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【CF】The current challenge model, where still needs to be optimized

Hello friends, I am your spirit fox sister. The frenzy of the mecha maze is fading away, and most of the players who believed that the game during the Spring Festival now have the limited weapon of the map, the Mecha Ripper. While mecha maze brings players a lively gaming experience, some attentive players have also found some areas that need to be improved in the game.

【CF】The current challenge model, where still needs to be optimized

Are these questions really what CFer describes, or are there other ways to say it? Does the problem with Mech Maze also apply to the previous challenge map? With these questions, let's take a look at what kind of problem it is that will cause trouble to players

【CF】The current challenge model, where still needs to be optimized

For the current stage of the challenge mode, the existence of some settings seems to have little impact on the player's normal game, or even negative optimization.

Join the issue halfway through

Most of the parameters such as the amount of health and damage of monsters in most challenge maps are linked to the number of players in the room, and the more people the more difficult the map, this setting is more reasonable. However, since the advent of the challenge mode of soul point upgrade attributes such as the Void Rift, its drawbacks have gradually surfaced. Players who join later have very low damage due to their lack of attribute bonuses, but the strength of the monster is recalculated based on the number of people.

【CF】The current challenge model, where still needs to be optimized

This situation will undoubtedly bring a lot of pressure to the player who is playing, and the weak attack and defense of the player who joins later will also become no game experience. If the player joins the challenge map of the attribute upgrade class in the middle, they can take the average of the player's game attributes in the room to play, which seems to be able to avoid the occurrence of this phenomenon.

【CF】The current challenge model, where still needs to be optimized

Throwing weapons

Flash bombs, smoke grenades and grenades are used as tactical throwing weapons in a three-piece set, and there are many derivative gameplay and effects in PVP mode. In the challenge map, flash bombs and smoke bombs will not cause any damage to monsters, and due to AI control, monsters will not be blocked by flashes, smoke and other effects, which is basically useless.

【CF】The current challenge model, where still needs to be optimized

However, flash bombs and smoke bombs can still take effect normally in the player camp, which temporarily affects the player's vision. Especially when using a large number of flashes and smoke bombs with the Extreme Squad backpack, too many smoke bombs will slightly affect the frame count, while the flash bombs will make the player have no gaming experience. If the PVP model is still controversial, the challenge mode is absolutely harmless.

【CF】The current challenge model, where still needs to be optimized

epilogue

Although the number of people balance system in the challenge mode is a good way to ensure that the monsters in many previous maps are balanced in strength, the appearance of soul points seems to be unexpected at the beginning. As the challenge mode is constantly updated, there will be cases that are contrary to the previous settings, and it is hoped that a round of optimization will be carried out for the remaining problems.

【CF】The current challenge model, where still needs to be optimized

In addition to the above questions, what other issues do you think need to be further optimized in the challenge mode?

(Palm Fire Kuzan)

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