lol设计团队基本理念我们尽量避免的若干机制(转)(The basic concept of the lol design team several mechanisms that we try to avoid).docVIP
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lol设计团队基本理念我们尽量避免的若干机制(转)(The basic concept of the lol design team several mechanisms that we try to avoid)
lol设计团队基本理念我们尽量避免的若干机制(转)(The basic concept of the lol design team several mechanisms that we try to avoid)
As a diehard DOTA game player, now playing LOL, remember last year and Tom about LOL and WOW design occupation balance chat, not only lamented their persistence, whether it is easy to develop, they appreciate this idea, simple and pure Naiwan, design ideas.
Abstract: in the League there are some do not meet our design philosophy of the skill set. Sometimes they outweigh the costs, sometimes they are our mistakes. On the whole, we try to avoid introducing these settings in the game, or the less the better use.
I have often been asked, why dont you introduce DotA Bloodseeker Rupture that is a skill?
I always say, Rupture contains some we do not advocate the design concept. Here I would like to share with you, which is our design team trying to avoid LOL.
Of course, you can find my examples from our game. Sometimes you find our design flaw, sometimes, because we are for specific reasons to choose this mode.
The design includes an optimization process, sometimes these bad can show the shining point, sometimes these highlights more than they may bring harm.
That is to say, in the League there are some do not meet our design philosophy of the skill set. Sometimes they outweigh the costs, sometimes they are our mistakes.
On the whole, we try to avoid introducing these settings in the game, or the less the better use.
Dont need operation advantage
This is a lot of game player is not aware of the set. The most classic example is: halo.
In general they are rarely aware of the halo game player brings gain effect -- even if the aura is one of the decisive factors.
For example, game player often think of a +50 armor aura, but than the +10 armor aura 1 times stronger. In fact, +50 AR than +10 AR with a 5 fold increase of survival.
Another example, if a +10 attack halo and one every 10 seconds for all teammates +30 hurt next attack skills are compared, many people will feel
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