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DNF: Why are the characters getting less and less fun? A brief analysis of the content of professional characteristics

author:COORG Player Community

Author: Cat Sansan

preface

"Are you the blade sharpened by data?" "Let me test your ability to calculate data?"

Why are our professions getting less and less fun?

I'll admit I'm tired of the data-first ethos right now, but what's the solution?

Neople's current planning for career characteristics/balance is generally three situations:

One is the most insincere arithmetic, adjust the data, float up and down by 10%, can make you feel the strengthening of a loss, and the professional content basically does not move at all.

The most sincere one is called "redo", which is a drastic reform of the character, and most of the skills are almost remade, which is almost equivalent to redoing a character, and there are very few professions that get this treatment.

DNF: Why are the characters getting less and less fun? A brief analysis of the content of professional characteristics

(Redo in the true sense of the word, as for good or bad, is a matter of opinion.) )

The most common one is called "optimization", (officially redone), where the existing material hardly moves, optimizing some skills that are behind the times to make the entire skill set smoother.

DNF: Why are the characters getting less and less fun? A brief analysis of the content of professional characteristics

But in any case, except for the first one, the two or three options have a certain amount of time and labor costs.

Here we have to mention the cliché problem, professional characteristics.

Professional features

So what are career characteristics?

My personal understanding is that professional characteristics are the combination of officially set professional background and core skills.

For example, the professional characteristics of the tactics,

Keywords: Melee Mage, Dazzle and Dazzle Power Manifestation Transformation.

For example, the professional characteristics of mechanics,

Keywords: gunners who are good at using robots, and explosions of robots.

In addition to class characteristics, there is also an extremely easy to confuse with it, and it appears with the version, called characteristic gameplay.

Featured gameplay

So what is featured gameplay?

Featured gameplay is a special gameplay that is driven by class characteristics, skills, or equipment.

For example, Starry Sky 9 with combat methods in the distance, boiler workers in the magic road, and Z warriors derived from the shoulders of magic battles, ghost warriors.

DNF: Why are the characters getting less and less fun? A brief analysis of the content of professional characteristics

(Image from the Internet.) The picture shows a stove that has been weakened once)

More recently, Ente 35, Specialization 80, and CP weapons are all one of the featured gameplays.

Lack of professional characteristics

But why do we still find careers less and less fun?

In addition to the homogenization of class characteristics, the characteristic gameplay also tends to be homogenized, and the superposition of these two homogeneous gameplay methods will shape the profession dull and boring, which is a manifestation of environmental changes and planning inaction.

Among them, the homogeneity of class characteristics is more due to the combination of several important factors: the quest environment, the player environment, and the planning time cost.

And the biggest mistake of professional characteristics actually comes from three senses.

In this era, players can't wait, planning can't drag, the copy environment can't match, and the most important balance can't be balanced, so the planning choice to use a one-size-fits-all three-sense broadcast film makes the already homogeneous career characteristics worse.

DNF: Why are the characters getting less and less fun? A brief analysis of the content of professional characteristics

If we don't consider data, don't consider balance, and only consider the fun of the profession itself, then the brain hole, the mechanic's three senses are to summon Gaboga, and after summoning, the skill form will change and be linked with Gaiboga, then the fun of the profession itself is greatly enhanced.

In the same way, Devil May Cry was such an interesting profession in the beginning, and with Giger's one-size-fits-all, his fun was cut in half. They are all more and more similar to the previous profession positioned as pure explosive, but the texture mod is different.

DNF: Why are the characters getting less and less fun? A brief analysis of the content of professional characteristics

And the battle mage of Zhan Sanjue was also brutally killed, Cheng Ye Xuan Pattern, defeat also Xuan Pattern, Xuan Pattern dragged down the career data, and the transformation derived from the power of Xuan Pattern was also slashed.

DNF: Why are the characters getting less and less fun? A brief analysis of the content of professional characteristics
DNF: Why are the characters getting less and less fun? A brief analysis of the content of professional characteristics

You have to know that there are several mods for the battle mage, such as the two manifestations of loli change Ishtar and 1 Consciousness Change Ishtar, star pattern explosion, 1 and 2 senses are also two release methods.

Now that it's been cut into a three-dimensional transformation, what fun can a profession have? Everyone is getting more and more alike.

The dilemma of characteristic gameplay

The featured gameplay faces the same problem, the biggest problem comes from class balance.

The more featured gameplay, the harder the data is to calculate, and the early Otherworldly features worked on the class characteristics themselves.

So each class is played differently, and the fun is greatly enhanced. The simplest recent example is the CP weapon, which is orchestrated because the data is difficult to balance.

DNF: Why are the characters getting less and less fun? A brief analysis of the content of professional characteristics

(The idea is beautiful, the reality is skinny)

And the gameplay of Ente skill specialization is still in the category of data, and the skill itself has not changed, so the fun has been greatly reduced.

epilogue

Therefore, the result of the homogenization of professional characteristics + the homogenization of characteristic gameplay is that our profession is becoming more and more unfun.

Everyone is too similar.

In the past, we chose a profession based on the setting of the profession itself and the interesting points of the skills, but now, most players focus on whether the data of this profession is strong or not.

No way, it's all too similar, and there is not much difference in playing, so why don't I choose a strong one?

As for the way forward,

I hope to think a lot about planning.

DNF: Why are the characters getting less and less fun? A brief analysis of the content of professional characteristics