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Developer: Double focus on two-man combat

Summary: We will retain the two-player combat mode and will continue to improve the ranking system, communication mechanism, clarity and other aspects of this mode. To understand why and how to improve it, read on!

Keep two-man combat

When the two-player operation was first launched, it was clear that this game mode was not yet complete. We also knew that players really, really, really wanted to play with their friends, so we decided to release a two-player battle that was still in beta. The final non-test version of the lab version of the two-player combat distance has been completed by 90%, but the last ten needs to be completed by the player - in order for the two-player combat to become not only a first-class social mode in the game, but also a first-class game mode in Genting Game, your feedback is crucial. That's why we released a beta version of Two-Player Combat, which we originally planned to roll off the line in version 12.2 and optimize.

As a scheming Genting Game player, we have developed multiple flexible strategies for the launch of two-player combat. If you think this mode sucks, we'll take it offline permanently and learn from this opportunity to figure out what miscalculations we've made about our players' social mode needs. Another possibility is to always open the mode, but this requires a lot of player time, a loyal two-player player base, and enough evidence that the mode will have a negative impact on players, so we think this is unlikely.

Needless to say, this is the case in the end.

The double combat exceeded all our expectations. We were completely shocked by its success, and now if we take two-player combat off the line, it will hit not only players who often play two-player combat, but also those who mainly play double-player combat.

Developer: Double focus on two-man combat

The last one

Now you may be wondering how we intend to get the two-man operation off the line without going as originally planned, while doing the final 10% of the work. Indeed, this will take time.

If we take two-player combat offline, we'll have several versions of the time window, adjusted based on feedback collected from players. Although there is not enough time to close, the above adjustment will still be made, but the speed must be slowed down. We will use the extra time to stabilize the two-person combat experience, while constantly working towards the final form of two-person combat.

In addition to minor improvements, we will also prepare large changes to the two-person operation behind the scenes. These changes can expand the depth of the model on a social and competitive level. When that shocking moment arrives, we will announce that the two-man combat has reached full physical condition and can officially leave the factory. What more changes do we have to make before we officially go live? Well asked, I was about to come up with this list:

● Experience of more than 2 teams to open the black: Two-player combat is a social game mode, but we found that it is also very competitive. If you can invite multiple teams of friends to black out in a team room, matching and winning point calculations will become complicated. In order to achieve a good multi-team blackout experience, we are currently developing a set of mechanics, when the two-player team room exceeds two players, the queue will automatically turn off the winning point system.

● Tailor-made ranking system for two-player combat: When we first released double-player combat, we used the ranking system of Rage mode, and as for the reason, this system is ready-made anyway. Obviously, we now need to make a special ranking system for two-player combat to deal with the problems caused by two players with different skill levels on the same team. Eventually, it may also take a form similar to the regular slot, with the win point system enabled or turned off depending on the situation of the teammate.

● Randomly pair player communication: Although 90% of two-player players are pre-teamed, we still need to consider the communication of single-row players. The modified two-player combat communication system also needs to include player support features, such as repeating teammate calls more effectively and reporting hang-up teammates.

● Enhanced two-person combat clarity: Reinforcements from teammates arrive at key moments, or they fall from the sky to turn the tide of battle, which is one of the fun of two-person combat. But sometimes you don't know if your teammates will be able to come to the rescue, so we'll increase the clarity of the support function and make the color of the team clearer.

● Clearer support rules: There are some contradictions about the effects of reinforcements arriving at a teammate's board. Why can Kogas keep the amount of health heaped before, but Kasha can't keep the number of attacks? We wanted to clarify these issues, to give players a clearer idea of what happens when they go to support their teammates, and which heroes and equipment are most powerful when they are reinforcements.

● Overall balance and environmental health of two-player combat: We will continue to adjust the game balance of two-player combat to create conditions for a larger and stronger lineup. Specifically, loyalty runes are at the heart of the fun of two-player combat and greatly improve the reliability and stability of the game. We wanted to keep the fun of sharing cooperation with our teammates and getting powerful 3-star players, while avoiding an environment where two-player combat was completely dependent on powerful players. As with all game balance adjustments, we will continue to adjust the balance as the two-player combat changes.

Our goal is to wait until all the changes are ready, then package them up and launch a major update at the start of season seven. This goal is somewhat distant, but we are willing to work twice as hard for it.

Developer: Double focus on two-man combat

The future of two-man combat

Two-player combat is by far the most social mode, bringing massive lineups, highlight moments, and key teammate support – what more could we ask for? In fact, we have been asking ourselves the same question. Therefore, in addition to the above optimizations, we are also considering what improvements we will make to the two-man operation in the far future (long after the end of the public beta). For example, optimize the shared draft of two-person operations and improve the experience of the highest-ranked team in the first round of the draft. We're also considering adding other gameplay, such as two-player combat-exclusive boosts. Imagine a reinforcement where you get support from your teammates and you'll randomly leave a gamer on your board; Or let you and your teammates get interest income, whichever is higher.

We're talking a lot about this, but these new ways of playing will not be launched until the two-player battle comes out of the workshop and is fully online.

Well, that's all I'm going to say today. I hope that everyone loves two-player combat as much as we do, and look forward to the day when the full mode is launched in the near future.

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