Chapter 831: Some optimizations and modifications (four more)

The development of "Assassin's Creed: Origin" is going smoothly, and some changes to the vr version are basically no problem.

As for the loa problem that many people are worried about, Chen Mo adopted a relatively compromised design in Assassin's Creed: Origin.

The Assassin's Creed: Origins will be an open world and an open world. Because the linear game is impossible to show the entire vast ancient Egypt, those wonderful quests will not be discussed.

However, the open world will inevitably encounter a problem, that is, how to deal with the loading of resources.

The "Uncharted Waters" level of the picture has basically tapped the performance of the vr game compartment to the extreme, and this is still under the premise that the centralized vr game cabin performance only deals with a small part of the scene. If you want to be an open world, you will definitely allow the player to choose the route to explore. It is impossible to plan the player route in advance.

Therefore, the vr version of Assassin's Creed: Origin uses a seamless map approach, which divides the large map into many small pieces. When the player reaches a small piece, it preloads the surrounding small pieces.

However, only this level of "seamless map", there are some other games have been done, still can not guarantee 100% elimination of loa. So, Assassin's Creed: Origins has some other ways.

For example, in some specific regional nodes, like the "Uncharted Waters", the loa strips are masked by cutscenes or specific actions, and the area resources around the protagonists are quickly read while the loa is being used.

In addition, the player's main line process is more rigorously planned. At the same time, through the artificial intelligence system and big data analysis, the next route of the player is inferred according to the player's behavior habits, and the task or activity is pointed to preload the resources of the player's next behavior target. .

That is to say, the system determines that the player has a high probability to complete the task a, and then preloads the resources related to the task a in advance, so that the player can play more smoothly.

This situation is mainly used in the following scenarios: for example, the player receives a mission hundreds of meters away, and he has a transmission point at that location, at which time most players will choose to transmit the past. If you follow the normal settings, such a long distance transmission will inevitably cause loa, but if the system can predict in advance that he will transmit, then you can load resources near the transmission point in advance, thereby eliminating or greatly reducing the loa time, perhaps just an eagle. From the lens that flew through the sky, the loa was finished.

Or, the player dies when completing the mission, and the resurrection point is a few hundred meters away. This time it will also be loa. And if the resources of the resurrection point are still stored in the system, then this loa time can also be saved.

Through these methods, Assassin's Creed: Origins can eliminate most of the loa, giving players a very consistent gaming experience. At least in the first pass, most players are unaware of the game and loa.

Of course, the player may also have a whim, wanting to transfer to another place across several kilometers, then loa is inevitable at this time, Chen Mo is not a god, this technically unsolvable problem is also powerless. of.

However, Chen Mo has arranged a cool loa space for the player like "Assassin's Creed: Origin". When the player is in loa, he is not looking at the progress bar and can't do anything, but can be done in animus. Run around in the virtual space, try your own various attack actions, and there will be some virtual dummy for the players to practice, so that they will not feel too boring in the long-term loa process.

In addition, Chen Mo also made some optimizations for the level of Assassin's Creed: Origin and the main task.

In the original work, the difficulty setting and the arrangement of the task line are not particularly reasonable. One of the most significant problems is that many people can feel that the main line task is too loose. When playing and playing, there are some doubts. I don’t know what I should do. .

Because in the original work, even the level of suppression in the simple difficulty is very serious. If the player is challenging the monster, then even if the technology is good, it will be very difficult to play because the numerical design is so.

So the player has a dilemma: if you only do the main line task, because the experience is not enough, the level is not enough, and the demand level of the main line task will be much higher than the current level of the player. The task will be very difficult or even complete. Stuck.

If the player goes to a place and clears the main line task to clear the branch task, it will be very difficult, and the experience is enough, but this will dilute the main story.

It is obvious that the last mission has just assassinated a member of the ancient dynasty. As a result, the next task is to find a drunken husband or a missing baby, or even to retrieve a horse that the businessman was stolen...

After the completion of the branch task, the player thinks back, the next main line task should be dry up? Already forgot.

This kind of game line mixed with the main line task and the side line task will seriously dilute the main line history, so that many players have a feeling of being at a loss when playing: What should I do now? The main line task level is not enough, I don't want to do the side line task.

In fact, this level of suppression is completely unnecessary. Many players choose simple difficulty, nothing more than to quickly pass the plot. As a result, this task process is equivalent to artificially created difficulty.

Moreover, this is also unreasonable from the background setting. Bayek is obviously a well-trained warrior. It is true that no one is right, but why should he continue to upgrade? It is unreasonable to completely defeat some powerful enemies without upgrading.

You know, Bayek is not a fledgling prince. It’s like a promotion on the way to advance the story...

Therefore, Chen Mo chooses to use dynamic level, and the enemies that are refreshed in the whole picture will be dynamically adjusted according to the current level of the player. In this way, the player can choose to push only the main line task to push the customs, and then go back slowly to clear the branch task; also can be done with the main line branch.

In this way, different players can choose different ways to experience the story, will not be tied to the level, it will be able to better understand the fun of the "Egyptian Travel Simulator".

And from the person's design, it is also more scientific. I am so embarrassed by Bayek. With what level is low, I will be hanged by you npc?

Of course, the original upgrade and skill system should be retained. Players will continue to encounter stronger challenges during the game to ensure the strength of the game later. But this kind of challenge is more technical, not numerical.