The Spell Brigade

The Spell Brigade

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玩家的小建议(Gamer advice)
游戏还挺好玩的,让我的朋友们一起购买陪我玩,玩了三十多个小时下来,有一些个人的建议,能够带来更多的后期玩法。首先我认为作为休闲肉鸽多人联机来说的话,这款游戏做到了,解压休闲,画面也不错。时间长后发现呢,游戏后期的特开发空间很大,
例如:新技能的加入,亦或者之前技能的多个形态化的强化等,目前的单一技能的强化形态单一了,比如说阔剑技能,强化里有(站立不动增加伤害/慢速变大/越转越大)没有了,这样导致玩下来最终也就是很多阔剑转转转,尝试多加入一些新奇的强化模式,例如(转动一圈后飞射出去/身边越转越远)等一些新奇的多形态,带给我们更多的玩法上的趣味性,当然我知道里面也存在很多属性上的修正之类,只是想表达的是,以为的创造新角色,不如从本身的玩法上进行拓展会更实际一些,不仅仅是技能的多元化形态。

还可以加入游戏中的装备掉落系统,带来一定幅度的角色属性提升,为后续开设更高难度的模式打基础,这么做的原因是在玩的过程中,不再那么单调,不是只做任务刷刷刷,偶尔掉一些装备碰上去后会显示装备属性你选择拾取装备带来属性属性变化,装备只存在游戏内,不带出游戏外的那种,多为玩家联机游玩就会有更多的互动感了,装备部分会从数据统计界面查看,(头部/衣服/腿部/鞋子/2戒指/项链/武器)品质(白色单属性/蓝色双属性/紫色三属性/黄色四属性/以及暗金色五套装)装备拾取将会替换之前的装备,而之前的装备将消失,怪物随机掉落,或者每个任务后的间隙时间刷新小精英怪掉落更高品质的装备。BOSS也会掉落等为打轮回模式的玩家带来更多的延续玩感。

同时也增加强化晶石掉落,为自己装备强化升级提升属性,拾取后会纪录在自己的数据里,左键移动游玩,鼠标可以点击右边装备展示区点击选择某件装备提升经验升级,每件装备升级上限99级,强化晶石的掉落会随着游戏难度轮回模式的难度提高掉落数量等。可能这个系统会花些时间了,但做好的话,的确会有很多期待感,就向每一局游戏的开始都是新的开始。装备掉落后会在地上显示此装备以及倒计时在一定时间内效果,让玩家抉择是否穿戴或好友游玩告诉队友适合你的派系,快去拿,带来互动感。

除了技能多元化及装备系统,还有游戏队友语音功能,你可以选择关闭,也可以选择打开,快捷键开启,此功能也是来增加互动的粘性。增加游戏内增加鼠标选择动态表情系统。

后续的玩法中,例我们已经将魔法天赋点满后,多余的金币用处受限了,其实可以继续开发局外魔法天赋的进阶版,例如每个巫师角色随着等级提升解锁天赋盘,每4级解锁1个天赋盘,每个天赋盘有4个可选择的属性4选1,每个属性4级用金币来升级,巫师角色等级满级2o级,最高解锁5个天赋盘,相当于自由搭配5个特别属性。来提高游戏的耐玩行。未来的游戏难度越来越高,单机也好,好友联机也好,游玩起来就有很多探索了。当然这些是我个人的一些小建议,其实还有很多元素玩法建议,也是希望能够让游戏越做越好,更多的人玩,人多了,匹配没那么难了。

这是一款还不错的游戏,希望能火起来。加油,期待后续的更新。来自以为资深的游戏策划玩家的心声。


转翻译:
The game is quite fun, let my friends buy with me to play, play for more than 30 hours, there are some personal suggestions, can bring more later play. First of all, I think as a casual meat pigeon multiplayer online, this game has done it, decompression leisure, the screen is also good. After a long time, it turns out that there is a lot of room for special development in the late game,
For example: the addition of new skills, or the reinforcement of multiple forms of previous skills, etc., the current single skill has a single form of reinforcement, such as the broadsword skill, the reinforcement has (standing still to increase damage/slow to increase/turn bigger) no more, which leads to the final play is a lot of broadswords around, try to add some novel reinforcement modes. For example (fly out after turning a circle/turn around further and further) and other novel forms, bring us more fun on the gameplay, of course, I know there are a lot of attributes in the correction, just want to express that the creation of new characters, it is better to expand from their own gameplay will be more practical, not only the diversified form of skills.

You can also join the game's equipment drop system, bringing a certain degree of character attributes improvement, laying the foundation for the subsequent opening of higher difficulty mode, the reason for doing so is that in the process of playing, it is no longer so monotonous, not only do task brushing, occasionally drop some equipment will show the equipment properties after you meet the property you choose to pick up the equipment to bring attribute attributes change, equipment only exists in the game, Do not take out of the game, more for the player to play online will have more interactive sense, equipment branch from the data statistics interface to view, (head/clothes/legs/shoes /2 rings/necklaces/weapons) quality (white single attribute/blue double attribute/purple three attributes/yellow four attributes/and dark gold five sets) equipment pick-up will replace the previous equipment, The previous equipment will disappear, the monsters will drop randomly, or the gap time after each mission to refresh the small elite monsters drop higher quality equipment. Bosses will also drop, etc., to bring more continuity to players playing reincarnation mode.

At the same time, it also increases the strength of the stone drop, for their own equipment to strengthen upgrade properties, after picking up will be recorded in their own data, left click to play, the mouse can click on the right equipment display area to select a piece of equipment to upgrade experience, each piece of equipment to upgrade the upper limit of 99 levels, the strength of the stone drop will increase the number of drops with the difficulty of the game's cycle mode. Maybe this system will take some time, but if it is done well, there will be a lot of anticipation, and the beginning of each game is a new beginning. After the equipment is dropped, the equipment will be displayed on the ground and the countdown will be effective for a certain period of time, allowing players to choose whether to wear or friends to play and tell teammates that it is suitable for your faction, go get it, bring a sense of interaction.

In addition to the skill diversity and equipment system, there are game teammates voice function, you can choose to close, you can also choose to open, shortcut keys open, this function is also to increase the viscosity of interaction. Add dynamic expression system for mouse selection in game.

In the subsequent gameplay, for example, after we have filled up the magic talent, the use of excess gold coins is limited, in fact, we can continue to develop advanced versions of external magic talents, such as each wizard character with the level to unlock the talent disk, every 4 levels to unlock 1 talent disk, each talent disk has 4 optional attributes, 4 levels of each attribute to upgrade with gold. Wizard role level full 2o level, up to unlock 5 talent disk, equivalent to free with 5 special attributes. To improve the durability of the game. The game in the future is getting more and more difficult, whether it is a single machine or a friend online, there is a lot of exploration to play. Of course, these are some of my personal suggestions, in fact, there are many elements of gameplay suggestions, but also hope to make the game better and better, more people play, more people, matching is not so difficult.

It's a good game. I hope it catches on. Come on, look forward to the next update. From the voice of a veteran game planner.
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