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Chapter 292 The solution to the five-character formula 3

PS: A purely theoretical chapter. If you are not interested, please do not subscribe. This section ends the command theory chapter. This chapter is almost 3,000 words. I don’t want to charge more, so I posted the wrong one.

"drum"

It is not wrong to understand "drum" as encouragement, but it is very one-sided. "Drum" includes various psychological adjustment methods.

In most online games, the player's character does not have the concept of morale, but the player himself, as a normal human being, is very affected by psychological factors.

For example, there are two players A and B PKing. A has never won, but in fact the strength and operation level of the two are very close.

I was thinking about how I lost before, and I was always wary of B's ​​methods. I was timid when fighting, but I couldn't show my true level. The more I lost, the more I lost, and the more I lost, the more timid I became.

Another example is that there are many players who, when it comes to group battles, there are dozens of skills, but they repeatedly use three or four of them, and can't remember to use other skills. They are so nervous that at least half of them on the battlefield

I spend all my time watching how others play, and I don’t even know if my skills are CD.

At this time, the commander needs to decompress and ease the tension of his players.

In fact, 99% of players don't know the difference in command requirements between PVE dungeon command and PVP battlefield command.

To put it simply, PVE command requires team players to make fewer mistakes and try not to make mistakes. PVP command is not afraid of team players making mistakes, but is afraid that team players will be timid in fighting, fail to advance, and the overall pace is inconsistent.

On the PVP battlefield, a player's mistake will have very little impact on the overall situation. Unlike in a dungeon, where a mistake may lead to the destruction of the team, the fault tolerance rate of the battlefield is very high. Even if you stand there without using your skills, both players will

They may not even notice you.

But if the players on the battlefield are not in sync, the consequences will be serious. One group of people will come up, and a group of people will not, and the group that comes up will be sold out.

On the contrary, if everyone goes together, there will be enough players to share and output the damage, and the results may be completely different. Therefore, on the battlefield, we often hear the commander shouting "Don't be afraid, don't be timid, just go".

These commanders may not have a clear understanding of the importance of synchronization, but experienced commanders will have a greater resentment when they are unable to call players.

The commander should promote his side's advantages as reasonably as possible before the war, such as introducing his side's victory over the enemy and moderately belittling the opponent. If his side has an advantage in numbers or other special advantages, he can also make a big publicity and can do so for a while.

To exaggerate.

The purpose of this kind of propaganda is to make the players of our side believe that our side can win easily, so that they can reduce their pressure and relieve their tension, so that they can perform more normally on the battlefield.

As long as players feel like they can win, they will often perform better.

A more down-to-earth saying is: I am not afraid of you being a prodigal, I am afraid that you will be cowardly.

Of course, if there is a limit to the number of resurrections, the intensity of advocacy needs to be controlled based on the specific situation.

In addition, advocacy requires a certain degree of rationality. Don’t brag too much about your awesomeness. If you brag too much, it will be embarrassing and have counter-effects.

When promoting, you should also be careful to avoid directly promoting the specific strengths of the two players, because if you exaggerate too much, it will be easily exposed. Once exposed, it will cause self-doubt among the players.

For example, the commander says that our players are stronger, but the other party's kill record is higher than ours, or he or she publicizes how our team won in previous games. This type of propaganda is naturally useful when the situation is favorable, but when the situation is against the wind,

Sometimes, players will wonder if their own strength is holding them back, and they will become more nervous and unable to show their strength.

You can brag about the historical battle results in other games, or brag about our victory in regular conflicts in the game. Anyway, these are contents that are difficult to verify and debunk.

Derogatory content can include the opponent's commander, organizational level, guild management, and even a collection of scandals about the guild leader, etc.

In camp battles, you don’t have to worry so much. You can directly promote your camp’s superior performance.

Needless to say, it goes without saying that our side has the upper hand in the battle. In this case, as long as the commander is not too stupid, we can basically win.

But our side is against the wind and cannot win in a head-on battle, so we need to make psychological adjustments.

The first step in psychological adjustment under headwinds is to decompress and encourage players. You can moderately exaggerate the enemy's advantage in a certain aspect, such as the numerical advantage, or the defender's terrain advantage, to weaken the gap in personal strength between players and reduce the player's frustration.

Feel and let them relax.

To put it simply, it is to help players find excuses and shirk responsibility. Even in a few cases, the commander must be brave enough to resist the blame, shoulder the responsibility for the unfavorable battle, self-examine and relieve the pressure of the players.

What needs to be reminded here is that the commander should shirk responsibilities to ordinary players, but he must dare to take responsibility himself. A commander who does not take responsibility will have no future.

But how to take responsibility specifically is a very learned thing. For example, you can take responsibility in a funny way, or deliberately find a less important responsibility to resist, which not only has the effect of reducing stress, but also does not make people feel uncomfortable.

Really questioning the commander's level.

However, when it comes to the actual post-war summary, the commander must make a serious summary, bear the blame that should be shouldered, and cannot just look for excuses.

Of course, if the commander's prestige is high enough, there are no challengers, and his position is unshakable, it will be most effective to directly, sincerely and seriously assume responsibility during wartime.

In addition, if it is indeed the commander's fault, and it is clear and undeniable, it is better to bear it early, which will make you appear candid. As for keeping the commander's position, don't think too much about it and face your own mistakes.

Only in this way can you improve your command level. If you don't have the ability, even if you occupy a position, it will be useless. Instead, you will be hacked to death.

The above content is still a relatively minor part of the psychological adjustment of headwind. The most important thing is to adjust the players' thinking, let them face up to the current unfavorable situation, change the overall tactics, and switch from frontal combat to local unit battle.

This chapter is not finished yet, please click the next page to continue reading the exciting content! It is extremely difficult for the unfavorable party in online games to come back. Even if the commander wants to use some tricks, it often has no effect. This may not be the case.

The commander's idea is wrong, but the player lacks the most basic tactical execution ability, so the so-called cunning or deceitful tactics are completely reduced to paper talk.

The commander’s ideas are the commander’s ideas. If the ideas cannot be completely and clearly communicated to the players responsible for execution and accepted by them, then no matter how good the idea is, it will be useless. Therefore, it is extremely important to communicate and adjust players’ ideas.

.

Only after the vast majority of players accept the view that it is difficult to win on a frontal battlefield and successfully instill the commander's perspective, will it be possible for the players to actually implement the commander's plan.

In one sentence: communication is more important than tactical level, and execution is more critical than ideas.

One thing that needs to be made clear is that the various "ingenious strategies" used in online games to avoid head-on battles are not tactics worth relying on, but are just gambling-style desperate measures.

Not thinking about how to win on the frontal battlefield, but always thinking about gaining the upper hand by relying on tactical changes, is a very absurd thing in itself, because players simply cannot have such high tactical execution capabilities.

If you want to have high tactical execution capabilities, you can only adopt the two-headed dragon command model, decentralize command power, and train a large number of grassroots cadres. No matter how strong a person's ability is, the scope of influence and interference is limited. A sound and

A sound organizational structure and a sufficient number of people are the biggest magic weapons for victory.

If the situation in a battle is 30-70, and our side is at a disadvantage. But if the commander does not change his tactics, this three-point victory may not actually exist. Only by changing his tactics can we take a chance on the three-point possibility.

In online games, a three-point victory may be good if only one point is achieved during execution. It is very, very difficult to come back, and in most cases it is a desperate effort by the weaker side.

A truly good commander will try his best to avoid fighting the enemy in an unfavorable situation, or simply give up the battle. The key is to choose a suitable opponent, a location and a fighting time that are favorable to his side, and this aspect of work is the most important.

It would be better if the "general dispatcher" is in charge, which is why the "general dispatcher" is the most important corner of the command triangle.

In large-scale team battles, players will be unable to display their strength normally due to various reasons, such as network speed, machine configuration, psychological factors, etc. Among them, psychological factors have the highest impact.

Generally speaking, in actual combat, players who can achieve 50% or 60% of their strength in actual combat are quite good. However, in most cases, players with poor psychological quality can only perform at 20% or 30% of the normal level. As for extraordinary performance, that is simply not possible.

There is no shadow thing.

Therefore, psychological adjustment is a very critical part of command.

In the basic five-character formula for command, "advance" represents the bones, "retreat" represents the skin, "stop" represents the clothing, "beat" represents the limbs, and "drum" represents the soul.

"Advance" constructs the basic structure of command, "retreat" is the fundamental defense, "stop" is the interval of self-strengthening and adjustment, "attack" is the means of attack, and "drum" is the communication skill that runs through the beginning and end.

There is no real sense of defense in the online game battlefield. Attack is always given priority. Even if it is a defensive battle, we must try our best to kill and injure the opponent's effective forces. Blind defense is meaningless. Attacking and killing is the most important thing for one's own side.

The best means of defense.

Communication is the top priority of command and the foundation of everything.


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