Chen Mo's idea is to completely make "Overwatch" an entertaining game, and maintain the core fun of the game to the maximum extent.
First of all, cut off the threshold, the game itself is completely free, and only relies on value-added services such as skins and avatars to make money.
This is to attract as many players as possible, widen the depth of the entire fish pond, and make the winning rate and matching mode experience of most players close to that of "League of Legends".
Many players may think that it is a very stupid way to forcibly guarantee a 50% winning rate, but in fact, a competitive game that cannot guarantee a 50% winning rate is a disaster.
Failure to guarantee a 50% winning rate means that some players who play well can always win, while those rookie players who play poorly will always lose, which will exacerbate the loss of fish ponds and is extremely detrimental to the life of the game.
Secondly, dilute the feeling of winning or losing, and strengthen the player's sense of growth.
For a competitive game, the main pleasure of most players comes from winning. On the basis of maintaining this point, it is also necessary to make the losing players less depressed as much as possible.
One of the problems with Overwatch in the previous life was that players lost inexplicably. You might think that a certain teammate didn’t play well, or didn’t cooperate well, or the lineup was not good. In short, the system won’t tell you where you lost. You can't figure it out yourself.
This directly leads to a deep sense of powerlessness for many players after losing, and the negative feedback after losing can be called an explosion.
Chen Mo's approach is to record all the data of the players' heroes throughout the game, not just damage, healing, kills, etc.
For example, Winston will combine the damage, the number of kills, the number of deaths, the damage received, the key kill (killing the opponent's output or treatment with better data), and the key damage (the amount of damage contributed to the key kill) , Ultimate effect (whether the opening timing is correct) and other data, a comprehensive evaluation is given for each round.
All players can see these data very clearly, and can clearly distinguish which players are carrying and which players are pitting.
At the same time, kills are no longer shared, and the situation of getting gold medals for killing kills will no longer exist.
Of course, since all the data is public and more detailed, the setting of "gold medal" is correspondingly cancelled.
Moreover, this setting itself is meaningless, because most players do not recognize it, and winning a gold medal does not necessarily mean that you play well.
For players, choosing the same hero can see the change of the hero's proficiency after each round, which is equivalent to a disguised incentive.
For example, you played Hanzo and performed very well throughout the game. Although you lost the game, but you saw that you got an S-level score and your performance was better than before, you will forget the unpleasantness of failure.
Moreover, the rewards that players receive are directly linked to their personal performance and have nothing to do with winning or losing. As long as you play well, losers can get more rewards than winners, which further dilutes the frustration of losing the game.
For those who play vegetables, they can also clearly know where they have problems playing through various data.
For example, if a player chooses Reaper, after the game is over, the system prompts: The performance of this round is b, the number of displacements using the e skill is far below the average level, the data of using the shift skill to avoid damage is far below the average level, and the long-distance shotgun is far below the average level. Total damage stats are much higher than melee total damage stats.
Combining these data, the system can judge that this player doesn't know how to go around and stick to his face when using Reaper. After this player understands this truth, the next time he plays Reaper, he will subconsciously strengthen his performance in these aspects.
Win happily, lose clearly, only in this way can most players have enough fun in the game.
Finally, open a variety of game modes.
A big problem of "Overwatch" is that the 6v6 all-hero selection mode causes some team-boosting heroes to far outperform the general assault heroes, resulting in a rigid lineup.
Chen Mo considered opening 5 different modes for players to choose freely, whichever one has the most players means which one is the right choice.
The first is the classic mode, all heroes 6v6, cannot be repeated.
The second is the fps mode, players will only be able to choose assault heroes. In other words, in this mode, it will return to the original fun of pfs games, and everything will be done with marksmanship.
The third is the ban mode, where each side can vote to ban three heroes. If players generally think that sledgehammer and dj are not fun and don't want the opponent to get them, they can directly ban them, so that they will not appear in the game.
The fourth is the multiplayer battle mode, 12 vs 12, which cannot be reselected. The significance of this mode is that players have more room to make troubles, and many heroes have more opportunities to play.
The problem with 6v6 is that the slots are very limited, so for the sake of the team, 2 tanks and 2 healers are basically necessary, so there are only 2 slots left for the assault position.
In the competition for the assault position, obviously those heroes with higher damage ability (such as Soldier 76) will appear all year round, while heroes with weak output ability will have no chance to appear at all. Even if you play well, your teammates will not trust you. you.
In the case of 12 vs 12, the whole team can allocate more positions to those heroes who are less popular. For example, when the basic tanks and healers are guaranteed, 76, Widowmaker, and Hanzo can be selected at the same time , Genji, and Reaper, taking into account multiple output methods such as high-point sniping, cutting the back row, and regular output, so that more heroes have room to appear.
The fifth is the promotion mode. When the number of kills reaches a certain value or a certain number of assists is obtained without dying, the hero will be promoted, and a certain ability can be selected for enhancement, that is to say, the early advantage can be used to snowball.
Of course, the opponent can also obtain a stronger promotion effect by ending the killing streak.
Moreover, all effects will be cleared after the end of the current round to ensure the fairness of the initial game.
This is mainly to satisfy those players with personal heroism who can also experience the thrill of one-on-five in this game.
In addition, "Overwatch" produced by Chen Mo will have a stricter reward and punishment mechanism.
The performance of each player in the daily game will affect the player's overall score. When matching, players with similar levels will be assigned to the same game first.
If a player consistently has a very low rating, he will be matched against a weaker opponent.
If a certain player is reported by many players for passive competition, abuse, etc., then there will be certain punishment measures, and this group of players will be given priority to enter the same game. will be released.
Of course, Chen Mo was not fully sure whether these changes would be successful. But at least one thing Chen Mo knows very well, "Overwatch" itself is a great game, it should not only reach the popularity of the previous life, but should do better.
Chen Mo didn't want the "Overwatch" he made to lose popularity quickly after a period of popularity. He hoped that the game would have a longer life, so that more players could continue to enjoy the fun of the game.