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DNF Trivia: Standard or Diverse? Discussion of ideas on weapon design

Author: Tea Party °

introduction

DNF Trivia: Standard or Diverse? Discussion of ideas on weapon design

【Miscellaneous: Equipment Balance】 In-depth analysis from all angles, taking you to reveal the truth of the imbalance of weapons in the 100 version

The book continues above, and the author discusses the current situation and reasons for the imbalance of weapons in the 100 editions, and this article further looks forward to the design of weapons in the future version.

The dilemma of weapon design

Wang Xie Tang Qianyan in the old days: the end of the entry game

Past versions are well known for many classic weapons, which can be counted in a sense as a feature of DNF.

The Shadowless Sword of the 60s, the Level 85 Beyun Sword, and the Hand Rub series of weapons are all impressive, and these weapons have a similar characteristic: unprecedentedly powerful entries

DNF Trivia: Standard or Diverse? Discussion of ideas on weapon design

The 30 white characters without shadows, the 50 yellow characters of the Beiyun Sword, and the highest 60 yellow characters of the hand rubbing made them an artifact of the player's thoughts at that time

With the change of versions, the number of equipment entries continues to expand, new entries continue to be added, and the 100 version introduces more than 30 sets, hundreds of weapons and residual incense selection to open the era of big entry games.

The proliferation and changeable entries make the player's cognition of the terms blurred, the 100 version of a large number of weapons can make the player remember their specific entries is a few, no one cares whether the weapon is 40 skill attack 30 three attack 25 yellow characters, or 30 skill attack 18 lizhi 20 explosion 28 Finally, because the player can not directly recognize their differences, must turn to the calculator.

Therefore, shoddy weapon designs made up of entries and special effects should be discarded; if they are characterized by a strong number of entries, they will make people aware of the existence of imbalances.

Skill specialization to the compromise design of weapons

In version 100, there are some weapons with specialization directions, typical of which are stone protection skill specialization weapons such as white tiger gloves and one-leaf barriers. These weapons can be said to be a rare feature of the 100 version of the equipment, and they do bring some gameplay, but the author believes that there are still some deficiencies.

First, due to the huge bonus of the stone protection rune, the small skill of no stone protection gradually declined, it was difficult to jump out of this framework when designing this type of weapon, and the 100 version only had the Qiankun Polar Electric Cannon specialized the laser, but it seems that not many people chose the weapon.

Furthermore, since the acquisition of stone runes is subject to the quest cycle, players do not want their efforts to be directly scrapped by a design, so they tend to avoid making too many changes to the skill structure in the balance, which must also be avoided when designing specialized weapons.

Second, the design of such weapons is often limited to directly increasing the attack power and reducing the CD, if you make a design that increases the number of segments and the number of times, it is easy for the current players to think that it is "morphological deterioration", and pay attention to "optimization" of the protection of the stone.

In a word, lead the whole body, tie hands and feet.

Past versions of specialized weapons were quite bold in design, supplemented by the Atlas set to produce chemical reactions, and many genres and gameplay have emerged, such as the tank soldier pictured above.

As far as the 100 version is concerned, the misguided shoes with specialized weapons have indeed become the answer to the version of some professions, but it is limited to damage and CDs, and the fun of specialized gameplay is difficult to go further.

Why is the call for standard weapons so high?

In short, in today's era of numerical transparency, single gameplay, and kryptonite density, it is difficult for players to tolerate all visible imbalances when playing games with a little brain.

Due to factors such as crafting costs, inheritance mechanisms, and proficiency restrictions, it is difficult not to think that the strength of weapons is not perceived by players as numerical planning to open a small stove for a specific class by playing with values. Low-strength classes meet low-strength weapons, while high-strength classes meet Taiji Sword, which is a new unbalanced dimension.

And even if Hanbok can achieve a relative balance, the national costume will also break the balance and open up the gap because of the high genus strength, high word volume, and evil jade with the characteristics of the national costume.

Therefore, the player's call for a new version of the standard weapon has its own legitimacy, which reflects the player's appeal to the already fragile balance. Not to mention that the 100 version of the weapon has very few characteristics, and playing with the terms does not bring fun.

Throw bricks and lead jade

The idea of standard weapons

Some people believe that the standard weapon is not necessarily a customary enhanced wooden stick to hit the rainbow crayfish, can be a small range of DIY to meet the actual needs of players, such as adding a similar selection system to let players choose some specialization: pure damage, speed, CD, specialization awakening, clear map, the convenience effect of gathering monsters, and so on.

DNF Trivia: Standard or Diverse? Discussion of ideas on weapon design

The author believes that in the current single copy mode, the significance is limited, and if all the diagrams are one map and one BOSS with control and damage, this degree of diversification does not make much sense.

Since you want to standardize weapons, it is best to achieve fairness to the greatest extent, such as the traditional weapon upgrade idea (Aragami - Holy Glory, Heavenly Sky - Night Whisper).

In view of the imbalance of light and heavy weapons caused by the expansion of milk volume, it may be possible to increase the proportion of single content while increasing the basic gap of weapons to achieve as much balance as possible.

Ideas for differentiating weapons

Differentiated weapons can exist, but it must be avoided as much as possible to pile up entries and special effects, such differentiation has no practical significance;

If you must make this kind of boring differentiated weapon, the strength must be lower than the version of the graduation standard weapon obtained in the middle of the version, referring to the 90 version of the Abyss Weapon and the Saint Yao Weapon Double Track, which can dilute the imbalance caused by the uneven strength.

For skill specialized weapons, at the 820 meeting, Mr. Yin also mentioned that he wanted to bring the Otherworld back, if Mr. Yin's team has the ability to balance well, perhaps the skill specialized weapons can be more bold in design to alleviate the current lack of gameplay and class characteristics.

epilogue

DNF Trivia: Standard or Diverse? Discussion of ideas on weapon design

Long texts are hard to read. The 19th Carnival is just around the corner, when the new version of the equipment system will surely become a hot point for players. Let's look forward to it a little bit

DNF Trivia: Standard or Diverse? Discussion of ideas on weapon design

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