Chapter 1096 Congratulations to the prisoner who joined the gog family bucket
Monday, June 11th.
Tenda gaming department.
Hu Xianbin and Min Jingchao are seriously conceiving the content of the new DLC "Eternal Fall into Reincarnation" for "Return to the Shore".
Since the meeting with Mr. Pei last Monday, the designers of Tenda Games have been bursting with inspiration and can’t wait to turn this DLC idea into reality.
However, a week has passed, and this state of overwhelming inspiration has turned into a torment for everyone.
It’s also very uncomfortable to have inspiration but not be able to start making it right away.
It’s so uncomfortable to hold back!
Just like an author who has come up with a brilliant idea, but cannot write it out immediately. Instead, he has to repeatedly consider, polish, and perfect it for up to two months without being able to write a single word of the text. This kind of suffering is nothing.
Everyone can bear it.
The same goes for designers in the game department.
They can only make some detailed preparations, such as briefly conceiving the game mechanism, making minor repairs to some art resources, etc.
However, actual planning, detailed design, formal development, etc. are all not possible.
As for why, Mr. Pei didn't explain it very clearly. Everyone speculated that it should be to allow everyone to accumulate inspiration and accumulate, not to rush for success, and to not ruin this good idea.
Although this is understandable, it is still very uncomfortable.
Hu Xianbin and Min Jingchao are in a similar state.
Hu Xianbin previously developed "Mission and Choice", and the game has stabilized since its release. There are currently no development plans for large-scale DLC or sequels, so Hu Xianbin spends most of his time thinking about "Eternal Reincarnation".
As for Min Jingchao, GOG's various divisions are about to hold the spring finals. The game version is already very stable and there is no need to update the version for the time being.
Min Jingchao had nothing else to do, and was very interested in the DLC "Eternal Falling into Reincarnation", so he also helped with the design and conception of the gameplay.
The more I think about it, the more I want to make this DLC right away.
Especially this unique combat mechanism, just thinking about it, I think it should be quite exciting to fight!
Of course, the premise is that it is in the hands of a master.
But Mr. Pei’s orders cannot be violated. If Mr. Pei said that development cannot be officially started, then it must not be developed.
Hu Xianbin said with some worry: "It feels so uncomfortable to have so much inspiration but not be able to officially develop it!"
"Mr. Pei asked us to wait two months before officially developing it. His intention was good. He wanted us to accumulate more inspiration and start production after we are fully prepared."
"But...does it need to settle for two months? This is too long!"
"Given the size of this DLC, it can actually be released in two months. After all, the main scenes and monsters have not changed much, and many art resources can be reused. Even with testing and optimization,
For something like that, three months is almost enough."
"It's a bit unreasonable."
Min Jingchao nodded: "It does feel a little strange. The progress is a bit too slow."
If Pei Qian heard their conversation, he would definitely sneer and say, you know a hammer!
This has nothing to do with procrastination or not. The reason for the two-month delay is mainly because it coincides with the settlement cycle!
Because the previous game projects were approved and developed within the settlement cycle, it can be developed according to the normal progress.
But the DLC "Eternal Fall into Reincarnation" is quite special. It happens to be stuck at the end of the settlement cycle. If it were developed now, it would have to be developed for three months just to be on the safe side, which would delay the settlement.
That’s why we decided to delay development for two months just to stagger the billing cycle.
But Hu Xianbin and Min Jingchao did not know this. They felt that this matter was a bit strange. Considering the Tengda spirit interpretation principle that "there must be a deep meaning behind Mr. Pei's unreasonable behavior", questions naturally arose.
They were bursting with inspiration before and were seriously conceiving the design plan, so this kind of doubt was buried in their hearts for the time being.
But now, the design plan is almost conceived, and I have made a draft, but I can't write a formal design plan, nor can I start production.
In this state of torture, this question resurfaced again, and it was difficult to ignore it.
Both of them fell into silence, each thinking.
Hu Xianbin frowned and said: "You said that Mr. Pei deliberately left us such a long free time and deliberately prevented us from starting the DLC of "Eternal Fall into Reincarnation". Is this a hint that we have other things to do?
?”
Min Jingchao nodded: "I think it is possible."
"Then what other things are they? Is there any work that can be completed within two months and is slightly related to "Eternal Reincarnation"?" Hu Xianbin thought hard, but still had no idea.
Suddenly, Min Jing had a flash of inspiration: "Hey, I thought of it!"
"Can we create a new hero for GOG?"
"Two months is enough time for us to create a new hero, and this new hero can use the combat mechanism in "Eternal Reincarnation"."
"Ever since the birth of the popular new hero Ruan, the Calligrapher of the Wind, GOG has not seen such a capable and popular new hero for a long time."
"Although the newly released heroes have good reviews and good balance, there has never been a hero as popular as Ruan, the Calligrapher of the Wind."
“In these two months, we can design a new hero ‘Prisoner’ for GOG while accumulating inspiration and making early preparations for ‘Eternal Reincarnation’.”
"When the time comes, the new hero Prisoner will be introduced first, and then the promotion of "Eternal Reincarnation" will be warmed up around this new hero. Isn't this rhythm much more perfect?"
Hu Xianbin suddenly said: "Yes, this is indeed much more reasonable!"
"If Mr. Pei makes up his mind and wants us to do something in these two months, it's probably this!"
The two of them thought about it and felt that this was indeed the most likely option.
Moreover, I am idle now. Wouldn’t it be good to be a new hero?
Originally, Min Jingchao planned to release the news about the new hero Prisoner on the stage of the GPL Spring Split finals, but the two of them discussed it and decided not to.
The GPL Spring Split finals are this weekend, which is a bit later than the normal Spring Split schedule. After all, it’s already June, and it stands to reason that the Summer Split will start soon.
But this is mainly to take care of the time of other competition areas.
Because other divisions were established relatively late, the leagues also started later. The time for each division will be unified and the summer split will start at about the same time. This will ensure that the summer split schedule for each division has been completed by the time the second Global Invitational Tournament is held.
.
Originally, the spring finals were a good opportunity to promote new heroes, but two issues were taken into consideration: First, it was absolutely too late to make a promotional video within a week, and only text information, without video materials, would be
It's very boring; secondly, Mr. Pei has requested that no information about the copyright development of Inspiration Class be leaked for more than a month. This new hero should be considered part of the copyright development in a strict sense.
Therefore, the two gave up this plan.
However, in more than a month, GOG’s summer competition in major competition regions around the world will begin.
Can we announce the news about the new hero when the summer split starts?
After having their goals, Min Jingchao and Hu Xianbin were full of motivation again.
The inspiration accumulated for "Eternal Reincarnation" and the unique mechanism finalized can be used in the design of GOG's new heroes, and we will strive to develop a hero as popular as the Wind Mister Nguyen!
…
With the joint efforts of the two people, the design plan for the new hero was quickly developed.
This is obviously due to the inspiration brought to them by Mr. Pei’s original idea, as well as the accumulation of continuous ideas and gameplay design over the past week.
The new hero is called "Prisoner" and is positioned as a physical assassin.
Its passive skill is "Breathe Adjustment", which is similar to the breath value mechanism in "Eternal Reincarnation".
The Prisoner has no mana bar or energy bar, instead it has a stamina bar. Whether it is releasing skills or normal attacks, it will consume stamina.
In addition, there will be a circular halo effect under the feet of the Prisoner, which will expand and shrink according to a certain frequency. This circle is the breath value, expanding means inhaling, shrinking means exhaling.
When the circle expands to its maximum range, it is the best state to attack or release skills. Frequently attacking under this condition can have the effect of adjusting the breath, speeding up the recovery of the prisoner's physical strength, slightly increasing the movement speed, and blocking.
The probability becomes higher.
On the contrary, if you attack or release skills at the wrong time, the Prisoner will automatically adjust your breathing to adapt to the attack frequency. However, the side effect is that the breath value will gradually become disordered.
The status of the breath value will be represented by the color of the aperture under the feet. It is still the same as in "Eternal Falling into Reincarnation". The initial color is regular white, disorder is yellow or even red, and smooth breath is green.
If the aperture under the Prisoner's feet is green and the health bar is full, then it is best not to confront him head-on at this time.
The Prisoner's first and second skills are "Perfect Parry" and "Step to Dodge" respectively.
This mechanism corresponds to the mechanism in "Eternal Reincarnation" where the protagonist pushes the joystick to perfectly parry or dodge when fighting an enemy attack.
There are certain differences between these two skills.
Perfect parry has a short cooldown, no displacement effect, and low stamina consumption, but it has a certain probability of failure. You need to point the mouse pointer in the right direction and use the skill at the right time to trigger perfect parry, otherwise it will not work.
A perfect parry or even a failed parry.
Whether the parry is perfect or not will affect the damage received by the hero, breath value changes, stamina consumption and skill cooldown time.
The step to dodge has a longer cooling time, has a short-distance displacement effect, and consumes relatively high physical strength, but it is much easier to operate than parrying, and is more friendly to disabled opponents.
The difficulty of parrying can be simply divided into three types: the enemy hero's normal attacks are relatively easy to parry; ordinary skills other than the ultimate move will be more difficult; parrying the ultimate move is the most difficult, and success requires not only skill, but also good luck.
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Considering that factors such as the forward swing time and flight speed of each hero's skill are all different, whether the parry can be successful will extremely test the player's reaction and operation.
Once the parry fails, it is equivalent to using the face to receive the skill, and the consequences will be very serious.
These two skills, together with the setting of breath value, are the key to whether the hero Prisoner can show off.
The third skill is "Change Weapon". According to the setting, the Prisoner is a god of war and is proficient in various weapons, so he can freely switch between different weapon types.
Because it should not be too complicated, Min Jingchao designed three weapon modes.
One is dual-wielding two-handed weapons. In this mode, the forward swing of the attack becomes longer, the attack distance becomes longer, the attack power is slightly increased, and the sweeping attack has an AOE effect, but the attack speed is significantly reduced;
The second is to hold the sword with one hand. In this mode, the attack distance, attack speed and attack power are moderate, but the blocking effect will be slightly improved;
The third type is the dual-wielding dagger, which has the shortest attack distance and the lowest attack power, but the attack frequency is extremely high, and it can produce additional critical hits when attacking the enemy from behind.
When choosing different weapon modes, you should also take into account the current breath value status and the impact of equipment. For example, if you want to go to the reaper assassin style, you can use the attack speed and critical strike equipment and focus on daggers, while if you want to go to the half-meat warrior style, you can focus on hands.
arms.
However, you cannot use one weapon to the end. In order to encourage players to switch weapons more, each time you switch weapons, there will be a short-term damage increase and a BUFF that slightly increases the parry success rate.
The setting is also easy to explain: if you use the same weapon for a long time, the enemy will figure out the routine. If you change the weapon and change the attack routine, the enemy will be caught off guard and you can increase the damage.
The ultimate move is "Martial God Awakening", which has both passive and active effects.
The passive effect is that when you continue to fight with the enemy, each successful parry or attack can weaken the enemy's aura, which is manifested as a ring appearing under the enemy's feet, showing four colors: green, white, yellow, and red.
The more disordered the enemy's breath is, the slower the movement speed will be and the damage received will increase. When the breath is red and disordered and the blood volume is lower than 8%, the damage of the Prisoner will directly trigger the killing effect.
But the premise is that you must continue to attack. If you fail to continuously suppress the enemy's breath value, the enemy's breath value will gradually improve until it turns green again and disappears.
In addition, there is another passive effect of being possessed. When the player frequently uses parry but fails, and the number of deaths continues to accumulate, the prisoner will enter the possessed state. At this time, the success rate of his parrying skills will be improved, and there is even a certain chance.
Triggers the auto-parry effect.
The active effect of the ultimate move is to enter the awakening state of the God of War. When the enemy's breath is weakened, the effect is greatly improved, and the enemy's breath value improves and slows down. The kill line is also increased to 12%. After killing one person, this effect will increase by a small amount.
time. In other words, it is easier to harvest the battlefield.
But this killing effect is not a mindless killing, but the breath value must be disrupted to kill, so it will not be too invincible.
Overall, this is a hero that is extremely difficult to operate.
Its game mechanism is worth studying. If you can play it well, it will be a strong choice for both single combat and harvesting the battlefield.
But if you want to play well, the conditions are very demanding.
You need to have a good breath value to attack or release skills. You need to accurately release each parry skill according to the different skills of different heroes. You need to choose parry and dodge correctly. You need to think about your main weapon and match the equipment to adapt to the three weapon modes.
rhythm, and you have to choose correctly whether you want to be a separate band or join a group.
Played by masters and played by weak players, they are not heroes at all.
But what’s interesting is that even if you keep this hero with a weak hand, you can still ensure the bottom line through the possessed state, so that this hero can also use the parry effect to gain skills. It will not be like the Wind Mohist Ruan, who will be sent after several times.
It becomes pure waste and only happiness remains.
In terms of balance, this hero is completely different in high-end rounds and games compared to low-end rounds.
In low-end games, most people can't play well, so you don't have to worry about him being too strong, and with the magic mechanism, you don't have to worry about him being too cheating.
In high-end rounds and competitions, the enemy can respond by disrupting his aura value and weapon switching settings. And although the Prisoner's parry seems strong, once the parry fails, he may be instantly defeated, with high benefits.
Comes with high risks.
It's normal for professional players not to be able to show off his skills, but if he were to show off, the viewing pleasure would definitely explode.
Min Jingchao even had a premonition that the hero, Prisoner, might form a happy duo with Ruan, the Poet of the Wind, in the future, who would be happier.
But no matter what, no matter how good the hero is, Prisoner is still much more useful than Happy Ruan Nan.
This can be regarded as a designer’s immense merit!