Rebirth of the Evil Life

Chapter 1437: Unique Vision

Is the "Future Warrior" really strong? ——Of course, but it is definitely not indestructible. (Read the novel)

As a "Future Warrior", a robot, the most important thing is energy. Energy consumption is everywhere. Walking, running, jumping, etc. all require energy. Without energy, the "Future Warrior" controlled by the player is just a pile of scrap metal. According to the charging method of "Contra ne", players can receive a piece of energy from the system for free every day, and a piece of energy can guarantee the player to play the game at full power (referring to the full firepower attack of the up-and-down jump) for one hour. After one hour, the player must pay to buy energy from the system. You can choose to use game coins or cash. The cash payment method is 0.5 yuan per energy stone, which is almost the same as the current mainstream point card charging standard. The reason why it is said to be almost is because this charge is not standard. It is not a fixed charge of 0.5 yuan per hour, but a charge based on the energy consumption of the player in the game.

For example, players can create gods to reduce some unnecessary actions as much as possible, do not run when you should walk, and do not jump when you should run, so as to maintain a minimum energy consumption, so that an energy stone can last longer. Therefore, choosing "Future Warrior" is undoubtedly a small constraint on the player's actions. It is not like choosing "Rambo" where you can create gods as you please, jump when you want, and rest on the spot to restore your physical strength when you are out of energy.

"Damn, it hurts to see people walking." Players who choose "Future Warrior" feel that walking is so painful for the first time. Looking at the energy slot that is constantly consumed on the screen, most players are entangled in their hearts. Although the system automatically sends an energy stone every day, it only lasts for one hour of game time. If it exceeds one hour, you have to spend money to buy it. Although you can also create gods and buy them directly with game coins, these game coins are not so easy to get.

In "Contra ne", the mainstream way to make money is to earn money by accepting tasks. However, since this is a shooting game, bullets are limited. Basically, if it is just a normal task, the money earned by the player will be very little except for the war expenses. In addition to the mission, players can also earn money by seizing the enemy's equipment during the mission.

"Contra ne" is a gun-fighting shooting game, so whether the player or the enemy has weapons, the weapons they carry can be seized by killing the enemy, and all these things can be traded. You can choose to sell it to the system store, or you can choose to sell it directly to the player. However, the system limits that all characters have a weight. Every increase in weight will restrict the character's actions and increase physical strength. Once the weight is exceeded, even "Rambo" cannot carry it. Of course, "Future Warrior" has no weight, but every increase in weight will increase its energy consumption.

"Hehe, although your "Future Warrior" is very powerful, everything needs energy consumption, and my "Rambo" has limited physical strength, but it can be restored as long as it rests, which is much better than your "Future Warrior". "The player who was depressed and chose "Rambo" just now, feeling that he was not as powerful as "Future Warrior", was very happy at the speed of the energy tank of "Future Warrior".

What makes the players who choose "Rambo" feel more comfortable is that after all this exploration, "Future Warrior" has a fatal weakness, that is, the place where the energy stone is stored in the body is its weak point. Once hit, it will affect the life of the energy stone at the least, and explode directly and die on the spot.

Once the "Future Warrior" is blown away by the enemy, the cost is several times more expensive than an energy stone.

For this weakness design, "Future Warrior" players naturally complain. But think about it, the most important thing for a mature online game is balance. If the game is not balanced, no one will spend money to play. Of course, perhaps a few props-charging online games will still have many people playing, and the feeling of fighting one against a thousand is indeed very cool, but will this kind of game last long?

"Cut, your 'Rambo' is so good, although as long as you don't die, you can create a god and keep playing, but can your human body withstand bullets?" The player who chose "Future Warrior" was indignant, and the player who chose "Rambo" gloated and said unhappily.

According to the system settings, as long as "Rambo" does not die, he can always survive in the game (of course, if he does not eat every day, he will die in the game), but once he is shot, he will have various sequelae depending on where he was shot. For example, if your arm is broken, if you don't want to repair your body (you need to spend money, you can create gods with game coins or RMB), then prepare to fight on the battlefield with one arm. If you are shot in the thigh and amputate, if you don't want to spend money, it will be more interesting. A soldier will appear on the battlefield, jumping and attacking with a gun.

In short, compared with the nearly indestructible "Future Warrior", "Rambo" is much more vulnerable in defense. However, after "Rambo" dies, players only need to pay 0.3 yuan to revive "Rambo" again.

Two character choices, different game experience.

The two characters have completely different attributes. The two extreme settings are evolved from Lin Feng's understanding of the completely different settings of the three races (Zerg, Terran, and Protoss) in "StarCraft". In "StarCraft", the fighting and production methods of each race are completely different. It can be said that there is basically no similarity, but there is a clever balance. And it is this completely different way of playing and clever balance that makes players all over the world flock to "StarCraft".

The "Contra ne" conceived by Lin Feng adopts the same setting, making the game character attributes completely different, so that players can have a completely different game experience when choosing two characters to play. And then through various logical restrictions, the two can reach a balance. In this way, Lin Feng believes that even if players are tired of playing a game character, they will choose to play another game character. Because different characters will have completely different fighting methods and fighting skills, this will make the life of "Contra ne" a little longer and make players more interested in the game.

Lin Feng is definitely not the kind of person who hopes to rely on unlimited upgrades to attract players to continue playing the game. That method is too clumsy and incompetent. What Lin Feng wants to do is to develop a classic game that allows players to experience the fun of the game at all times, rather than relying on simple upgrades to make players unable to stop.

Of course, in Lin Feng's settings, "Contra ne" has an absolutely unique new setting, that is - game vision.

In all current online games, whether it is a first-person shooter game or a role-playing game, players can see the entire map through the computer screen. But in "Contra ne", it is not. Lin Feng adopted a new "see what you get" vision, that is, the direction seen by the game character can be seen on the screen, otherwise the rest of the place will be dark. Whether it is day or night in the game. This is a new perspective of "first-person + overlooking", which is also to enhance the sense of presence and authenticity of the game.

Moreover, all game characters have a field of view. Places beyond the field of view will not be seen, and the farther away, the blurrier. Of course, in this regard, "Future Warrior" naturally has an absolute advantage, especially in the dark, it is even more clear. However, this also has a disadvantage, that is, when its "electronic infrared eye" is activated, it is like a beacon in the dark.

"Hey, where are you? Why can't I see you?" A player shouted to his friend. The two of them entered the same map together, but they disappeared in the blink of an eye.

"Damn, I'm right behind you, you can see me if you turn around." His friend roared. This has happened several times.

"Oh, I see it, I see it. Damn, this perspective mode is so fucking weird, I'm not used to it." Many players complained.

After playing games for so many years, this is the first time I have encountered this vision mode. You know, although other games also have a distinction between day and night, you can still see at night as long as you light candles or something like that. In this "Contra ne", that's good, you can only see a small area during the day. The maximum field of view angle does not exceed 120 degrees. Beyond this limit, it is all dark when you look down from the computer screen. This makes players who are used to seeing teammates attacking together on the map really a little uncomfortable. After all, this is not a first-person shooter game, this is a game with a top-down angle, isn't this setting very weird!

"Boss, many players on our official forum are complaining about this field of view mode, saying that this mode is too weird and they are really not used to it, and they asked us to change it to the same perspective (top-down) mode as "The Strongest on Earth"!" Wu Zhaopu said worriedly.

Originally, Wu Zhaopu had been hesitating about this unique perspective mode. He didn't know whether to support Lin Feng's decision. But in the end, Lin Feng still convinced Wu Zhaopu. But now it seems that the players don't accept it.

"Don't worry, Mr. Wu, everyone has just started the game, and they are still a little excited. They don't understand the game deeply enough. After they play for a while, they will know the fun of this field of view." Lin Feng smiled.

Wu Zhaopu pursed his lips. Lin Feng was so confident, he could only wait and see.

"Damn, how can we attack if we can't see this field of view. I say, everyone open the group chat and report the number at any time!" A player said helplessly after being repelled after repeated attacks.

Each map of Contra NE is very large. Although it is 2D, players can attack from the sea, land and air according to the terrain, so the single perspective is very limited. Often hit by stray bullets. Therefore, some players suggested that everyone look in one direction and then report directly through the voice group chat software.

"There are enemies here!"

"There are enemies here too. Oops, bullets are coming, lie down quickly!"

"Huh! Thanks to your reminder, otherwise I would have been crippled." The player who luckily avoided the bullet wiped the sweat from his forehead.

Lin Feng smiled slightly.

"Mr. Wu, this is one of the reasons why I don't use the first-person perspective, to dodge bullets. In addition to the high requirements of computer performance for the first-person perspective, more importantly, I hope that "Contra ne" can retain the essence of the stand-alone version of "Contra" - dodging bullets. I hope that in "Contra ne", players can see the bullets and dodge them." Lin Feng just explained why he insisted on using this unique "first-person plus top-down" perspective.

Wu Zhaopu nodded. You know, if you simply use the "first-person perspective", it is usually impossible to dodge bullets, and even if you set it to dodge bullets, it may not be easy to dodge. After all, the first-person perspective game, although it looks very free, is also very easy to make people dizzy. It is impossible to see the bullets coming, like in the stand-alone version of "Contra", and you can choose to dodge the bullets by grabbing, jumping, and other methods. And this setting of dodging bullets is also a major feature of "Contra", and "Contra ne" will naturally retain it.

"Mr. Wu, have you seen that now players have begun to cooperate spontaneously, and they are all using the voice group chat software jointly launched by our company and Tencent." Lin Feng said with a smile.

In "Contra NE", the death of the game character means that money has to be spent. In order to spend less money, players must cooperate, so as to minimize the damage. "Contra NE" is aimed at global players, and it is launched in Europe, America, Asia, and Oceania at the same time. The voice group chat tool developed by Tencent is the default chat tool of the game. After installing the game, you can create gods and use it in the game.

And Lin Feng wants to use the "Second World" game to gradually promote "Tencent" to the world. You know, his current share in "Tencent" is more than half, "Tencent" makes money, and he makes the most money. Moreover, Lin Feng also hopes to use "Tencent"'s dominance on the desktop to improve his game empire.

Of course, for now, although Lin Feng has spent a lot of effort, "Tencent"'s influence is mainly in mainland China. For other parts of the world, "q" and "msn" are still the main ones for the time being.

In addition to the above two factors, there is another reason why Lin Feng chose this unique perspective of "first person + top view", that is - strategy.

Although "Contra NE" is a 2D horizontal scroll shooting game, Lin Feng does not want it to become a pure shooting game. Players hold weapons and shoot from beginning to end. This is not what Lin Feng wants. Therefore, Lin Feng added strategy to it and combined "Commandos" and "Contra" into one.

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