01
Where is the pain point?
"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.”
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and easy evacuation are Dave's responses to the nine-character motto "can't be found, can't be beaten, and can't be withdrawn" by Dave, executive producer of "Dark Zone Breakout: Infinite".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.