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Planning has something to say丨 development road and travel experience optimization

Hello everyone, this time we will share the adjustment plan for the optimization of the development path and the travel experience.

Based on the King of Kings All-Star Program, we want to ensure a cap on each road break – encouraging everyone to have a C, highlighting highlights at each location;

I also want to keep the lower limit of each road break - to provide a guaranteed experience, so as not to be afraid of difficulties when practicing.

This time, we will mainly optimize the experience of development and wandering, and the optimization scheme for other branches will also meet with you one after another.

【Development Path Optimization】

Based on everyone's feedback, the reasons for the current poor experience of the development path can be mainly summarized into three points:

1, the early stage is easy to be caught, the development environment is poor.

In addition to the frequent "patronage" of the wild, the frequent hanging edges of the middle auxiliary will also make the development road full of confrontation and risk, and the multiplayer crossing the tower to kill is even more powerless for the shooter player to resist.

2. The self-protection ability of the regiment is poor, and the output environment is lacking.

Shooters, especially non-displacement shooters, have been killed before they even started to output due to the lack of sufficient means of self-protection in team battles.

3, headwinds are difficult to hold, easy to vicious circle.

Once the line is inferior, it is easy to be pressed all the way and drop the tower, how not to be infinitely snowballed when headwinding is a big problem.

The shooter is the core of the continuous output of the later team battles, and the corresponding shooter needs a certain amount of development time to form.

For the adjustment of the development path, we hope that the shooter has a basic development space, but it is not impossible to suppress.

Therefore, it is not inclined to roughly increase the total economic volume or hero damage of the development path, but to optimize it more from the perspective of improving the bottom development experience.

1. Increase the protection of the elves in the early stage of the defense tower and reduce the damage of the heroes who cross the tower

Expand the Elven Protection Area for the first 4 minutes, extending it from the Square Field Area to the outer tower attack range of all the splits.

When an enemy hero is under our tower for the first 4 minutes, his output will be reduced by 20%, which will increase the survival rate of our hero under the tower.

Second, the position of the river grass is adjusted

After adjusting the development path, the river grass will be more distant from the line, and the grass of the opposite road will be closer to the line.

We hope that through the adjustment of the grass terrain, the alignment behavior of the developmental road and the confrontation road is more in line with its positioning: the developmental road is more focused on development, and the confrontation road is more focused on confrontation.

Planning has something to say丨 development road and travel experience optimization

Third, the development of the road and river spirit patrol path adjustment

With the river grass adjustment, the river spirit patrol path of the development road will be closer to the line and avoid the river grass after the adjustment, making the development road player safer when competing for the river spirit.

Fourth, the survivability of the shooter hero is adjusted

We are ready to gradually make some adjustments to improve the survivability of some shooters, please pay attention to the follow-up experience service announcement for specific plans.

【Walking adjustment】

Looking at the optimization of wandering, the experience problem of wandering can also be summarized into three points:

1. The internal economy is low and the molding is slow.

The economic gap between the various periods and other branches is obvious, and the early stage has made great sacrifices in order to not distinguish the economy of teammates, and it is still slow to catch up in the middle and late stages. The excessive economic gap throughout the period will inevitably make the wandering players feel inferior.

2, can not bear the injury, easy to die and carry the pot.

Due to the lack of sufficient equipment support, auxiliaries, especially soft auxiliaries, are easily killed quickly when exploring the field of vision, opening a group or protecting teammates, and may be blamed or even reported by teammates.

3. The perception of the role of the team is not obvious, and the system rarely affirms my contribution.

Although I have conscientiously done a lot of work for the team to open up the field of vision, protect people, open the group, but many times the teammates do not perceive, the system does not provide enough presentation channels.

Wandering sacrifices a part of its own economy to serve the team, is the most solid backing of teammates, but also the tactical core of the team, can provide the team with vision, guarantor and open the group, and is an important link connecting all positions.

However, at present, there are some problems in terms of user experience and team recognition, and we hope to optimize this.

First, the traveling suit reduces the purchase price

The purchase price of the second and third level wandering suits will be reduced by 100 gold coins, which will help the wandering suits to take shape faster, play the team's buffs as early as possible, and also allow the wandering players to have more money to buy other equipment.

Second, guerrilla removal time advance & grace time extension

Guerrilla effects (regardless of teammate money and experience) are removed from 12 minutes to 10 minutes.

The Bonus Effect changes from +4 coins/experience per 3 seconds to +5 coins/experience every 3 seconds, and the duration is extended from 12 minutes to 15 minutes, helping wandering heroes catch up with the economy in the middle and late stages.

Third, the wandering suit increases the health attribute

No matter what type of wandering hero, the survival attribute is relatively important, so while we upregulate the attribute of the wandering suit, we will also close the difference between the survival attribute of the attack direction and the survival direction of the wandering suit.

Secondary set attribute adjustment: +400 max health +500 max health

Triple Pack stat adjustment: +800 max health +1200 max health

Survival transforms into the gift attribute of the Wandering Suit: 20/40 maximum life per layer 15/30 maximum life per layer

That is, in the three-level wandering suit, the equipment of the survival direction increases the maximum health by a total of 200, and the equipment of the offensive direction increases the maximum health by 400.

Fourth, the lessons of the shape & Star Spring active installation ease of use adjustment

These two pieces of equipment are not very convenient in the use of the process, the application cost is too high, this time will make some adjustments.

The effective scope of the Lessons: All enemies within 1000 range Enemy heroes within 1200 range

Cooldown: If the target is not hit, 50% cooldown is returned

Star Spring's target selection adjustment: teammate with the lowest health in range Teammate in range (default is the lowest health)

Fifth, focus on highlight moments

The highlight event exclusive to the auxiliary profession has been added in the bureau, which makes the highlight performance of the auxiliary more concerned by everyone.

For example: [Extreme Rescue] When a teammate is in a very low health and is attacked by multiple enemy heroes, quickly leave the battlefield with the Luban Master 2 skill to avoid danger.

6. Optimization of the dimension of settlement scoring data

Added data dimensions that are not discovered in the game but have actually contributed to the game: such as the value of the field of view, the number of controls for teammates, the amount of shields that are put on and actually consumed by teammates, etc., which are included in the calculation rules of the single game score.

Overall, we hope to optimize the bottom-up experience of development and wandering, as well as increase the team recognition of travel. Other shunt adjustments are already being planned, and I hope to meet with you as soon as possible.

The content shown here is the content in research and development, the value and specific effect may be adjusted, the near future will be online experience service, in view of the length of the reason, there are some details of the content has not been disclosed, please also pay attention to the official announcement, then the effect of the line shall prevail.

We would like to know what everyone thinks about this plan, you can give feedback in the comment area and questionnaire, tell us your opinion, thank you

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