搜不到、打不過、撤不了?這款擁有1.8億玩家基礎的遊戲,將直面所有品類痛點
Updated on: 38-0-0 0:0:0
4月1日,我參與了魔方工作室的首款端游——《暗區突圍:無限》的定檔發佈會。
At the beginning of the press conference,魔方工作室總裁 Enzo宣布:《暗區突圍:無限》將正式定檔4月29日全平台上線。
Yu Shuang, Guan Zeyuan, Danking, Olympic champion Deng Linlin, and a group of anchors and players in the dark zone ignited the atmosphere of the scene, and the cheers and regrets of "withdrawal", "pity" and "almost" filled every corner of the scene.
And the content of the revelations at this press conference obviously lived up to the enthusiasm of the players.

01

Where is the pain point?

Before the launch event, I interviewed two enthusiasts of the "Search and Cancel" category, asking them to share their thoughts on "Search and Withdrawal" and share what they encountered during the game that affected their gaming experience.
For ease of reading, I've organized the conversation into a first-person format.
Player 1:
"I thinkIt can't be beaten, it can't be found, and it can't be withdrawnIt is still the biggest problem facing this category.
First of all, if you can't beat it, it is divided into multiple dimensions, namely the asymmetry of resources outside the game, the asymmetry of resources at the spawn point in the game, and the asymmetry of player skills - which also leads to the situation that if the matchmaking mechanism is not smart enough, there will be a huge disparity in player strength and a very poor game experience.
For example, I spent a full ten minutes on "pre-battle preparations" such as resource allocation, equipment adjustment, and tactical arrangement.As a result, as soon as I entered the game, I was taken away by the opponent's sniper rifle and landed into a box, which is really depressing.
Secondly, the main reason for not being able to find it is the imbalance in the generation of map resources and the explosion rate, which is actually a headache for many players, that is, "European Emperor Physique" and "Non-Chief Physique".
In the end, I think it is the most complex and difficult problem to solve. Because this is not only a problem of the game itself, but also an inevitable choice for some players to "win by surprise".
For example: "small and large", the equipment brought into the game by such players is usually "shabby", adhering to the principle of "winning and earning blood, and losing without losing" to ambush in the game.

"Crouching type", this type of player implements the "retreat" of "search and retreat" to the extreme, starts straight to the retreat point, and finds a reasonable crouching position in the retreat point range, waiting for other players to sit back and enjoy the success when they are careless.

Player 2:
To sum up the pain points, I also think that it is the nine words "can't be beaten, can't be searched, and can't be withdrawn", because players have to consider not only "how to find it", but "how to bring it out after searching".
It's really easy to "red warm" when you encounter "crouching", or you can casually put a set of equipment into the game.As a result, the things found in the first round were similar to those I brought in, which led to relatively little positive feedback.
However, the most interesting thing about this kind of game is that when I team up with everyone, I can get a good sense of experience and immersion by opening the mic command or tactical coordination, and then have the idea of "opening again".
Can't fight, can't search, can't withdraw, I believe it is not only the feelings of the two interviewed players, but also the voices of many "search and withdraw" players. ”
After watching this press conference, I saw the sincerity and determination of the Rubik's Cube to "prescribe the right medicine".

02

"High explosive rate, no forced attack, easy evacuation"

High explosive rate, no forced hit, and easy evacuation are Dave's responses to the nine-character motto "can't be found, can't be beaten, and can't be withdrawn" by Dave, executive producer of "Dark Zone Breakout: Infinite".

Specifically, the national server version of "Dark Zone Breakout: Infinite" will be launched on 29/0,The explosion rate will be higher than any previous beta version, and increased the number of safes and the number of high-value containers of various types.

"We've added a total of 28 containers, and most of them are on the periphery. We don't want players to get high-value loot only by rushing into the core area, but we want players to have more goals and route choices during the game, and more deeply experience the fun of 'searching'. Dave introduced.

Not only that, "Dark Zone Breakout: Infinite"It has also greatly increased the number of scattered items, players can find high-value loot similar to "easter eggs" in the process of running the map.

At the level of "fighting", the Rubik's Cube has also put a lot of effort.

Dark Zone Breakout: Infinite adjusts the player's spawn point to avoid the "landing and engagement" situation, giving players more time and space to choose and plan their own course of action.

simultaneousThe number of players per round has also been adjusted, and a new carry-in cap has been addedto achieve the purpose of rationally adjusting the combat intensity and controlling the pressure of the game at a macro level.

As for the "crouching" "trick to win" gameplay, Dave said that we have reduced the hidden vegetation and imperceptible windows on a large scale, and created more safe routes and living space, and we don't want 'continuous movement' to become a high-cost thing, which is contrary to the original intention of the "search and remove" game.

"If a player has a certain action in mind and is willing to take a risk for that action, then the path should be safer and freer. The experience of sandbox freedom of 'search and withdrawal',It's not about winner-takes-all, but rather you can freely choose the area to explore, loot or storm according to your preferences and style, and we want every player to have a different game experience in every game.Dave said.

As for the last keyword - "withdrawal", "Dark Zone Breakout: Infinite" also handed over a detailed solution idea.

According to reports, "Dark Zone Breakout: Infinite" has added evacuation points to the entire map, including the fortified blockade area where it is relatively easy to evacuate.

"We want players to walk to the extraction point in a state of preparing to exit, rather than fighting other players inside the extraction point. Battles should take place in a more anticipated and forward-loaded state. ”

In addition to the addition of many new extraction points, DarkZone Breakout: Infinite has also changed the probable opening of the evacuation point to a permanent mandatory opening, and added more cover near the evacuation point to ensure that players can evacuate safely.

We believe that the best games are always born between developers and players."At the end of the conference, Dave said something I thought was true.

In addition to the point-to-point solution to the "track dilemma", I dare not say whether "Dark Zone Breakout: Infinite" can break through successfully; But if "Dark Zone Breakout: Infinite" finally succeeds in breaking through, I think this determination and sincerity will definitely be indispensable.

Let's meet at Carmona on 29/0.

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