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A relaxed ga rhythm was the key factor that allowed PlayerUnknowns Battleground to stand out from all the other FPS gas.
The biggest problem faced by traditional FPS gas and Overwatch was exhaustion.
They were tunneling at any mont, and they could discover the enemy at any ti, so the players minds were always on high alert. Only when they died could they rest for a few seconds, and then they had to continue fighting.
Although players in the Overwatch might not be instantly killed, they still had to maintain a high level of concentration. Number 76 was either Tutu Tutu or running.
In PlayerUnknowns Battleground, searching for resources, running away from the blue circle, and shooting were all overlapping tasks. The players were very relaxed during the search for resources and the running of the blue circle. This kind of relaxation made it less likely for the players to get tired.
It was for this reason that PlayerUnknowns Battleground beca one of the gas with the best livestreaming effects. The strear had more ti to chat with the audience when they were searching for things or running away, unlike other FPS gas where the strear would not have ti to say anything when he was playing.
Team cooperation with moderate intensity referred to the role of an individual in the battle.
In other words, there had to be a good balance between an individual and a team. The team should provide convenience for the individual, while the individual should not be dragged down by the team. Instead, he could rely on his strong individual ability to lead the team to victory. This was a good relationship.
On the other hand, the reason why Overwatch was not friendly to individuals was because the team completely crushed the individual.
In traditional FPS gas, if you had good marksmanship, you could take on five people at once.
In League of Legends, if you had good skills, you could snowball and fight one against five.
However, in Overwatch, you could not fight against five people at once under any circumstances, unless the opponents were five retards.
The more important the partys role was, the less tolerance the players had for their teammates. Just like in Overwatch, once they were beaten up by a pair of players, everyones first reaction would be to imdiately curse at 76.
In traditional FPS gas, although teammates were more important, it was not to the extent that the ga would be completely lost just because there was one less player.
In PlayerUnknowns Battlegrounds, the requirents for teammates had been greatly reduced, and it had never been so easy to carry a teammate. In League of Legends, bringing a noob might end up killing too many enemies. But in PlayerUnknowns Battleground, as long as the noob followed you obediently and avoided crowded areas, it was not a problem to survive for a while.
To put it simply, the Overwatch Vanguard was a ga that could not be played with more idiots, but the ga of PUBG was a ga that beca more fun with more idiots.
Therefore, the atmosphere in PlayerUnknowns Battleground was relatively good. There was not much hostility in the ga, and there were basically no complaints about teammates. Because even if your teammates died on the ground, you could still win the chicken dinner alone.
As for the rich excitent and enjoynt points, it ant that PlayerUnknowns Battleground had more exciting aspects compared to other gas.
Picking up good items, living long, finding the right vehicle, killing soone, successfully entering the safe zone, picking up an airdrop, helping his teammates, winning the chicken dinner
They were all pleasurable points.
The fun accompanied the ga from beginning to end. Just the process of picking up a fully equipped car was enough for players to have fun four to five tis.
As for getting a chicken dinner, it was enough for most new players to enjoy it for three to four days.
Other than that, another important point was that PlayerUnknowns Battleground had balanced the needs of hardcore players and fringe players.
Hardcore players loved guns and liked to win by improving their marksmanship.
The fringe players were afraid of guns and wanted to win in other ways, such as hiding.
Therefore, traditional FPS gas were a paradise for hardcore players. It was difficult for the player base to spread because players on the fringe did not want to practice their marksmanship day in and day out. It was also difficult for them to experience the fun of FPS gas.
One of the problems of Overwatch was that the gaming experience of hardcore players was not necessarily good, because sotis, the restraint of the lineup would make marksmanship useless.
PlayerUnknowns Battlegrounds was different. The designers idea from the very beginning was to allow most players to win in a way that they were good at.
They could use guns, they could LYB, they could arrogantly try to stop a fight, they could also hide in the house and not co out.
Different players could adopt different strategies in the ga. Players with good marksmanship naturally had a great advantage, and players with bad marksmanship also had a great chance of winning.
It was also because of this and the team relationship that was ntioned before that PlayerUnknowns Battleground was able to spread very quickly. The player base continued to expand and the fish pond beca deeper and deeper. This ensured that most players could enjoy the fun of the ga.
As for PUBG Mobile gas, adding robots into the ga was actually a way to expand the fish pond.
In addition, PlayerUnknowns Battleground was a ga with very little negative feedback.
In other FPS gas, if you were a noob, you might die very frequently. In blast mode, once you died, you could only be an observer throughout the ga.
In Overwatch, it was even easier for ones ntality to explode when one was blocked at the door.
However, PlayerUnknowns Battleground was different. Novices would usually jump to places with fewer people to avoid battle and search for items. Even if they were killed, the survival ti of the items they searched for was also very interesting.
Of course, there were also many noobs who would die on the ground, but the more they died, the lower their points would be, and they would be matched with weaker opponents.
After dying, they could imdiately restart a ga. Most players would quickly forget the previous unhappiness and think that they would definitely play better this round.
After deciding on the developnt plan for PlayerUnknowns Battleground, Chen Mo still had so details to improve on.
The Pangu system was a very powerful physical catalyst and also a very powerful ga AI.
Making robots in the ga and determining the level of the robots based on their performance was obviously a way to increase the depth of the ga, but it was too low-end for Chen Mo and wasnt interesting at all.
Chen Mo was thinking about sothing else.
All FPS gas were plagued by external hacks, and it was the sa in parallel world.
Previously, there had been a large-scale hacking incident in Overwatch. Although it had subsided for the ti being, it was clear that hacking was not sothing that could be stopped despite repeated prohibitions.
In fact, cheats were equivalent to a battle of wits and courage between programming gods. Nowadays, many big live strears were more or less suspected of cheating. It was just that they used high-end custom-made versions, which cost sky-high prices, and updated very frequently, so it was difficult to find out.
Even though Chen Mo used a brutal thod to ban all low-end cheats, there were always so high-end cheats that could fool the VR gaming pods detection.
If PlayerUnknowns Battlegrounds was as popular as in his previous life, would the problem of cheating appear again?
If a large number of cheats appeared, it would be unrealistic to count on manual verification. In that case, could artificial intelligence replace the GM and beco the law enforcer in the ga?
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