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Romance of the Three Kingdoms 11 "Deer World Innovation" Version 2.0 Game Experience Report Highlights and problems coexist

I don't know how the players and friends have experienced the game of the 2.0 version of "Deer Pursuit Innovation" these days? The author of this game, Jiang Gongzi, wants to be motivated In the new version of the game, new features and new gameplay such as the population function and the upgrading of the national treasury configuration Ofs and Thousand Treasure Props have been added. The population function is now relatively stable, affecting the city's money and food income is accepted by most players, but it also slows down the player's game process, but makes the simulation of the game more realistic; the treasury function is the black technology that players are familiar with, because there is no way to recover the treasures that have been rewarded, so that this function has been complained about by many players, but the designer of the function Amaterasu Fire and some MOD authors have also made some discussions and changes to this problem, that is, to design some seemingly useless treasures in the game , used to replace treasures in the same position, so as to achieve the effect that treasures can be recovered, and the Thousand Treasures function is another upgrade of the treasury function.

Romance of the Three Kingdoms 11 "Deer World Innovation" Version 2.0 Game Experience Report Highlights and problems coexist

From the name of the Qianbao function, we all know that this upgrade function is mainly to increase the number of treasures in the game, and the previous game "Heroes gathering" 2.1 version is also a good demonstration of this function, but the most powerful part of this Qianbao function can still allow the treasure to carry out a synthetic upgrade, so as to maximize the function of the Qianbao function in the game for the expansion of the number of functions.

Under the attraction of the Qianbao function, I also used some time yesterday and today to feel the 2.0 version of "Chasing Deer World Innovation", and the game feeling brought to you this time is here to share it with you first.

map

For the current "Romance of the Three Kingdoms 11" MOD, if you do not modify the map, then it seems that it can not keep up with the current mainstream trend, so the map changes are still very large compared to the original version, but the details of the changes we will not go into detail, mainly talk about the overall feeling of this map.

The changes to the game map are very different from many of the MOD maps we have seen, mainly because the original intention of the map design seems to be very different from the actual effect. The biggest feature of the game map is that there are many narrow roads, which makes the early players' defense extremely difficult, because the AI's troops will attack the player from different routes.

In addition, many of the building open spaces are far away from the city and are on the attack route, which makes the early players' defense very difficult. However, this situation is only for the player, when the two AI forces are fighting, the situation we have not encountered in the game for a long time "Two Dragon Play Ball" appears again. A large force of two AI forces can easily turn into a long dragon swing bus on a single battle line! In this way, it greatly slowed down the change of the entire war situation.

This makes the player's difficulty in the early stages of the game rise significantly by one level. In the game, we can easily see several peripheral forces attacking the player, they are almost stress-free to attack the player's main city, and the AI on the outside of them is fighting with the attack opponents they set earlier, and are in a stalemate with each other, so there is no respite for the player, and the surrounding AI army will attack the player's main city wave after wave.

battlefield

Eliminating wave after wave of AI troops is not a big problem, but many of the author's settings on the battlefield have once again increased the difficulty of the game, which is mainly reflected in the following aspects:

1. The damage is too low.

In addition to some of the top martial artists in the game, they can play a larger lethality (1000+ damage) in their best classes, most of the martial artists in the game have only a few hundred damage, and if there is no critical hit blessing, it is even only about 100 - 200, making the overall attack and defense progress of the battlefield more slow, which is also another major reason for the "Double Dragon Play Ball" scene.

2. Pneumatic adjustment

The strength value of the troops must have long been accustomed to the setting of 150 after the blessing of the skilled soldiers, so that the player has more room for combat methods and strategies, and can also control the strength value very well, so that he can keep above the threshold of the decline of the attack and defense of the troops. However, "Chasing Deer Heaven and Earth Innovation" restores the strength of the troops to the original 120 maximum value with the blessing of skilled soldiers, coupled with the increase in energy consumption for tactics and strategies, so that many times we can only use the general attack method and the AI troops face-to-face hard.

3. Reduce the effect of DEBUFF

Friends who often play all kinds of MODs are certainly quite familiar with the various DEBUFF effects in the game now. Things like poisoning can help us quickly destroy enemy troops, and enemy forces in a false reporting state will allow us to get money and food for this unit when attacking, etc. Are very useful.

Although the game still uses six kinds of DEBUFF, including vertigo, false report, poisoning, tearing, fear and provocation, etc., but from the setting of the game, we can see that the weaker DEBUFF fear and provocation has not been adjusted too much, this impact is not large, anyway will not be favored by players, while players prefer to use false reports, poisoning and tearing have a cliff-like downregulation.

False Report now only gets 100 gold and 250 grain per attack, which greatly reduces the role and effect of this DEBUFF in the game; similarly, the initial loss of strength per turn of poisoning and the number of troops lost per attack have also been greatly reduced; and the torn attack absorption ability has been reduced to only 10% damage absorption effect.

4. Adjustment of troops

The author is more intuitive about the adjustment of the troops, like as long as the corresponding suitability of the troops reaches the S level, they can use up to 5 combat methods, so that the high-level adaptive saints and gods (saints + 10%, gods + 20%) have no other advantages in addition to the additional offensive and defensive values for the troops.

Here's a personal feel for this adjustment. The game limits the growth of high-level warriors, and martial generals can only cultivate their suitability to S level at most, reducing the number of high-level adaptive warriors. The full popularization of tactics allows all troops to have more functionality. However, the actual situation is that the success rate of tactics is reduced, so that we often need troops to use functional tactics but cannot complete the assigned tasks, so it is better to use a less expensive tactic at the bottom, at least not to lose too much strength and stability.

Some adjustments have also been made to the strategy that can be used initially, but the overall impact is not large, and the main adjustment is still to use some strategies with better effects, and the strategy with higher lethality must find the designated strategy study book and configure it for the military generals. Of course, the biggest impact is the weakening of the various DEBUFF effects we just mentioned.

Romance of the Three Kingdoms 11 "Deer World Innovation" Version 2.0 Game Experience Report Highlights and problems coexist

But the worst thing to say is the most powerful gunnery unit in the game. The spiral spike that the gunnery force originally relied on the most reliant on was a miserable presence in this game. Because first of all, the overall success rate of tactics is reduced, which is a big weakening compared to the gunnery unit. Although the success rate of all tactics in the game has been reduced, it is the most lethal for the gunners, because this directly affects whether the troops can rely on the tactics to stun the enemy, and the unbearable thing is that even if the spiral spike tactics are successful, there are critical hit blessings, but there is only a 50% chance of stuning the enemy troops, which makes it difficult for the lancers to play out the functionality. So the Lancers are now almost the weakest class in the game.

Finally, there is a very uncomfortable setting about the troops, that is, whether it is the success rate of the tactics or the success rate of the calculation, it is not displayed under high-level difficulty, although the impact is not too big for the player, but the players who are accustomed to the success rate value display must have some discomfort.

The various settings on the battlefield are to slow down the pace of the battlefield. Players want to destroy the enemy army, not only need a lot of resource support, in the face of this narrow terrain also need more combinations of troops, halberds, crossbowmen and catapults will become the main force on the battlefield, gunners and cavalry for their own reasons, will be greatly abandoned. In addition, the transition from defense to attack is also a kind of torture for the player, although the narrow terrain is easier to defend, but when attacking, it will also be locked by the narrow terrain, and there is no way to reach the periphery of the city as soon as possible for siege warfare.

other

In addition to the many changes related to the map and battlefield in the game, what impressed me the most was the upgrade of the Treasury by the Qianbao function, the author set up hundreds of treasures (estimated to be about 400 or so) treasures, the purpose is to allow some treasures to be merged and upgraded, so as to create a concept of a class.

The treasures in the game can be roughly divided into three categories, namely the traditional class, the upgrade class and the learning class.

The traditional class is a treasure that everyone is very familiar with that can increase the ability value and stunts of the warrior; the upgrade class is also the biggest highlight of this game, and players can grant the basic treasure and the upgrade treasure according to the instructions to grant the warrior basic treasure and the upgrade treasure to complete the upgrade of the treasure, and use it more powerfully (?) The final learning class is the designated rank stunt study book and the treasure that can use the new strategy.

Romance of the Three Kingdoms 11 "Deer World Innovation" Version 2.0 Game Experience Report Highlights and problems coexist

The addition of a large number of treasures still affects the player's mentality and strength of power. For the player, if the force used initially has the preparation of government technology and can build the Talent Palace, then the difficulty of this force will definitely be reduced by at least half a star than the set, because a large amount of search action means that it can have a lot of treasures, as well as the opportunity to synthesize more advanced treasures.

However, it is precisely because of the seduction of synthetic treasures that the early mentality of players must be to search for treasures that can be synthesized as soon as possible, rather than considering various details of operations. However, the synthesized treasures do not have very powerful abilities or effects like RPG games, which will inevitably make players feel a little lost, but fortunately, these treasures can continue to be synthesized in the future, retaining a sense of joy for the synthetic treasures.

If the player configures the advanced difficulty in the SIRE, in the game, you will find that the author's test for the player is very large, on the one hand, the AI gets a lot of resources per turn, and the IQ of the AI is slightly improved, because the AI's troops always come out of the city in groups. These two changes alone allow players to use a few factions of one star, but still need a lot of energy to fight against AI. On this basis, the author still uses the city population function to continue to reduce the player's operating space, which is really a bit of a hellish difficulty.

summary

Finally, I would like to summarize the game of "Chasing Deer and Innovating the World".

It is certain that the game has a very attractive highlight, that is, the arrival of the Qianbao function, so that the game has added a new concept of treasure synthesis, and the author has designed a large number of synthetic treasures in order to make players familiar with this function, so that players have another point of interest in studying battlefield attack and defense, that is, the synthesis upgrade of treasures.

However, some of the game's problems are also more obvious. Map design and battlefield damage do not do a mutual contrast, so that the game double dragon play ball scene abounds, a large number of warrior resources in the game, can only stand there can not change the command, so that the game looks very "dumb"; at the same time, the narrow terrain makes many stunts that can increase the tactics and strategy range become particularly valuable in the game, and even can be said to be ridiculously high, which means that the balance between stunt strength is not very good.

Romance of the Three Kingdoms 11 "Deer World Innovation" Version 2.0 Game Experience Report Highlights and problems coexist

(The crossbowman's fire arrow in the game is actually the effect of the poison arrow, and the meteor fire rain battle method is the effect of the traditional fire arrow)

Then there are the author's obvious errors in the various explanations in the game, as well as the incomplete content of the annotations. Although players can understand the specific role of these technologies and stunts by constantly playing the game, these details will eventually affect the player's sense of experience with the game.

The game has attractive highlights, but the details are slightly rougher, and the overall balance of the game is a little worse. Hopefully, the authors will be able to make more improvements in subsequent versions.

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