“War Double Pamish” development system disassembly: obvious phases, random and directional coexist


This article is first published, and GameRes is authorized to release
https://zhuanlan.zhihu.com/p/342243880

The development part of Zhan Shuang is relatively simple in general, divided into three sections: structure, equipment and consciousness, and the development experience of each section is similar and different. On the whole, it has the following characteristics: Obviously, big goals are divided into small goals, feedback is good, random and orientation coexist.

1. Get

There are two forms of structure acquisition in the game, one is the whole card type, the other is the fragment type, corresponding to rapid growth and timeline growth respectively, so that both krypton players and free players can have a suitable growth method.

Let’s talk about the whole card first, there is only one way to obtain it, and that is card drawing.



Card drawing interface

The card draw methods are single draw and ten consecutive draws, and the price is the same. There are only three types of cards that can be drawn in the card pool, B-level, A-level and S-level, and there must be an A card every 10 times in the pool. This brings a good sense of acquisition, especially in the early stage, the increase in the number of characters will be obvious.

Sniper: Increase the probability of the target card, positioning is to increase the player’s sense of control. The probability of sniping in general activities is 80%. In some large-scale activities, players can sniper a character. The probability of this character is 100% of the S-level, which is the so-called must.



Sniper interface

Guaranteed minimum: A-level or S-level roles must be played after a fixed number of card draws. The positioning is to increase the card drawing experience, provide a sense of purpose and provide a stable output. Zhan Shuang’s guarantee is divided into two types, one is a fixed 60-draw guarantee and the other is a 80-100 floating guarantee.

After a period of experience, the three designs acquired by the structure feel very characteristic:

  • Sniper probability in the activity pool

In the battle double, the activity pool is divided into two types: theme limitation and advent limitation. The former is accompanied by new characters when they first appear. In this card pool, a new character must be guaranteed; while the latter is when the character returns. Pool, in this card pool, the probability of a character appearing at the bottom is 70%.

This design increases the stability expectations of card drawing. For small and medium krypton players, when the payment can be estimated, it will increase the desire to pay to obtain new roles.

For heavy krypton players, this design allows them to increase the certainty of the process of acquiring roles and reduce the negative feelings caused by the uncertainty of drawing cards.

  • Card rotation and inheritance guarantee

Zhan Shuang will change the up role card pool every time. On the one hand, it can control the output of the role according to the version and master the rhythm of the player’s cultivation of the role. On the other hand, it can give the player enough time to save resources.

When the player perceives that the accumulated resources can be changed to a strong character in the next event, there will be enough motivation to stay active to accumulate black cards.

Inheriting the guarantee reduces the payment worries of small and medium krypton players, and at the same time increases the player’s sunk costs. Even if the player is not drawn this time, the next time the card pool is opened, they will continue to pay because of the inherited guarantee.

  • Unique bottom protection design

The bottom guarantee of the activity pool is divided into two forms: fixed and floating. It is fixed at 60 times to guarantee the target card, and the probability of single draw is low; while floating is 80-100 times to guarantee the target card, the probability of single draw is higher.

The two forms are aimed at players with different payment abilities. For medium-heavy krypton players, the expectation of payment should be stable, so a fixed guarantee is more suitable.

For zero-krypton and micro-krypton players, what they seek is the minimum payment to get the maximum benefit, so the floating guarantee with higher single draw probability is more suitable, and because there is no expected payment, their actual payment will be relatively high.



Fixed probability



Floating guarantee probability

Then there are fragments. There are 4 sources of character fragments in the Zhan Doubles, namely, card drawing, inter-chapter, shop and phantom pain cage.

Random fragments can be obtained by drawing cards, fragments of specific characters can be obtained repeatedly in inter-chapters, character fragments can be spawned in the shop, and the Phantom Pain Cage is exchanged for character fragments through materials.

Let me briefly talk about it here. The output design of the fragments feels very good in my opinion and in the actual experience.

The shard output of the card draw allows the player to quickly grow the structure through krypton gold, and the cage and the interstitial allow the liver king player to consume time to obtain the desired character fragments.At the same time, this is also a price for krypton gold players, allowing them to estimate the value of their money.

If combined with the skills of the structure, this design is even more wonderful.

Take Rosetta as an example. One of her passive skills is that QTE can trigger the armor-breaking effect, which is to reduce the enemy’s defense. This can be said to be her key skill. According to the battle rules of the double, the character on the field can activate the QTE skill of the corresponding color structure in the team during the three match. If Rosetta has the passiveness of sundering armor, her role in actual combat will be very different compared to without this skill.



Rosetta core passive skills

As shown in the picture above, the spear of insight effect triggered by QTE is armor sunder.

The problem is that such a powerful skill is not available when the structure is obtained. It needs to evolve the structure to SS level, which requires an additional 30 fragments.

At the same time, looking back at the Phantom Pain Cage, among the exchangeable materials provided in the store, there happens to be Rosetta Fragments, and there is still a limit of 30, which just meets the evolutionary needs. If you are a player, since you are all With the powerful structure of the S grade, wouldn’t he be fragrant after spending a little time to get 30 fragments?

This series of settings can be described as the player’s mentality. Obtaining the structure-generating evolutionary needs-brushing the cage-obtaining resources-cultivating the structure, this cycle combines the development and the gameplay very well. Together, after obtaining the structure, the player will burst out more powerful motivation to play the game.

2. Upgrade/Promotion/Liberation

Looking at the three development modes of the structure together, you can better appreciate the game’s ability to divide the goals in detail.

The structure in Zhan Shuang can be upgraded to level 80. The game divides this process into 3 levels.

The first level is the growth of each level, which serves as a numerical feedback for attribute improvement.



Construct upgrade interface

The second level is promotion. Every 5th level structure can be promoted. After the promotion, the basic attributes and military rank of the structure will change. At the same time, the promotion also requires the progress of the level. This constitutes a virtuous circle: upgrade and push levels-improve military rank-get a sense of accomplishment-maintain a sense of accomplishment-upgrade and push levels.



Structure promotion interface

The third layer is liberation. The structure can be liberated once at level 50, 65, and 80. The first two liberations will get two different sets of paintings, and the last liberation (usually called the final solution) can get the corresponding structure. Avatar and ultimate passive skills.

As the game progresses, the sense of accomplishment brought by upgrades and promotions will slowly weaken. At this time, the emergence of liberation once again brings players the motivation to upgrade and the goal of the game.

The 15-level leap and combat power requirements require players to invest more energy and money in the game, and better rewards after completion can also meet the players’ higher expectations.The most important thing is that the final solution needs to wear a full position full resonance 6-star consciousness, which is well integrated with the consciousness system.



Structure liberation interface

3. Evolution

This is one of the most important gold points in the game.

If the previous upgrade is time-consuming, then evolution is a naked krypton gold option. In the game, the structure can evolve from the current quality to the highest SSS+ quality by consuming fragments. The total number of fragments consumed for each initial quality is as follows:

330 fragments are required for B-level constructs to evolve to SSS+ level

320 fragments are needed for A-level constructs to evolve to SSS+ level

300 fragments are needed for S-level constructs to evolve to SSS+ level

And the main source of debris is card drawing. When the structure you already have is drawn, the B level will be broken down into 10 fragments, the A level will be broken down into 18 fragments, and the S level will be broken down into 30 fragments.

It can be seen that if you want to evolve the S-level structure into SSS+, you need to draw the card with the same name 10 times, combined with the double draw mechanism, if you want a quick and cost-effective draw, the best solution is to wait for the target character In the up pool, the training rhythm of the role is completely handed over to the planning.

In order to reduce the negative experience brought about by this long and unanticipated card drawing process, Zhan Shuang used a variety of strategies here.

First is fragmentation, Which is to convert big goals into small goals. The form of evolution in the game is to use the form of activating nodes. Each level of evolution requires 10 nodes to be activated, which also turns the long evolutionary process into an easier process of node activation, which greatly reduces the negative Feeling is equivalent to the enhancement that is visible to the naked eye every shipment.

Moreover, activating the node can also increase the attributes of the structure, which also makes the excitement at the time of shipment turn into multiple satisfaction when activating the node.



Structure evolution interface

Then there is the staged experience, The number of fragments required for each stage of S-SSS+ is different, and it is gradually increased, which will also reduce the pressure caused by the need for 300 fragments at the beginning. The fragments required for each level of evolution are as follows:

It takes 10 fragments to upgrade from level B to level A

It takes 20 fragments to upgrade from A to S

30 shards are required to upgrade from S level to SS level

SS level upgrade to SSS level requires 90 fragments

SSS level upgrade to SSS+ level requires 180 fragments

And there are a few interesting points here. It takes 20 fragments to rise from A to S, and only 18 fragments will be decomposed if the A-level structure with the same name is drawn out. The remaining two fragments are easy for people to have krypton gold. One impulse.

Another is that it takes 180 fragments to upgrade from SSS to SSS+, which is more than the sum of S-SS, which is equivalent to distinguishing a high-end payment pit.

Finally, continuous feedback, The card draw in the game will guarantee an A-level card every ten times, and there is a probability of drawing random fragments. This makes the whole process no longer a monotonous mechanical waiting, but always stimulates the player.

This can be regarded as a way of expression of the Skinner box. The excitement that appears from time to time will make you experience the fun of drawing cards in the process of drawing materials (doge

4. Skills

Each character in the game has three ball elimination skills, and there are active skill bonuses and passive skill bonuses.



Construct skill interface

Skill upgrade is very rhythmic, Every time a character is upgraded, not all skills can be upgraded, but the red, blue and yellow ball skills are alternately upgraded, and the active and passive skills also have a level span.

This alternate upgrade allows players to have more diversified feedback during the upgrade and form different stimuli.

Strongly related to liberation and evolutionary systems, First of all, the last skill of the character’s active skill needs to be finally solved before it can be unlocked. This aspect sets a goal for the player. Secondly, among the passive skills of the character, the 3 that increase the character’s attributes the most are based on the character’s evolution level.



Construct passive skill interface

It is a strong goal mentioned in the fragmentation system, and here the designer has also made a layering. Ordinary players will choose to upgrade the S-level structure to SS. This can be achieved by consuming time, and krypton gold Players will choose to upgrade the S-level structure to SSS+ to ensure that the structure reaches the highest combat power.

And on the other hand, it is ensured that when players spend a lot of time and money to improve their liberation and quality levels, they can get an accurate and effective ability improvement, which enhances the player’s sense of control and sense of purpose.

This strong correlation also helps game systems to integrate with each other and become an organic whole. When one system changes, the rest of the systems will respond accordingly.

The nutrients of equipment are acquisition, reinforcement/breakthrough and resonance. Although the equipment in the game is divided into 3-6 stars, in fact, only 5 stars and 6 stars need to be paid attention to. The role of 3 and 4 stars is to play a preliminary transition to ensure that weapons are available before obtaining the first five-star weapon .

Speaking of this, I should mention the difference between 5-star and 6-star weapons. 6-star weapons are not only better than 5-star panels, but also weapon skill mechanisms are designed for specific roles, which is often referred to as “specialized weapons.”

On this basis, 6-star weapons have become an indispensable configuration for the main output role of the team, which is the so-called strong demand.

1. Get

The way to obtain equipment in the double battle is very clear, draw cards, copy and store exchange.

Drawing cards is the most important way to obtain weapons. The number of guarantees has been changed to 30, and a 5-star weapon will be issued every ten times. The reduction in the number of guarantees is also related to the training rhythm. The weapon system is obviously not the most core training line, so Zhan Shuang simply reduces the difficulty of obtaining it, so that the player does not distract too much.



Weapon extraction interface

Copy acquisition is purely a design to increase randomness and activity. Online dungeons have a chance to drop 5-star weapons. This is the only way to get 5-star weapons other than drawing cards. This reward is more like a reward set to increase the activity of the game, and the probability of obtaining it is very low.

The store exchange is actually a resource recovery system, the purpose is to enhance the player’s expectation and experience of the stability of the target weapon. The ratio is 3 to 1, which means that 3 weapons of the same star can be exchanged for a weapon of the same star.

2. Strengthening/breakthrough

This system is basically the same as the structure upgrade system, including the division of objectives and staged experience. The total level of the weapon is calculated at level 175. The game is divided into 6 stages, and there must be breakthroughs between stages. .

The purpose of this design is to prevent players from facing a huge level increase at the beginning, but to face a small level span between 25-45 each time. Relatively speaking, it is not easy to make the player feel tired, which can reduce the psychological burden. At the same time, the setting of multiple breakthroughs also makes players have to spend physical energy on breakthrough materials, which is also a way to control the rhythm of the game.



Weapon interface (full breakthrough state)

3. Resonance

This is where the depth of payment is in the equipment system. Each equipment with 5-6 stars can resonate by consuming weapons of the same level, and resonance can add a fixed skill. In the later stage, it basically resonates with 6-star weapons, after all, 5-star weapons are just a transition.



Weapon resonance interface

From the perspective of weapon acquisition, this can be regarded as a hierarchical design. For Xiaofei R, the resonance of the weapon should be placed on a relatively later timeline. It may wait until multiple teams are established and formed before pursuing more extreme Output. For Zhongda R, the weapon can be upgraded to the highest level through the currency ability at the beginning.

In terms of effects and consumption, this is a setting for mid-to-high abilities paying players. Players with different paying abilities set different pursuit goals. Small non-R pursues gain, while Zhongda R pursues full resonance.

Generally speaking, the growth of equipment is relatively simple and clear, and does not require players to spend too much time in it.

The consciousness system can be said to be a deep pit in the development of Zhan Shuang. Compared with the development of a single body with simple structures and equipment, the development of consciousness is complex and highly random.

First of all, a structure can wear 6 consciousness slots, which determines the total number it needs.

Secondly, consciousness has a combined effect. Players not only need to acquire consciousness, but also need to acquire different consciousness depending on the structure. These two points illustrate its directional design.

Then consciousness can also be cultivated, which also means that your resource investment must be considered. After all, the consumption of each consciousness is about the same as a piece of equipment.

The last is resonance, which adds randomness to the weapon.

1. Get

The main way to obtain consciousness is through activity dungeons and war zones. Activity dungeons use physical energy to obtain materials in exchange for consciousness, while conflict war zones are obtained by raising rankings to obtain materials in exchange for consciousness.

This is also divided into two ways. The activity copy is physical energy consumption, to ensure that the player’s physical energy is consumed every day and can bring good returns.

The battle zone is driven by goals, creating a need for awareness-enhancing combat power-improving ranking-gaining awareness. Such a cycle enables players to gain awareness while also having a more urgent need to improve combat power.



War Zone Store Exchange Awareness

Compared with the card drawing method of constructs and weapons, the single acquisition method of consciousness is more convenient to grasp the release rhythm. Combined with the physical mechanism, this is the development of a strong timeline, which means that consciousness is a development goal throughout the middle and late stages.

At the same time, this can also control the player’s game progress and prevent Zhongda R from reaching all the development goals in a short time, which will cause loss.

2. Strengthening/breakthrough

Similarly, Zhan Shuang did not set too many bells and whistles in this regard, but inherited the strengthening/breakthrough routines of structures and equipment, reducing the learning cost of players.



Awareness enhancement interface

3. Resonance

This is the biggest pit in the development of consciousness. Like weapons, consuming the consciousness of the same star can make the consciousness of the same star resonate, and skills will be added, but the difference is that the skills added by consciousness resonance are random. , And the resonance of the 6-star consciousness will bind the current structure.



Consciousness Resonance Interface

First of all, resonance requires same quality awareness, And there are only two ways to produce consciousness, so it is better to control the output and the delivery experience, and the player’s development rhythm can be well controlled in the hands of the planner.

Just like a war zone store, the consciousness exchange locations provided every day are different. If you want to get a complete set, you must wait.

Secondly, the skills of consciousness resonance are random, This creates a lot of uncertainty and stratification, uncertainty will increase the demand for 6-star awareness, and then spend more energy and time in it.

The stratification refers to the distinction between ordinary players and heavy krypton players through resonance. The average player may pursue full resonance, but heavy krypton players will definitely pursue that each consciousness resonance entry is the most appropriate. Of course, the money and energy spent will vary greatly.

Finally, binding, This is a step further than the special martial arts. The Binding of Consciousness Resonance requires the player to equip each Master C with a full set of Resonance Consciousness suit, which greatly extends the time development line of the structure.

And combined with the battle zone and cage gameplay, it is also a mandatory requirement for players to have multiple teams. Even physical teams that can play across zones have recently shown signs of weakening. Therefore, players must train multiple teams, which means more More 6-star awareness.

4. Overclocking

Overclocking is a design developed with a strong timeline. Every consciousness can be overclocked twice, and each time overclocking can provide basic attribute bonuses. If the consciousness of all 6 positions can be fully overclocked, the increase is still relatively high. Big, but at the same time it will also consume an extremely long period of time.

The most cost-effective way is to only strengthen the lower three consciousness, because the lower three consciousness provides output-related attributes, which can maximize the efficiency of resource conversion.

At present, this design is to delay the development progress. Compared with Xiaofei R, Zhongda R may have reached a point where there is no room for development. Character evolution can be done with money, and weapon resonance can be done with money. Even if it’s consciousness, when the krypton is full of energy every day, resonance is just around the corner.

At this time, the emergence of overclocking gave them another reason to continue playing. After all, this is not enough to rely on money, and they can only wait through time to save materials.

to sum up

Looking at the three development lines, Zhan Shuang’s design in the development of the system actually has a basic logic in it, that is, the time line and the Krypton gold line are developed at the same time, the phases and goals are clearly divided, and the systems are mutually connected. supplement. Each system is designed with subtle differences on the same basis, making the whole development feel good.

  • Time and krypton investment balance

Structures and weapons, such as resources that can be produced only by drawing cards, are compensated by dual-purpose tasks and activity systems.

Zero krypton players can use black cards every month, which means that the top currency can be obtained by spending time. This ensures the game experience of Xiaofei R.



Black cards for weekly missions

For Zhongda R, the three development systems have their own ultimate goals, and the digging is deep enough. And for the payment points, Zhan Shuang is very clear to compare the time spent by zero-krypton players, and the expectations brought by the payment are very clear.

  • Clearly divided phases and goals

This is almost the most prominent part. Each sub-development system divides the originally huge development goal into small goals, and increases the player’s pleasure through instant and continuous feedback.

At the same time, the staged development goals can also allow players not to face the ultimate goal prematurely, but to find the motivation for self-improvement in the step by step improvement.

In my actual experience, I didn’t have any long-term feelings about the entire development system in the early and mid-term. The small stages carefully divided made me constantly have the urge to complete the goal and achieve the next goal.

Take level 50 as an example. Before level 50, there is basically no need to consider the issue of acquiring weapons and consciousness, as long as you go to the lower level when you train the structure.

At about level 50, the formation of the structure reached the stage ceiling, and the new activities put forward higher requirements for combat power, so the player naturally turned his attention to weapons and consciousness, and at this time The open levels also happen to have corresponding output.

So what the player has to do at each stage and what goals to accomplish are actually under the control of the plan.

  • Complementary between systems

In the war double, the system and the system are closely connected, not each forming a separate system.

Take the structure development as an example. To reach the final solution, you must have the full resonance of the 6-star consciousness in all positions, and at the same time, the demand for combat power is implicitly included in the training of weapons.

If you want to be promoted, you must increase the level of the structure. The level of the structure is determined according to the player’s level. At the same time, the level requirements ensure the player’s progress.

If you want to acquire more skills, you have to unlock higher quality, which means that the number of card draws is increased, either by recharging money or actively saving resources for a long time.

From the above, it can be seen that development is not just a single system improvement, but covers most of the gameplay. This allows more interaction between the system and the system, and can also form a cycle of improving combat power-obtaining more resources-using resources for development-verifying combat power-obtaining the next goal-improving combat power.

  • Feedback everywhere

Timely feedback is really a very big highlight of Zhan Shuang. Any choice you make in the game that is conducive to the improvement of combat power will get corresponding feedback.

When the structure is upgraded, you can perceive that you can upgrade skills, promote, and liberate, and these feedbacks appear alternately to avoid boredom.

When the structure is advanced, it is necessary to light up the nodes, so that every time you get a fragment, you can get strong feedback in time.

Such feedbacks, large and small, are buried in the game link, so that every step you make in the battle doubles has the feeling of being on the ground, and at the same time you can get a greater sense of accomplishment and harvest.

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