developed by Tencent is the default chat tool of the game. Once the game is installed, it can be used in the game.

And Lin Feng wants to gradually promote "Tencent" to the world through "second world" games. You must know that my current share in "Tencent" company is more than half. "Tencent" makes money, and I make the majority of it. Moreover, Lin Feng also hopes to use "Tencent"'s dominance on the desktop to improve his gaming empire.

Of course, for now, although Lin Feng has spent a lot of effort, the influence of "Tencent" is mainly in mainland China. In other parts of the world, "q" and "msn" are still mainly used for the time being.

In addition to the above two factors, there is another reason why Lin Feng chose this unique "first-person + overlooking" perspective, and that is - strategic.

Although "Contra NE" is a 2D side-scrolling shooting online game, Lin Feng does not want it to become a pure shooting game. A single gun battle shooting game where players hold weapons and blast from beginning to end. This is not What Lin Feng wanted. Therefore, Lin Feng added a strategic aspect to it, combining "Allied Suicide Squad" and "Contra" into one.

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