Chen Mo's idea is to make "watch the vanguard" a completely entertaining game to maximize the core fun of this game.

First of all, cut down the threshold, the game itself is completely free, only relying on value-added services such as skin, avatar, etc.

This is to attract more players as much as possible, broaden the depth of the whole fish pond, and make the winning rate and matching mode experience of most players close to the level of hero League.

Many players may think it's stupid to force 50% of the winning rate, but in fact, a competitive game that can't guarantee 50% of the winning rate is a disaster.

If the winning rate is not guaranteed to be 50%, it means that some players who play well can win all the time, while those rookies who play poorly will lose all the time, which will aggravate the loss of fish pond and be extremely detrimental to the life of the game.

Secondly, fade the feeling of winning and losing, and strengthen the sense of growth of players.

For a competitive game, the main pleasure of most players comes from winning. On the basis of maintaining this, we should try our best to make the losers less depressed.

One of the problems of the previous "watch the vanguard" is that the players lost inexplicably. You may think that it was a teammate who did not play well, or did not cooperate well, or the lineup was not good. In short, the system will not tell you where you lost, and you can't think of it yourself.

This directly leads to a deep sense of powerlessness for many players after losing, and the negative feedback after losing can be called explosion.

Chen Mo's approach is to record all the data of the players' heroes in the whole process of the game, not just the amount of damage, treatment, killing and so on.

For example, Winston will integrate the data of damage amount, kill number, death number, damage received, critical kill (kill the opponent's output bit or treatment with better data), critical damage (the amount of damage contributed to critical kill), big move effect (whether the opening time is correct) and so on. Each game will give a comprehensive evaluation.

All players can see the data very clearly, and also can clearly distinguish which players are in the car and which players are in the pit.

At the same time, killing will no longer be shared, and there will be no gold medal in killing.

Of course, because all the data are open and more detailed, the setting of "gold medal" is cancelled accordingly.

Moreover, this setting doesn't make sense in itself, because most players don't approve of it, and winning a gold medal doesn't necessarily mean you play well.

For players, choosing the same hero can see the change of the hero's proficiency at the end of each game, which is equivalent to a disguised incentive.

For example, if you use half Tibet, you will perform well in the whole process. Although you lose the game, you will forget the unhappiness of failure when you see that you have got the S-level score and perform better than before.

What's more, the rewards that players get are directly related to their performance, not to their win or loss. As long as you play well, you can get more rewards for losing than for winning, which will dilute the frustration of losing the game.

For those who play the dishes, they can also clearly know where they are playing the problem through various data.

For example, if a player chooses the God of death, after the game is over, the system prompts: this game shows B, the times of using e skill displacement is far lower than the average level, the data of using shift skill to avoid damage is far lower than the average level, and the data of long-distance total damage of shotgun is far higher than the data of short-distance total damage.

Based on these data, the system can judge that the player doesn't know how to output face-to-face when using death. After the player understands this truth, the next time he plays death, he will subconsciously strengthen his performance in these aspects.

Win, lose, understand, only in this way can most players have enough fun in the game.

Finally, open a variety of game modes.

One of the big problems of "watch the vanguard" is that 6v6's all hero selection mode causes some team gain heroes to play a far greater role than ordinary assault heroes, resulting in a rigid lineup.

Chen Mo considers to open 5 different modes for players to choose freely. Which one plays the most means which one is right.

The first is the classic mode, all hero 6v6, which can't be selected repeatedly.

The second is FPS mode. Players will only be able to choose assault heroes. That is to say, in this mode, we will return to the original fun of PFS game, and speak with gunshot.

The third is ban selection mode. Each party can vote to disable three heroes. If players generally think sledgehammer and DJ are not fun and don't want the opposite side to get them, they can ban them directly, so they won't appear in the match.

The fourth is the mode of more people fighting, 12 vs 12, which can't be checked. The significance of this mode is that players have more space to engage in affairs, and many heroes have more opportunities to play.

The problem with the 6v6 is that the position is very limited, so for the sake of the team, two tanks and two milk are basically necessary, so there are only two positions left for the assault position.In the competition of assault positions, it is obvious that heroes with higher damage ability (such as soldier 76) will be on the stage all the year round, while heroes with weak output ability will not have any chance to be on the stage at all, even if you play well, teammates will not trust you.

In the case of 12 vs 12, the whole team can spare more positions for those heroes who are more indifferent. For example, in the case of ensuring basic tanks and nannies, 76, black lily, banzang, Genji and death can be selected at the same time, taking into account a variety of output modes such as high-level sniping, back cutting and regular output, so that more heroes have space to enter the arena.

The fifth is promotion mode. When the number of kills reaches a certain value or the hero gains a certain number of assists and does not die, he will be promoted and choose a certain ability to enhance, that is to say, he can snowball through the early advantages.

Of course, the other side can also get stronger promotion effect by ending the serial killing.

Moreover, all effects will be cleared after the end of the current round to ensure the fairness of the initial match.

This is mainly to meet the personal heroism of the players can also experience in this game a dozen five pleasure.

In addition, Chen Mo's watch vanguard will have a more strict reward and punishment mechanism.

Every player's performance in the daily game will affect the player's comprehensive score. When matching, players with similar level will be assigned to the same game first.

If a player's score is always very low, he will be matched to a weaker opponent.

If a player is reported by many players for negative competition, abuse, etc., there will be certain punishment measures, and this group of players will have priority to enter the same match. If the situation is serious, it is necessary to close the black house, and play a certain number of man-machine fight will be released.

Of course, Chen Mo is not sure whether these changes will succeed. But at least one thing is clear to Chen Mo, "watch pioneer" itself is a great game, it should not only reach the heat of previous life, but should do better.

Chen Mo doesn't want the popularity of watch pioneer to subside quickly after a period of fire. He hopes that the game will become longer and more players can enjoy the fun of the game continuously.