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For example, in a shooting game, when you see an enemy, the assist system will automatically aim and fire, and tell you to left-click to aim and right-click to fire.
Once the player operates this feature, the auxiliary function for this section will be turned off.
This mode is mainly designed to help players better understand how to use these actions in actual combat, rather than just learning them in the training ground but not being able to use them on the battlefield.
The newbies' PvE mission, or rather, the squadron's objective, was to ambush a ZAFT supply ship.
Of course, it was a sneak attack.
In fact, the battle surrounding that supply ship was already incredibly fierce. Another squadron had already entered the battle ahead of time, and on the ZAFT side, at least two squadrons of players were putting up a fierce resistance.
To ensure players have a great time in space battles, there are many details to pay attention to.
Similarly, in the space battle genre, there was a shooting game called "Frontier" that focused on zero gravity. In its trailer, the demonstration of fighting in a broken space station while wearing spacesuits once made many Chinese players think it was a new benchmark for Chinese shooting games.
However, the game died immediately upon its release.
The biggest problem is that the battlefield is too chaotic and too much of a space environment, with no sense of up, down, left, or right. In addition, the spacesuits are designed to be quite complex to operate.
This often leaves players feeling confused and dizzy throughout the entire battle.
To some extent, this is the result of pursuing excessive realism, which led to the collapse of gameplay. Therefore, "Frontier" was also destroyed in the process of the development team fixing bugs.
Spark would never repeat the mistakes made by its predecessors. Therefore, although the battle in Gundam is a space battle, there must be locatable coordinate objects on the battlefield.
For example, in this beginner level, the coordinates are the surrounding warships. Using them as reference planes, the system uses locking on and the mechs automatically return to the locked target to reduce the player's dizziness.
In addition, two functional updates have been added to Starfire Gundam Battlegrounds in this update.
One is a dynamic background battlefield.
This dynamic background battlefield can be understood as Spark adding AI opponents to the game, where players can score points by defeating AI opponents.
Adding AI opponents to online multiplayer games may seem abstract, but it has been proven effective in real-world applications.
For example, Penguins' Delta Force.
When Delta Force first launched, in order to attract a large number of Battlefield players, it chose to add a large number of AI opponents to the game, allowing players familiar with Battlefield to "farm chips" in the game.
At first, these Battlefield players had a lot of fun, but later they discovered that Delta Force had included a large number of bots in the game.
As a result, many players said that there were too many AI opponents, so what kind of shooting game is this?
Delta Force officials then reduced the number of human and machine personnel.
However, this sparked even greater public outcry, as most ordinary players found that they could no longer beat real players after the update, and their KID dropped rapidly. As a result, they turned around and criticized the official matchmaking system for being inadequate.
There's really no problem with the matchmaking system; it's just that there are fewer AI opponents, so some less skilled players aren't having as much fun.
This example left a very deep impression on Lin Li at the time, which also made him think deeply about the competitive and entertaining aspects of games.
Do players want fair competition, or do they just want a quick and satisfying shooting session after get off work?
Judging from later examples of Delta operations, the latter far outnumbered the former.
Furthermore, from a business model perspective, Delta, like other Penguin games, significantly lowers the barrier to entry by using human-machine interaction.
This allows ordinary players, especially those who play on their mobile phones, to experience the thrill of scooping up fries.
They delivered the most direct and satisfying feeling in the game to the players using the simplest method of mixing human and AI.
Go ahead and kill them.
In any case, as long as it is not mentioned how many bots are in a game, players are not likely to actively distinguish them, which naturally allows players to immerse themselves in the "illusion" of being a superman.
For Spark, is it feasible to use the method of stacking AI to bring positive feedback to players?
Yes, it is possible; this is simply a way to lower the barrier to entry.
However, for Lin Li, this method has a fatal flaw.
No matter what you say.
Essentially, this is treating players like monkeys. Logically, it's similar to Honor of Kings, which claims to be a competitive mobile game, yet every match is against bots.
It satisfies players through false "honors".
As the saying goes, you can fool your brothers, but you can't fool yourself, and this approach also carries many potential risks.
However, we can learn from others' experiences to improve ourselves.
In the context of the Gundam battlefield, adding robots is actually a way to enhance the combat atmosphere.
Especially for the space battlefield.
Because the universe is very empty, take this famous scene as an example.
In this small area of the battlefield, at least a hundred aircraft were fighting. The battlefield was filled with lasers and missiles with red trails, which seemed to be launched from nowhere.
There were about a dozen more warships that visually brought the viewer into the animation.
The reason why we sometimes feel that Gundam games lack immersion is because there are often a lot of grunts in the background of Gundam animations.
These grunts are essentially the same as the battlefield background, but since they are grunts, they can naturally be attacked.
Players can gain slightly less experience from attacking these grunts than players can from attacking them.
It lowers the threshold, but not completely.
Furthermore, in the Gundam Battlegrounds, the model number of the mecha is clearly displayed above the heads of the grunts, which clearly tells the player that this is a grunt.
In addition to the space battles in Gundam Battlefield, players are also encouraged to seize opportunities for close combat.
Therefore, in space, although the mobility in all directions is set relatively conservatively, the acceleration of SHIFT is set relatively aggressively.
After pressing SHIFT to accelerate, players can perform a sprint-like forward acceleration, which enhances their mobility and makes close-quarters combat possible.
Chapter 403 A Refreshing Hedging Match
After all, it's a Gundam game; it wouldn't be fun if it were just about gunfights.
You only get the real feel for close combat.
In addition, if both players lock onto each other and press SHIFT to clash, a cosmic sword clash will be triggered.
After entering the cosmic sword fight mode, the camera will zoom out and freeze in the distance, with the lower left corner moving towards the upper left and the upper right corner moving towards the lower right. At this point, the player's only control is to click the mouse.
Depending on when you press the button, two effects will be triggered.
One of them died, and the two fought with their knives and retreated.
This high-stakes, high-stakes game where the loser dies unexpectedly received positive feedback during internal employee testing; many even started engaging in knife fights while playing the game.
If I don't fight with knives, I feel itchy all over.
Of course, for players who don't want to engage in knife fights, it's simple: when you see someone charging at you, just stay calm and don't press SHIFT.
However, during the employee beta test, this often occurred, at least in the early stages when there were enough resurrections.
"Eat me with a knife!!"
"Come on, you idiot!!"
A confrontational scene that can be shouted out even in the office, often accompanied by the winner's boisterous laughter, and the loser spending the entire next round specifically seeking out the killer to counter.
This hedging strategy feels somewhat like the stick in mahjong, or the clapping knife in Avici Hell.
Even if you lose this round, if you manage to kill a few people in the fight, then this round is awesome.
This setting has been retained for this reason.
Furthermore, the development team has added a lot of resources to the sword-fighting animations, with a total of 14 different sword-fighting animations, which can make players feel incredibly excited.
When Xiang Yufei first triggered the sword-fighting animation.
The big screen also captured his shot and projected it onto the big screen. Seeing the entire scene of the collision, the whole scene erupted in screams!
"Wow!!! That's so cool!!"
"What is this? What is this? What is this?!"
"There's even an execution animation!?"
"How was it triggered? How was it triggered?"
"It seems like hedging can trigger it?"
"That was so cool! It felt like a clash between knights."
"This is what Gundam should be like. It feels like watching a CG animation."
"Spark is amazing!"
The audience cheered, and the online chat was flooded with comments, clearly demonstrating that the clash was a very eye-catching spectacle.
It's not just players who think this way.
In the audience, Bandai Namco CEO Kento Miura also applauded.
Originally, he didn't plan to attend the exhibition, but after hearing that Lin Li was coming, Kento Miura quickly adjusted his schedule.
Kento Miura said he values the Gundam IP, but how much does he value it?
In fact, it's not as important as Lin Li.
Lin Li is quite dedicated to Gundam Battlefield and has been keeping a close eye on its development progress. Now that Gundam Battlefield is about to launch, Spark's marketing team has been working tirelessly to promote it.
Kento Miura came to the event not because of Gundam, but because of Lin Li.
Since the Gundam Battlegrounds were revealed, sales of official Gundam models in China have increased for more than two years, driven by the Spark Merchandise Store.
Although the growth is slow, the fact that it keeps rising is clearly a good thing.
With this Gundam-themed event and the future launch of Gundam Battlegrounds, this number may surge even further.
In the past few days, Kento Miura has been looking for an opportunity to have a deeper conversation with Lin Li, but because Lin Li is also very busy, the two have not been able to find an opportunity to meet.
In the end, Kento Miura decided not to wait any longer and, upon hearing that Lin Li would be attending the Tokyo Summer Spark Festival, he also came along.
The players at the event were unfamiliar with Kento Miura, so even though he had already entered the venue...
He can still communicate normally with his assistant.
People around might look at the old man with a bunch of people with a puzzled expression, wondering what he was up to, but no one would recognize that he was the owner of Bandai Namco.
"I heard that pre-registrations for Gundam Battlegrounds have surpassed 30 million?"
Looking at the bustling scene, Kento Miura was filled with emotion, especially since he had just entered the venue and happened to see the players cheering.
That kind of popularity and sound wave came over you like a tidal wave, and you couldn't escape it.
"Yes, to be precise, it's 31.5 million."
"Is this number exaggerated?"
As Japanese manufacturers, they are still very sensitive to numbers.
"The figure of 30 million may be a bit exaggerated, but after this event ends, there will be an online test of Gundam Battlefield, and we will also assist. Since yesterday, hundreds of thousands of users have applied for trial access online."
"Based on our previous experience, this 30 million should be true."
Upon hearing this, Kento Miura suddenly stopped in his tracks.
Thirty million reservations can be made anytime, anywhere, but hundreds of thousands of reservation applications are not something that can be done casually.
"Are there really hundreds of thousands?"
"Yes, that number should still be rising."
Kento Miura wasn't actually familiar with Gundam Battlegrounds, so he asked a few more questions.
To avoid being embarrassed when communicating with Lin Li later and being clueless, it was important to do this during the process.
Another round of huge gasps rang out from the audience, and Kento Miura also looked at the main screen. It turned out that two protagonists from Gundam SEED had appeared in the tutorial mission.
The entire tutorial mission is set in the scenario of the Federation vs. ZAFT in SEED.
As mentioned before, the biggest update from Starfire in this Gundam Battlegrounds update is the enhanced battlefield atmosphere.
Besides the grunts, there will naturally be those famous scenes from the anime.
Xinghuo was very careful in doing this, because adding these well-known characters could have a significant impact on the battlefield to some extent.
Therefore, Xinghuo has put a lot of effort into refining the way these characters appear.
In most of the original works, the appearance of the main Gundam character is more like a performance.
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