Chapter 345 (1/2)

Without the replenishment and equipment system, players are really relaxed when facing the line. They only need to consume each other's HP continuously. But it also makes the opposite line meaningless.

Because at the same level, you can't build up the advantage of your opponent's line. You have consumed the opponent every time, but it's not enough to roll up the snowball at all, and you can't get any advantage of mending the knife.

Maybe after the other party reaches a certain level, he suddenly kills you.

You've been pressing him for the first ten minutes, but after ten minutes, suddenly you can't beat him. It's a very devastating situation.

The design of the mechanism of seizing map has also become a failure.

Although this kind of design makes it very simple for novices to start the game, as long as they follow the map mechanism, it also makes the game lose the space of choice.

In the hero's League, you can go to the Yin people to open a league, you can take the thread, you can stick to it. This choice is a kind of strategy and a kind of fun.

But in ”the ancient catastrophe”, the refreshing of the map mechanism makes the side against the wind very embarrassed. Leave it alone? It is equal to giving up the map mechanism, and the disadvantage will only be greater. Take care of it? However, it's like giving away the head.

In addition, as long as the map mechanism is brushed, five people must fight together. If you go to four and the other party goes to five, you are beaten one for four, so you can imagine what the players who don't go will be scolded.

Of course, what we're talking about here is mainly the player experience of low-end game. Everyone can play in high-end game, which will be reduced a lot.

But for a game, the experience of low-end players determines the depth of the fish pond, and the depth of the fish pond determines the heat of the game.

Hiding the data, is the players spray completely.

Because everyone's self feeling is very good, my data is so good-looking, I certainly have no problem playing, so if I lose, whose responsibility is it?

Obviously my four teammates are too rubbish.

In the MoBa game, everyone has different understanding of the game. Under the same situation, some people think that they should open a group, and some people think that they should develop sullenly.

In many cases, there is no clear distinction between right and wrong in these ideas. Those who want to develop feel that opening a group is sending, and those who want to open a group feel that redevelopment is chronic death.

In this case, everyone feels that their ideas are right, others are bad at writing, and it is easy to have disputes and abuse.

”Why don't you come? We win when we come! ”

”You are sending the group!”

This kind of quarrel can be seen everywhere.

Of course, this kind of situation is also common in ”hero League”, but ”hero League” can rely on operation and consciousness to establish economic advantages and complete one dozen five forced carry.

But ”ancient catastrophe” can't do it.

In order to give novice players a clear goal, the ancient catastrophe completely abandoned the most interesting element of MoBa game: selection, and seriously weakened the positive feedback of the game itself.

What ordinary players have to do is too simple. Only the mechanism of pushing lines, grabbing monsters and playing maps is available. Besides, anything you do is meaningless.

You clear a wave of soldiers, no feeling.

You killed a hero, no reward.

Team battle won. It's not you but your team that killed four or five. I don't feel it.

You can't feel the advantages you bring through your own efforts, but the disadvantages you bring because of the stupidity of your teammates are that everyone will take all the orders.