Author: Wu Yanzu, Liaoning
preface
2021.12.19 Has an important commemorative significance for the continent of Arad, and the long-calm Arad has blown a "new wind" from this moment!
The theme of the "The Next Thing" conference, the time is very long, there is a lot of content, and the proportion of "game content" is very high.
Although the press conference has mixed reviews, the author believes that this conference is the most "attentive" and "content" conference in recent years.
Yin planned a drastic revision at the same time the knife method is accurate, the revision of a lot of content, this article separately talk about this new copy experience & return to the "toughness" system.
Improvement of the replica experience
When it comes to the quest experience, the biggest change this time is not the "new dungeon" and "new combat system".
Rather, it is an inconspicuous two core points that have been taken by one sentence:
A multi-core CPU can be used
Players' complaints
Maybe some new players, or those who don't know much about the needs of gaming hardware, don't know - in fact, the current DNF only eats the single-core performance of the CPU.
This also leads to the current computer update iteration, obviously the performance has been seriously overflowing, but playing DNF will still be stuck, and even playing 3A masterpiece is not card but playing DNF card.
change
The improvements that are visible to the naked eye after implementation, and the optimizations that every player can enjoy, are worthy of praise.
The speed of the image feed is super optimized.
Have you ever experienced a Shearock teammate card reading and then not being able to flip the cards a few times?
Have you ever experienced that because the computer is old, the reading time even accounts for 1/3 or even 1/2 of the time to move bricks?
The increase in loading speed is not a star and a half, copy the comments I saw: I may not be able to drink water at the time of the cut chart with this change.
The figure is silky, the figure is supple, if the national service TP does not threaten, then this optimization is also one of the strongest optimizations in the past years.
Brand new copy content
Transformation of ordinary copies
Return to hero difficulty
DNF only the regimental version has become history, this update returns to the hero difficulty, and the hero difficulty is subdivided into 4 new difficulties, a total of 8 difficulties.
The meaning of the new difficulty
Re-giving meaning to the existence of white maps (normal quests) so that players who can't play in groups can also experience the fun of fighting games.
In fact, the fun of the game is not necessarily to play the group, and the process of enjoying the challenge copy is also quite good.
Premium dungeons
3 new dungeons: Noble Secrets, Ruined Silent City, and Mechanical God of War Lab.
The new Premium Dungeons will no longer have a limited number of times, and the top dungeons will be accompanied by top rewards.
Ticket mechanism changes
Remove the admission limit and add a new ticket store.
Consume PL to get tickets.
The significance of the new growth system
At present, the redemption conditions are unknown, and the original intention of the plan is to make the player's goal of brushing the advanced map clearer.
According to the planning before saying that too many material types should be integrated, perhaps reflected in the brush point system this time.
Legion System & New RegimentAlth & Soul Xenovers
The new known mode is: Legion Dungeon, which will have different effects depending on the player's choice.
More inclined to team-based combat, the battle of the voice command of the YY regimental commander may return.
Tuanben was identified as the apostle "Bakar", other unknown, here is not a waste of pen and ink.
The return of the Soul Realm, enabling the fair numerical mode of the road of the same strong, no longer increases the challenge of seconds and seconds,
The mechanism of the Otherworld still has many remarkable places such as: eagle dog stepping on the bomb, nihilistic stepping on the grid, pushing the box,
Squirming real and fake lizards, etc., but the specific reward output has not yet been announced, let's look forward to it!
Regression of the "toughness" system
Introduction to the "Toughness" system:
The resilience system is not really a new system, and it is not so much a new one as a return. Previously, because the "control" was too buggy, it could ignore the mechanism to weaken the difficulty of the dungeon and was cut across the board.
The predecessor of the "toughness" system, the author, believes that it is "stiff & hard" which is a system setting that was discarded by the brush map. Fusion of the "control" and "abnormal" systems that are close to obsolescence.
Tough bars can be broken with high hits, and small skills.
The "toughness" system came before the copy situation
The author has complained many times
Now the monster mechanism, the previous monster can be controlled, can be combo the current monster is either a building or a full hegemony.
Before the monster can rely on multi-segment attack for "soft control" Now the monster you hit you I perform mine, let's not disturb each other.
This is a big problem, monster mechanics rarely interact with the player's skills, and sluggish shooting classes like Roaming eat "control", and if the monster moves frequently, it is difficult to hit all of them.
After the "toughness" system is installed
The author believes that "abnormal states" such as vertigo, freezing, petrification and other "control" are an indispensable part of the game, and it is a pity to directly change the real number of one-size-fits-all waste.
Some of the high-combo classes in this revision have been substantially improved, and the "abnormal state" has also re-entered the stage as a new equipment selling point, and the overall fun of the battle has increased.
The impact of low-level skill modifications
The author has complained in the previous article that the addition of some occupations is now the same, and a large number of occupations have a lot of skills that have been eliminated by the times.
Most of them are low-level skills, nothing more than data is too low, the demand for SP, TP is too high. The idea of adding points is severely limited.
Take roaming as an example: deadly shooting, too much demand SP, too low cost performance, too low damage.
Conclusion
In fact, it is a pity that the "excellent" content that was abandoned because of the balance difficulty is really a pity, and this time the return of small skills, control, abnormal states, and hero difficulty is a good signal.
From the laborious but flattering "CPU multi-core" and "preload acceleration into the map speed" and other large project optimizations to modify the underlying data, it is still worth giving them a thumbs up!