Chapter 831 Some optimizations and modifications
The development of "Assassin's Creed: Origins" is progressing smoothly, and some changes to the VR version are basically fine.
As for the Loa issue that many people are worried about, Chen Mo adopted a relatively compromise design plan in "Assassin's Creed: Origin".
"Assassin's Creed: Origin" will be an open world, or it can only be an open world. Because linear game cannot express the entire vast ancient Egypt, those wonderful side missions cannot be discussed.
However, an open world will inevitably encounter a problem, which is how to deal with the loading of resources.
The "Unknown Sea" level picture has basically tapped the performance of the VR game cabin to the extreme, and this is still under the premise that the performance of the VR game cabin is concentrated to only deal with a small number of scenes. If you want to be an open world, you will inevitably allow players to choose arbitrarily for exploration. It is impossible to plan the player's route in advance.
Therefore, the VR version of "Assassin's Creed: Origin" adopts the method of seamless maps, that is, divide the large map into many small pieces. When the player reaches a small piece, the surrounding small pieces are preloaded.
However, just this level of "seamless map" has been made by some other games, but it still cannot guarantee that the 100% elimination of the loa line is eliminated. Therefore, there are some other ways in "Assassin's Creed: Origin".
For example, in certain specific regional nodes, like "Underworld", the loa bars are covered through cutscenes or specific actions, and the area resources around the protagonist are quickly read while the loa is loaded.
In addition, it is to plan the player's main process more rigorously. At the same time, through artificial intelligence system and big data analysis, he infers his next course of travel based on the player's behavior habits, and preloads the resources for the player's next behavior target with tasks or activities as the direction.
In other words, the system determines that the player has a high probability of completing task a next, so the resources related to task a will be preloaded in advance to make the player play more smoothly.
This situation is mainly used in the following scenarios: for example, if the player receives a task that is several hundred meters away, and he happens to have a teleportation point at that location, most players will choose to teleport. If the conventional setting is based on the regular settings, such a long distance will inevitably cause a loop, but if the system can predict that it will teleport in advance, then the resources near the teleportation point can be loaded in advance, thereby eliminating or greatly shortening the loop time. It may be just a shot of the eagle flying through the sky, which will complete the loop.
Or, if the player dies when completing the mission, the resurrection point is hundreds of meters away, and it will also be lost at this time. If the resources of the resurrection point are still stored in the system, then this time of the resurrection point can also be saved.
Through these methods, Assassin's Creed: Origins can eliminate most loa and give players a very coherent gaming experience. At least when playing it for the first time, most players do not realize that there is still loa in this game.
Of course, players may also have sudden ideas and want to teleport to another place across thousands of meters. Then Loa is inevitable at this time. Chen Mo is not a god, and he is powerless to do anything about this technically unsolvable problem.
However, Chen Mo arranged a cool loa space for players like the original work of Assassin's Creed: Origin. When the player is in the loa, he does not do anything when watching the progress bar, but can run around in the virtual space of Animus and try his own attacks. There are also some virtual dummies for players to practice so that they will not feel too bored during the long run of loa.
In addition, Chen Mo has also made some optimizations for the level and main mission issues of "Assassin's Creed: Origin".
In the original work, the difficulty setting and task line arrangement are not particularly reasonable. One of the most significant problems is that many people can feel that the main task is too loose, and they are a little confused while playing, and don’t know what they should do.
Because in the original work, even the medium-level suppression of the simple and medium-level difficulty is very serious. If the player challenges monsters at a higher level, then even if his own skills are good, it will be very difficult to fight because of the numerical design.
So the player encountered a dilemma: if you only do the main task, because of insufficient experience and insufficient level improvement, the demand level of the main task will soon be much higher than the player's current level, and the task will be very difficult and even completely stuck.
If the player clears the main task every time he goes to a place and finishes the main task, the difficulty will be very low and experience is enough, but this will dilute the main storyline.
It was obvious that the previous mission had just assassinated a member of the ancient order master, but the next mission was to find a drunk husband or a missing child, or even find the stolen horse of the merchant...
After the side mission is finished, the player looks back and thinks, what should the next main mission be done? He has forgotten it all.
This kind of game history of mixing main tasks and side tasks will seriously dilute the main tasks and make many players feel at a loss when playing: What should I do now? The main tasks level is not enough, and I don’t want to do side tasks.
In fact, this level suppression is completely unnecessary. Many players choose simple and difficult points, just to quickly pass the plot. As a result, this task process is equivalent to artificially creating difficulty.
Moreover, in terms of background settings, this is also very unreasonable. Bayek is obviously a well-trained warrior and is not worthy of dealing with anyone, but why does he still have to keep upgrading? If he doesn't upgrade, he can't beat some powerful enemies, which is unreasonable.
You know, Bayek is not a fledgling prince. Is it so sensible to upgrade the plot along the way?
Therefore, Chen Mo chose to use dynamic levels, and the enemies refreshed in the whole picture will be dynamically adjusted according to the player's current level. In this way, the player can choose to push only the main task to pass the level, and then turn back and slowly clear the side tasks; you can also do the main line and side lines together.
In this way, different players can choose different ways to experience the plot, no longer be bound by the level, and can better experience the fun of the "Egypt Tourism Simulator".
And from the perspective of characterization, I, Bayek, is so cool. Why do you have to be beaten by you npcs if you have a low level?
Chapter completed!