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  3. [Dev Log③]Summary of the first testing in 2021 (2)

[Dev Log③]Summary of the first testing in 2021 (2)

Hi, I’m Wang. I've recently felt that operation is a real burnout job. Well, I must give all my appreciation to the operation leader, all I can say is respect!

Recently, I have been working late every day. Coincidentally, some time ago is the European Cup match. As I watched the game, I wrote the log, too. As expected, the efficiency is low. It seems that one cannot do two things at once.

Once again, Netherlands failed me, so I'm going to have to support Italy instead. Sure enough, the character of will and good tactical discipline are the guarantee of success.

Back to the point, let’s talk about the battle stat. Currently, there are a total of 24 S-class heroes in the game, with at least 48 expected in the beta version. Each hero has 6 unique skills and 4 generic skills of each type. The total number of hero skills is 24*6+4*6 (6 types) =176. In this test, I almost didn't measure the skills, so the numerical rationality is far from enough to meet my requirements, and there will be very extreme situations.

As I expected, after this testing, players naturally rated their favorite T0 hero. They'll complain that the Support Hero is useless, or that so-and-so hero is lame, but it still makes me happy to see the discussion between the players.

But it doesn’t matter, before the second testing, I will make a calculation to make the mediocre hero more characteristic, and make the characteristic hero keep the characteristic but not too IMBA. It's a lot of work to me, but as a game worker, it's also a very enjoyable time.

There are 96 equipment with various specifics in the game. As I expect, the number of equipment will grow to more than 200 in the EA version. The design has been completed and will slowly begin to be implemented in the near future. At the same time, there are a lot of problems of stats calculation and equipment use design need to be solved. As a designer, I prefer to use a CCG or TCG model for equipment design. I want to control the intensity, composition of the equipment, and let them match to the level design. Also, I want the players can have fun with it.

In the early days of the development of Book of Yog, we decided that there would be no money barrier for collecting and acquiring equipment. It would only be a matter of search and gain, some of which might require a little time or luck. After all, it’s a Hack and Slash game like Diablo.

That's all for today. The recent growth rate of wishlist has slowed down a lot. As expected, slacking off will be punished. Let’s keep going, Qi HeShe!