Traditional Culture Encyclopedia - Traditional culture - My understanding of storm hero and traditional MOBA game
My understanding of storm hero and traditional MOBA game
1. Traditional MOBA games actually have a certain soul component of RTS (coincidentally, MOBA games were born in RTS). It is not only a fighting game, but also a process of growth and development. Players who can't correctly understand the traditional MOBA games often lead to poor equipment level in the later period, complaining, "Why is its equipment level so high, such a battle can't reflect technology, and it's unfair!" , unfair? What makes you feel unfair? Growth is also part of the battle. Since you have been defeated by your opponent in this part, why are you qualified to take responsibility for the unfair equipment level of your opponent?
The battle started from the first minute, and you didn't know what you were fighting. This is the state in which such people misunderstand in the game.
2. Hero of the Storm is essentially different from the traditional MOBA game, which is obvious to those who have played it. What's the difference? I often tell others that they are different in nature. Today, I did see many new bar friends express their opinions. They think that the hero mode (three skills and one skill) has the same operating perspective, so it should all be MOBA games (self-respect of DOTA). What I want to say is not the difference between trivial details. For example, there are two so-called big moves with priority in Storm Hero, most of which are unlocked skills, and the operation is very difficult.
The traditional MOBA is a team game, but it should be noted that players are independent individuals and a group based on five independent individuals. Grade experience economic equipment is still built on the basis of individual independent development and growth, and there is a problem of resource allocation. The system itself can't guarantee players to compete for resources regardless of the overall situation, but it's actually not a defect, which represents a big point and difficulty of this game. How to communicate and cooperate with teammates and how to manage the team also determines the requirements of traditional MOBA games for team cooperation and cooperation. As mentioned above, the process of traditional game development is one of the core contents of the game, and how to better allocate resources and how to interfere with anti-interference is the core content of traditional games.
Storm hero is a game that extremely weakens individualism and emphasizes teamwork. This interpretation does not even need to emphasize the content of the battle. What is the intention of deleting the equipment system economic system? Talent is obviously not another equipment system, otherwise it will end up like the previous artifact system. An important feature of the talent system is that it provides players with more ability choices, rather than the accumulation of hardware attributes. The systematic disappearance of economy and equipment, coupled with the disappearance of the concept of money cultivation, means that the popular MOBA game idea of "saving the world by developing itself with money and equipment" is no longer feasible, and the content of cultivating confrontation has been transformed into fighting and fighting on the battlefield.
Completely abolish the traditional development confrontation line. The storm has its own unique route. Compared with the team confrontation of traditional MOBA games, Storm is more like a "legion confrontation". Forgive my lame description. What I want to express is that the traditional MOBA game is a team composed of five independent individuals, while Storm is an army composed of five people. The existence of Abbasier is a product that can only be born in such a highly team-oriented environment (without a team, his own existence is incomplete). Enjoying the same level of experience for the whole team is not a simple game difficulty reduction. With the addition of new elements such as battlefield elements and unique mercenary system, the battle has become a confrontation between two legions. Victory belongs to everyone, and experience belongs to everyone. Completely weaken the requirement of experience acquisition, and make the patching tool lose its original position. All the talents and skills that need to kill a unit to be effective have become "the target will be considered effective only if it dies within a short time after its designated attack", so that the actual mending knife will completely disappear from the storm, and there is no need to worry about the competition of the head soldiers. Everything belongs to everyone!
It is not easy to complete the team-building process of all interests. Not only does a team need the same level of experience, but also the economic system and equipment system need to be removed, and even the resource acquisition in the game belongs to the team name. When the game is no longer tied to developmental confrontation and resource allocation, the game will have more space. If you liberate your heroic skills, you can have a fierce confrontation in the first level, which is refreshing and unpredictable. The existence of anti-snowballing mechanism at checkpoints, coupled with the abolition of equipment (equipment is the chief culprit of snowballing effect), makes it impossible for any party to have absolute advantage. Your only irreversible advantage is your excellent battlefield control and fighting style. If the traditional MOBA game is an operation confrontation game similar to RTS, then the storm has brought us another way to play MOBA games, fighting! Fight on the battlefield!
Different maps mean different fighting elements and the evolution rhythm of the situation. In different battlefields, different choices mean different possibilities. This is not a game with developmental confrontation as its core content. The confrontation of the legion did not make the game easy. The mastery of the situation, the application of map elements, the tacit understanding of combat cooperation, the application of advantages and the response to disadvantages have all been detoxified here in the storm. No one can turn the tide on his own, and there is no advantage once and for all: your victory can only be your victory. The initiative in the battlefield may change hands at any time. You must
Are you interested in trying a brand-new game? Use your familiar but different operation methods to change your thinking and carry out a completely different battle, the battle on the battlefield.
I don't think the storm will replace who is better than who. It creates a new possibility, not replaces whose existence.
Therefore, for DOTA 1 2 players and LOL players who try new games, as long as they are not malicious and can't let go of their sense of superiority, there is no hatred and hostility here, and there is no need for life and death. Storm should coexist with other MOBA games.
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