Chapter 281 (1/2)

Chen Mo's ”hero alliance design concept draft” is roughly divided into four parts.

The first part is the core fun and basic rules of the game.

The second part, map setting and game mechanism.

The third part, hero setting.

The fourth part is about the settings of Summoner and others.

In fact, the game prototype of MoBa games is very simple. It is played on a map. Unlike RPG and adventure games, many levels need to be made.

However, MoBa game is very complex in game mechanism and balance. From its emergence to its popularity, the game mechanism is constantly improved, which ultimately makes MoBa game the most popular PC game type in the world.

At present, the first draft of Chen Mo's design is roughly as follows.

In terms of game mechanism, there are four game modes: open man-machine, matching, ranking and disorderly fighting.

Players must teach novices and upgrade to level 3 through human-computer training before matching mode.

Qualifying requires players to have at least four heroes proficient enough to participate.

There are friends and shopping mall system, in which you can watch other players, while shopping mall system is to buy a variety of skin and other value-added services.

In terms of the relevant settings of the summoner, players can view their own game records and ranks, as well as their hero list, talent, skills and equipment of the summoner.

The stage adopts the classic stage design, bronze to King.

In terms of hero list, each hero will have the concept of ”proficiency”. Only when the proficiency reaches a certain value can it be used to rank.

In the current planning, proficiency is divided into six levels, namely apprentice, beginner, proficient, expert, master and master.

Players playing in different modes will improve the proficiency of current heroes as a limitation.

Only the heroes who have reached the level of proficiency can be used to match, and the heroes who have reached the level of proficiency can be used to play qualifying. As for the higher experts, masters and masters It's for forcing.

In terms of Summoner skills, it is still commonly used in sprint, treatment, barrier, weakness, transmission, flash, purification, lighting and punishment. There will be marks (snowballs) and clarity in a big fight.

The equipment is relatively complex, and it will be studied slowly during the R & D process. However, some classic equipment such as hat, ice stick, hourglass and so on will be available, and the cancelled hell fire can also be considered to be added back.

In terms of map, the classic Summoner Canyon is still used, but the map mechanism of S6 is still used, including all kinds of popping fruits, divination fruits, elemental dragon refresh, etc.

These new map mechanisms will make the whole map play more diversified, and increase a lot of random fun, so that players can speed up the pace of the game in the process of competing for map resources.

At the same time, Chen Mo considers to slightly weaken the role of eye position in the game, including increasing the price of eye, reducing the duration of eye, increasing the income from eye arrangement, and increasing props like ”fog of tricks”.

Because the routine in hero League is relatively fixed, and the role of vision is very important, so in high-end games and professional games, the suppression of vision makes the game very boring, makes the game lose spirit to some extent, and it is almost impossible for wild road to win again.

What Chen Mo wants is more new routines and more dramatic competition effects, rather than a team building a long-term ruling dynasty with mechanized training.