Chapter 501 Happy is over
Compared to games like Red Dead Redemption, the production difficulty of "League of Legends" can be said to be very simple, and the team's resources don't need much investment.
The most important thing about this type of game is the gameplay, the rationality of hero skills, equipment design, and the rhythm of the entire game.
If it starts from scratch, it is obviously not as difficult as "Red Dead Redemption" but it is definitely not simple.
But for Yang Chen, who has finished products, this is much simpler, too much.
He has been confirmed to make the game "League of Legends", and Yang Chen will not add anything to the original basis.
Because this type of game, like Red Dead Redemption or other games, has defects caused by technical problems, or obvious lack of money, resulting in unfinished side missions.
If you have to say something to improve it, Yang Chen thinks it is just a matching mechanism, making the picture better, and changing the commercial model.
As for the issue of balance, as a competitive game, even games like FPS have imbalance between maps and guns, not to mention a tower push game involving hundreds of heroes and equipment.
Even "League of Legends" in Dream Memory has gone through ten years of ups and downs, and is still constantly updating various details patches for the balance of the game. It can be foreseen that this type of game is completely impossible to have a complete balance.
In the office, Yang Chen sat in front of the computer and opened the document and began to design "League of Legends".
It can be said that "League of Legends" is extremely rough in terms of attributes.
Because dota originated from "Warcraft", the hero itself has the attributes of intelligence, agility, and power.
And according to the heroes in ****, there are various different ways to play.
The most basic thing is that in the later stage of the development of "League of Legends", a cornerstone has been basically determined, that is, the auxiliary + shooter around the two-player lane. Of course, with the change of versions, the shooter will easily evaporate instantly. In the era when various fathers were mentioned, the two-player bottom lane will also be replaced by heroes such as mages and warriors.
But under normal circumstances, the main focus is on the shooter with long hands.
But in dota, we also need to consider the attributes of heroes. It does not mean that you can hit the big brother with just a long hand. He is also divided into so-called sensitive cores, **, and other series based on the attribute growth.
Considering that "League of Legends" which has lowered the threshold for getting started obviously simplified this complexity, it is very simple to determine the positioning of each hero.
For example, the auxiliary position, the shooter position, the warrior position, the tank position, the jungler position, the assassin, and the mage position.
Although players may not necessarily play according to the attributes you give, it is obviously more obvious to novices.
In addition, the biggest difference between dota's biggest changes is the finishing mechanism, with no blocking and no counter-compensation.
At first it was because of the characteristics of the engine of "League of Legends" itself, and there was no such function, but in fact, it was precisely because of the absence of these functions that a position in the game became particularly important, that is, the jungler position.
Of course, maybe the developers of League of Legends have already considered this, or maybe it was just a wonderful coincidence, but there is indeed a very critical connection between them, which is enough.
Damage is mainly divided into ad damage representing physical and magical ap damage. At the same time, defense is also divided into armor and magic resistance. The dodge attribute mechanism is cancelled. At the same time, if the critical attack attribute is used to superimpose linearly, canceling nonlinear settings.
Yang Chen recalled the main attributes of "League of Legends" in his dream memory, and determined the basic rules for the core attributes of heroes in the design document.
At the same time, the summoner can carry two different talent skills to help the game.
For example, it is easy to evaporate instantly and is targeted by various assassin fathers to attack the AdC position mainly for shooters, and can carry such summoner skills as flash, barrier, healing, and even weakness.
Heroes who have instant bursts can carry ignition to compensate for damage.
As a strong single-leading point for the team, or as the farthest on the road compared to other lines, you can carry teleportation to the battlefield as soon as possible to fight less, help the team determine the winning position.
Shrink the map, speed up the game pace, make the jungler position more powerful and perform better, rather than being a support character or an invisible development character.
Of course, in addition to these, there is the most important point, that is, the hero with great game characteristics, which is very, very important.
No matter how good your balanced design is, no matter how good your ideas are, but if the hero design is not good, then this type of game is a failed game.
There is no doubt that there are too many interesting heroes in "League of Legends". From a balance perspective, these are not discussed for the time being, but for ordinary players, it is obvious that those heroes are too interesting.
Shuving back and forth in the pile of soldiers, claiming that as long as e is fast enough, teammates' question marks cannot keep up with my Qifeng Sword Hero.
Fly up, fly back, fly over, and fly over, a magical magical genius like a magical trick.
For novices, they seem simple and crude to them. They open r and e and then rush into the crowd q and close their eyes a. Either they cut all the opponent to death or I was beaten to death by the opponent.
From simple and crude to extremely happy, heroes who can show off in various ways can be said to be very representative.
There are also many heroes in Dota who can get happiness.
He walked with relatives and was extremely arrogant, but he didn't have the escape skills and was still as fragile as paper.
He has more than a dozen skills, but more often he spends wild animals in the Triangle Wild Zone, saying that this wave is not me, Carl of high-level Sky Fire;
No matter whether the person who came to me was a father or not, as long as someone was in front of me, I couldn't help but hook the butcher who came to me back from the other side;
Yours is mine, mine is mine, and the great magician Rabic, who can steal other people's skills, and even stronger than other people's original skills.
And bombers who secretly bury landmines and do projects in somewhere.
It can be said that the fun of heroes is the most critical thing in this type of game.
After all, strength can be changed by modifying attributes, and whether the hero skills are fun or not is the most important thing.
Why are some people who are 1-21 still able to happily spend the time in the pile of soldiers, playing with the Swordsman of the Wind?
Why do some people have only one high-level sky fire throughout the whole process? The team battle can only cut the invisible Carl and have fun playing it?
Being beaten up? Is this the key? Happiness is over!
Chapter completed!