Min Jingchao paused for a moment and continued: "The background of the game can take place in an abandoned battlefield in the future world. Players play the role of soldiers undergoing special training and need to win the exercise."
"In my conception, the game is divided into two stages."
"The first stage can be called the exploration stage, or it can be called the chaos stage."
"Before entering the game, players can choose their own identity: ordinary soldier, team leader, battlefield commander. There are two options: main selection and backup selection."
"The game defaults to a four-person team with one captain. Players can queue alone or choose multiple queues."
"The system will be adjusted based on the actual situation of the current players in the game. For example, if there are not enough players in the battlefield to choose the captain, then we will select from those who can choose the captain. If it is still not enough, then we will choose from ordinary soldiers to compare the data.
Good player."
"After forming a team, the captain will land at a certain location on the map and start collecting resources nearby, looking for better firearms, more bullets, medical supplies, etc."
"Whether you want to play at this time depends entirely on the player's personal preference."
"If players want to fight, then go to strategic locations with rich supplies, such as field hospitals, airports, bunkers, etc. In such places, you will encounter other players early and the battle will be fierce."
"If players don't want to fight, then go to places where supplies are relatively scarce, such as camps and strongholds in the wild."
"If a member of the team dies in the early stage, teammates can go to the designated location to resurrect him; if the dead member exits the game, new players can be summoned again."
"Of course, in the matching interface, players can freely choose whether to join a game that is already in progress."
"If the entire team is wiped out, they will be eliminated from the game."
"The first stage of the battle is 100vs100, that is, a total of 200 people and 50 teams are put into the map."
"In order to prevent players from hiding and wasting time, I added a 'radiation protection suit battery' setting. Players must find the battery of the radiation protection suit to maintain full health. Once the battery is exhausted, the charge will continue to be charged due to radiation.
Blood until death.”
"When there are only 100 people left in the venue, that is, half of the team has been eliminated, or after the game reaches a certain period of time, it enters the second stage."
"At this time, the system will combine factors such as the player record in the first stage, the distribution of players in various strategic locations, and divide the battlefield into two evenly matched sides."
"In the initial state, the two sides must be mixed together. Some teams may naturally be deep in the enemy's camp, occupying a key bunker; while some teams may be in the rear of our own camp, very
Safety."
"At this time, the commander selected by the system can begin to command the battlefield and issue instructions to all teams."
"In order to facilitate player communication, we need to build a very complete signal marking system. Captains and commanders can directly issue orders through the marking system, or they can also shout through voice."
"At this stage, players can be resurrected in camps or hospitals even if they die in battle, but they need to consume materials, such as batteries for radiation protection suits. The materials on the map are limited, and they cannot be resurrected after they are consumed. In the end, the two sides occupy
The number of strategic points and the points obtained by killing enemies and collecting materials are used to calculate the outcome and score."
Sun Xi hesitated for a while and then asked: "Would the game time be too long? Most FPS games are in a quick mode of a few minutes, which stimulates the player's emotions quickly and directly. It is divided into two like this
The stage must not be completed in a few minutes, right?"
Min Jingchao nodded: "Well, I expected the entire game to last about 30 minutes. In fact, this time is not bad. It is basically the same length as the Bladder Game in GOG."
"And unlike games like GOG, "Bullet 2" has a screening mechanism, and not every player will play for 30 minutes."
"The first stage is the screening stage. If a player jumps into a densely populated area and engages in fierce fighting as soon as he comes up, he may kill everyone and let his team directly occupy a strategic location, or he may directly wipe out the team and be forced to quit.
.”
"So, for players who like a fast pace, they don't need to last until 30 minutes; for players who like a slow pace and like to search slowly, they can jump to places with fewer people in the first stage, as long as they can survive
If you don’t die in the first stage, you can always be resurrected in the second stage, and you can keep all the good weapons and resources you have.”
"Furthermore, if you die in the first stage, you will die. If you exit and restart the game immediately, it won't delay anything. If you survive the first stage, you can be resurrected in the second stage, and you will have better weapons and equipment.
Plus, coupled with the rewards after the battle, the motivation is sufficient and you won’t quit midway.”
"As players get better and better at shooting and understand the game mechanics better, they can gradually try to choose locations with more intense competition to allow the player group to achieve a natural flow."
"This mechanism is equivalent to subdividing different types of players, allowing players to find a gameplay that suits them in this mode."
Zhou Muyan and others nodded, the method mentioned by Min Jingchao seemed to work.
In fact, the reason why MOBA games are popular is that they have different fun in the early, middle and late stages of the game.
In the early stage, a single player can establish an initial advantage through his own skills; in the mid-term, roaming support can help the whole team open up the situation; in the later stage, he or she may compete for resources or look for opportunities to make a comeback in a desperate situation to win.
Moreover, in this kind of game, because the player's level and equipment are constantly improving, there is a sense of growth similar to MMORPG. Therefore, in the middle and late stages, unless the situation is completely one-sided, players will be able to fight as long as their equipment is mixed up.
If you don't, you won't give up the sunk costs of the previous twenty minutes easily, and you will try to find opportunities for a comeback.
The large map mechanism designed by Min Jingchao for "Bullet Marks 2" obviously draws on some ideas from MOBA games. On the one hand, it filters through the game mechanism and subdivides the player groups so that different types of players can experience different fun; on the other hand,
It is through game mechanics to ensure that there is enough fun in the later stages.
Min Jingchao continued: "However, although in theory the design of this large map mechanism takes into account the experience of different players, in actual operation, some unexpected situations may occur."
"For example, the matching mechanism failed to balance the strengths of both parties after the initial screening due to insufficient data; or due to imperfect mechanisms in the game, the progress in different stages was too fast or too slow, affecting the actual game experience of the players."
"There is actually no good solution to this problem. We can only adjust it slowly."
"But in the process of adjustment, it may cause the loss of players."
This is actually easy to understand. For a game mechanism to function perfectly, it requires a large amount of data support.
For example, in MOBA games like GOG, the reason why its experience is excellent is because data such as how many minions are spawned per minute, how much experience is gained, how much money is earned, what the attributes of wild monsters are, etc., have all been carefully and complexly modified and adjusted.
The school has become what it is now.
Once there is a problem in a certain link, such as a player upgrading too quickly, the rhythm of the entire game will be destroyed, resulting in a serious chain reaction, or even completely disrupting the original idea.
Min Jingchao has been balancing GOG for so long, and of course he knows this very well.
And it is impossible to completely avoid these problems from the beginning. We can only make continuous adjustments in the game based on player feedback and collected data.
Zhou Muyan said: "This is actually not bad. At worst, after the game is developed, we will test it several times and make adjustments before launching it online."
"Anyway, other games will have to be tested for a long time before they are officially launched."
Min Jingchao nodded and said: "Testing is one way, but I also thought of another way."
"It's just to use the existing large map and create a few new game mechanisms."
"On the basis of the original mechanism, we will split and simplify it to ensure that even if the classic mechanism of the large map encounters some problems in the early stage and affects the player's experience, they will still have other modes to play."
"Previously, Mr. Pei cut many modes, but we will definitely not make them anymore. Compared with "Sea Fortress", we only retained the most basic tut tut tug mode."
"I thought about it and planned three models."
"The first is the pure tug-doo mode. Players can randomly select a small area on the big map and continue to resurrect. By default, they will hold their favorite gun and shoot everyone they see. In the end, the score will be calculated by the number of heads."
"Anyway, we draw materials from the big map. The map can be used with slight modifications. Dividing the big map into many small pictures can not only meet our needs, but also guide players to become familiar with the terrain of the big map."
"Players will naturally know their way around the big map after playing a lot in this mode."
"The second is to retain only one stage of the model, but some adjustments need to be made to the details."
"Because in the first stage, the team fights as a unit, there is basically no need to balance the strength. Anyway, the one standing at the end is the winner."
"But since there is no second stage of battle, it is obviously meaningless to have so many players left on the big map. Players must die and exit quickly, so I considered adding a 'Mechanical Legion Invasion' mechanism."
"To put it simply, after the game progresses for a certain period of time, mechanical legions will continuously refresh from around the map, and their attributes will gradually increase."
"Players have two choices. One is to run into the map, where they will naturally encounter other players and fights will break out. The other is to search for resources, seize advantageous terrain and strategic locations, and fight these mechanical legions head-on."
"If you don't want to fight with players, just go to a bunker to farm the mechanical army. It's similar to the zombie mode of "Sea Fortress"."
"The former is regarded as an 'escape' gameplay, while the latter is a 'stick to' gameplay, which depends on the player's location at the time and personal gaming habits."
"The third way to play is the classic way I just introduced."
"Different gameplay methods can bring different fun to players during the game and complement each other."
"In this way, "Bullet 2" can bring players a rich and unique gaming experience!"