Chen Mo’s idea was to make Overwatch into an entertainnt ga, to maintain the core fun of the ga.
First of all, he had to remove the threshold and make the ga completely free of charge. He could only make a profit from the skins, avatars, and other value-added services.
This was to attract as many players as possible and expand the depth of the whole fish pond, so that most players ‘win rate and matching experience were close to that of League of Legends.
Many players might think that it was stupid to force a 50% win rate, but in fact, a competitive ga that could not guarantee a 50% win rate was a disaster.
Not being able to guarantee a 50% win rate ant that so players who played well could keep winning, while those who played badly would keep losing. This would aggravate the loss of players in the fish pond, which was extrely detrintal to the lifespan of the ga.
Secondly, it was to reduce the feeling of winning and losing and strengthen the player’s sense of growth.
For a competitive ga, most players ‘main joy ca from winning. On the basis of maintaining this, he also had to try his best to make the losing player not so depressed.
In his previous life, one of the problems of Overwatch was that players lost for no reason. You might think that it was because one of your teammates did not play well, or that they did not cooperate well, or that the lineup was not good. In short, the system would not tell you where you lost, and you would not be able to figure it out.
This directly caused many players to feel a deep sense of powerlessness after losing, and the negative feedback after losing could be called explosive.
Chen Mo’s thod was to record all the stats of the player’s heroes throughout the ga, not just damage, healing, and kill.
For example, Winston would integrate data such as damage, number of kills, number of deaths, damage taken, critical kills (killing the opponent’s output or healer with better data), critical damage (the amount of damage contributed to the critical kill), the effect of the big move (whether the timing was correct), and so on. He would give a comprehensive assessnt for each ga.
All the players could clearly see these numbers and could also clearly distinguish which players were carrying and which players were cheating.
At the sa ti, the kill count would no longer be shared, and the situation of getting a kill count gold dal from killing would no longer exist.
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Of course, since all the data was made public and even more detailed, the “gold” setting was removed.
Moreover, this setting itself was aningless, because most players didn’t agree that winning a gold dal didn’t necessarily an that you played well.
For players, if they chose the sa champion, they would be able to see the change in the champion’s proficiency at the end of each ga. This was equivalent to a disguised form of motivation.
For example, if you used Hanzo and perford well throughout the ga, even if you lost the ga, you would forget the unhappiness of your failure when you saw that you had gotten an S-rank score and perford better than before.
Moreover, the rewards that players received were directly linked to their individual performance, and had nothing to do with winning or losing. As long as you played well, you could get more rewards if you lost than if you won. This would dilute the frustration of losing the ga.
For those who were not good at the ga, they could also clearly know what was wrong with them through various data.
For example, if a player chose death, the system would send him a notification after the ga ended: In this round, his performance was B, and the number of tis he used his E-skill to move was far lower than the average. The number of tis he used SHIFT to avoid damage was far lower than the average, and the total damage of grapeshot was far higher than the total damage of the short range.
Combining these data, the system could determine that this player didn’t know how to attack from the back. After this player understood this principle, he would subconsciously strengthen his performance in these aspects the next ti he played Grim Reaper.
Only by winning with joy and losing with a clear understanding would most players be able to enjoy themselves in the ga.
The last point was to open a variety of ga modes.
One of the biggest problems of Overwatch was that the 6V6 all-hero selection mode caused so team-enhancing heroes to be far more effective than ordinary Assault Heroes, causing the lineup to be rigid.
Chen Mo was thinking of activating five different modes for the players to choose. The one with the most players would determine the correct choice.
The first was the classic mode, all Heroes 6V6, and could not be chosen repeatedly.
The second was the FPS mode, where players could only choose the assault-type hero. In other words, this mode would return to the original fun of FPS gas, and everything would be decided by shooting.
The third was the ban mode, where each side could vote to ban three Champions. If the players generally felt that the hamr and the DJ were not fun and did not want the opponent to get them, they could ban them directly and they would not appear in the ga.
The fourth mode was a 12 VS 12 mode with more people, and it was not semi-finals. The aning of this mode was that the players had more room to stir up trouble, and many heroes had more opportunities to play.
The problem with a 6V6 was that the space was very limited, so for the sake of the team, two tanks and two healers were basically necessary, so there were only two assault positions.
In the competition for the assault position, it was obvious that the heroes with higher damage ability (such as Soldier 76) would appear all year round, while the heroes with lower damage ability would not have any chance to appear at all. Even if you played well, your teammates would not trust you.
In a 12 VS 12 situation, the entire team would be able to give more space to the less popular Champions. For example, while ensuring that they had the basic number of tanks and healers, they could choose 76, Black Lily, Hanzo, Yuanshi, and Grim Reaper at the sa ti. They could take into account the high ground sniping, cutting to the back, regular damage output, and other damage output thods, allowing more Champions to have the space to fight.
The fifth was the promotion mode. When a hero’s kill count reached a certain number or received a certain number of assists without dying, they would be promoted and choose a certain ability to enhance. In other words, they could snowball with the advantage of the early stage.
Of course, the other party could also achieve a stronger promotion effect by ending the combo kill.
Moreover, all effects will be reset to zero after the end of the current round to ensure the fairness of the initial round.
This was mainly to satisfy the players who wanted to be a hero and experience the thrill of one against five in this ga.
On top of that, Chen Mo’s Overwatch would have a more stringent reward and punishnt system.
Every player’s performance in daily matches would affect the player’s overall score. In matchmaking, players of similar levels would be assigned to the sa match first.
If a player’s score was always very low, he would be matched with a weaker opponent.
If a player was reported by many players for being passive in the ga, cursing, etc., There would be a certain punishnt. Moreover, this group of players would enter the sa ga first. In serious cases, they would be locked in a small black room and would only be released after playing a certain number of human-machine gas.
Of course, Chen Mo wasn’t 100% sure if these changes would work. However, there was one thing that Chen Mo was clear about. Overwatch was a great ga, and it shouldn’t just be as popular as it was in his previous life, it should be better.
Chen Mo didn’t want the popularity of his own ga to die down after a period of popularity. He wanted the ga to live longer and allow more players to enjoy the ga.
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