Chinese server code experience 21:
World 21, before entering the arena,
feels perfunctory
It feels like the casino is a bit inconsistent with the theme before entering,
just a simple battle with a few beggars
a bit perfunctory
lack of a gradual progression, in line with the theme satirizing the rationality of gambling module expectations.
Similar scene, World 15
[Contaminated Biological Arena]
The invaders bet on Lana to win, but the knight wins
This gambling prize segment; lack
Reality is related to the design priority of the development team: perhaps the core goal of this part is to "guide players into the casino" (process functionality) rather than "lay the groundwork for gambling satire" (plot depth), so the connection between the battle and the theme is simplified
(and then this part feels perfunctory)
-----------------------------------------------------------------------------
In Carly's case, before entering the ruins, the battle is a bit perfunctory
It's not fun
The essence points to the "lack of tension" in the battle design. "Fun" usually depends on the coordination of rhythm (such as difficulty fluctuations), feedback (such as strike effects, mechanism interaction), and sense of purpose (such as the meaning of battle). If the battle process is short and the mechanism is single (for example, it is only used as a transition to "enter the ruins"), it may indeed lack memorable points.
The reality is that "perfunctory" may also involve resource allocation: in the design of game levels, resources tend to lean towards core plot points (such as puzzles and plot twists in the ruins), and transitional battles may be simplified into "functional processes" (only for advancing the plot).
Simple words: pure process design,
Since it is also a character level, the idea given to players is the strength value; the hero level is mainly about the shaping of the character, the connection with the plot, and the emotional connection; rather than a process-based numerical battle
So my evaluation is: it is a very failed level design.
The rhythm and the experience of plot advancement are difficult to connect,
And the chapter of the third season of the plot of the heaven is originally shorter than the plot and level of the first two seasons;
This will make players come to the conclusion that the design of World 21 is very perfunctory ()
[GT_what are you doing now? ]
-----------------------------------------------------------------------------
The amount of damage to players experienced is derived from the observation that the bosses designed for the original five-star strength heroes have become too simple due to the six-star/two-star upgrade. This observation touches on the problem of "dynamic numerical balance" in long-term games. In the early stages of the game, the boss difficulty is usually designed based on the strength of the mainstream characters at the time (such as five stars); but as the version is updated, the character strength will be improved through upgrades, six stars and other mechanisms. If the boss values are not adjusted synchronously, There will be "strength overflow" leading to an imbalance in difficulty. To be precise, as the version progresses, you should design it based on the general strength of the players in the third season; the enemy's value lags behind the players;
Conclusions about being too simple;
Different, my suggestion is to keep this easy difficulty (but at least let the enemy break the basic defense),
Players in pvp basically have a Galaxy Blossom, or a Knight upgrade;
Let's not discuss the subsequent enhancement of the original Knight Blossom; the damage caused by the boss to the Galaxy Blossom is basically a few thousand, the blood recovery of the Galaxy Blossom is 14,000, and the damage caused to the five-star upgraded Knight is a few hundred (the shield can't even be broken);
It's just too simple()
However, since this is Director Luo's first design, I can understand it, but I still hope it can be optimized.
thank you
첫댓글 저도 몇 달 전 똑같은 내용으로 편지를 썼는데 역시 공통적인 감상인 것 같네요. (특히 형편없는 보스전)
편의를 위해 본문 요약해 보았습니다.
World 21의 3가지 주요 문제점:
1️⃣ 아레나 진입 전: 카지노 테마와 맞지 않는 형식적인 전투. 도박 풍자 요소 부족으로 몰입감 저하.
2️⃣ Carly 유적 진입 전: 재미없고 긴장감 없는 과도기적 전투. 캐릭터 레벨답지 않은 단순한 수치 싸움.
3️⃣ 밸런스 붕괴: 5성 기준 보스가 6성/각성 업그레이드로 인해 너무 쉬워짐. 갤럭시 블룸 회복량(14,000) vs 보스 데미지(수천) = 게임이 아님.
결론: 스토리 진행 리듬과 게임플레이 경험의 연결고리가 끊어져 있음. 3시즌치고는 전반적으로 급조된 느낌.
💯 Couldn't agree more!