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Touch Night Talk: Buddhist Match

Touching the night talk, every day nonsense and game-related farts, ghost things, new things.

Touch Night Talk: Buddhist Match

Good riddance! (Photo/Xiao Luo)

Yesterday, teacher Yuan Weiteng complained about the environment of the MOBA game in the touch music night talk. I actually felt similar to what he thought, and very happily "gave the world to them" and didn't play at all. For a long time, I hardly touched any PvP content, or in my impression, PvP has been tied to "Try Hard" (referring to the unscrupulous means to win), pressing, plug-ins and other things, all negative concepts. I hardly get any joy from the PvP experience.

Many people have a tendency to feel that people who don't like PvP can't afford to lose or simply cook, but many times the actual emotions have nothing to do with winning or losing. Sometimes I feel that the opposite method is very annoying, very angry to try to kill the other party, or simply for tat with the same disgusting method to deal with them, these are even if the battle is won, it is also a very emotional experience. If you are in a dignified duel, you will see that the opposite side is really a big guy, and it is nothing if you lose.

Ladders are also something I don't really like, especially since most of the game's ladder system partially resets the level every once in a while. This is necessary from the mechanism, but it is really tiring to re-climb the ladder every once in a while.

Recently, I have slowly come into contact with some multi-person games and found that there are actually less disturbing PvP. For example, in the previous "Tetris" showdown of the Touch Cup, I lost to the bottom, but I was not very angry or unhappy. It's one thing to have fun playing with colleagues, mainly tetris is a game of strength. There is no opponent equipment that is better than you, blood is thicker than you, or any other numerical advantage, nor are there too many "tricks" or game bugs to exploit. If you can fight, you can fight upwards, and if you can't fight, you lie in the fish pond, and it doesn't matter at all.

Touch Night Talk: Buddhist Match

Even Tetris can open the "eat chicken" mode, and what else is impossible

I also found some psychological comfort in the completely unexpected PvP mode, which was the arena of the original Dark Dungeon...

I actually didn't expect this kind of game to be PvP, mainly because I don't see what PvP is all about. After all, a player's performance in this game is somewhat dependent on probability, and it is natural for a novice to be beaten, but even if the veteran or tactics are not in trouble, bad luck will still overturn. So, of course, PvP can reflect a player's technology, but technology does not guarantee victory.

But the Arena of Dark Dungeons became a pretty good way to decompress after I was pulled to the bone by PvE. Much of this feeling is due to contrast. The pressure late in the main game is simply too great, especially the death penalty. For players who have already begun to prepare to arrange for their characters to descend the final dark level in batches, but still need to brush up on the high difficulty of brushing up resources for a while to raise them to the full level, each mission is pure torture, and the pressure to ensure that they cannot reduce the number of people and earn money is higher than anything.

The Arena's characters and resources are independent of the PvE mode, with specially designed skills and trinket equipment, and no death penalty at all. That alone is enough to make me feel at ease to lose a big loss, very relaxed. Who would have thought that being able to "lose with confidence" would be the biggest advantage of a game's PvP mode. In addition, the characters and skill levels of the heroes in the arena are fixed, so the two sides are basically in an absolutely fair position, winning by strength and luck.

Touch Night Talk: Buddhist Match

Compared with the game itself, the Arena DLC is really an entertainment venue

Also, the pace of PvP is very slow, very "Buddhist". Originally a turn-based strategy game, although there is a time limit for thinking, but each round slowly let a hero move once, it is easy to play a round for half an hour and there is no sign of winning or losing. I could even make coffee and eat snacks while listening to the voiceover's sharp spit on the game, as if it wasn't some kind of Dark Dungeon, but a bridge club for the elderly.

Of course, many people think that this PvP is not fun, and the live broadcast effect is hypnotic, but I am still quite happy to go to the arena every once in a while, especially after experiencing the difficult battle of the PvE mode, it is when it is in the town of the main process to go out and let the wind out for a long time.

In short, what I find to be upset now is not PvP, but a lot of things involved in the game mechanics, which may be unbalanced design, may be player quality, or it may be a competitive experience with more negative feedback than positive feedback. If you simply pull me to fight with other players, I am actually not very repulsive. The problem with some games with PvP mode is that it makes me hate other players and find myself gradually becoming that kind of nasty person. I don't like that, that's not what any form of PvP gameplay is all about.

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