英雄联盟模式日程表LOL这周轮转模式是哪个模式?

英雄约联盟LOL这周轮转模式是哪个模式?_英雄联盟_【游戏百科】
英雄约联盟LOL这周轮转模式是哪个模式?
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网友回答克隆模式,官网里面可以看的,还行量看以后出的模式当然也会出现你们10个选英雄都一样。挺好玩的,不然你想下5个死歌同时开大,就是5个队友都一样的英雄克隆模式,对面5个也一样,死歌应该默认被BAN克隆大作战克隆模式,你可以去登录官网上没那写的有,有公布。[追问]:就是十个英雄都一样的吗?[补充]:就是双方,各选一种一样的,而不是量都一样的。6杀争夺战量克隆模式哦
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近日,外媒曝光了一组全新的《英雄联盟》视频,其视频内容是将游戏中的地图变成了360度循环转动的地图。地图中的场景将跟随视角的转动而不断转动,当然玩家的英雄也会随着一起转动。除此之外,英雄技能的弹道也将随着转动轨迹而变成&弯&的,看上去十分有趣。
目前还不知道该模式是玩家恶搞还是官方制作,不过看地图背景,这的确是一个新地图!
高清视频画面:
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lol 英雄联盟新限时模式:这货不是统治战场?教你快速玩转新模式(图)
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看新限时模式入手指导手册,用强力英雄稳拿MVP。本周轮换模式换来的是“这货不是统治战场”的统治战场模式,虽然一直不承认自己是“统治战场二世”,但从美测试服来看,这个“二世”的受欢迎程度要远远高于它的前辈。影响英雄选择的关键点
地图调整:
原下路2座防御塔被移除,现在总共有3个战略点。下路墙边加入了阻挡物,还有一个类似泉水基地的镭射激光。
风暴圣坛:
地图中间的风暴圣坛提供“云雨风暴”BUFF,“云雨风暴”会提供3个充能,使用技能或是普攻会造成4/5/6%最大生命值的真实伤害。当控制圣坛时,在战斗中,所有队伍成员每4秒会获得1层免费的“云雨风暴”充能。
小兵遗迹:
在下路的封印点有2个“小兵遗迹”,每个队伍各1个。占领敌方队伍的终极小兵遗迹,会让下一波生成的小兵变为你们这一方的。多个英雄占领会更快一些,“终极小兵遗迹”在短时间后又会恢复成原样。
饰品调整:
所有玩家现在都有一个“预言之石”饰品,可提供短暂的大范围视野,但不会生成一个视野守卫。
小兵路径:
小兵只会在下路2个点出现,并会顺时针或是逆时针绕地图走。如果他们占据了一个战略点,就会继续前进到下一个战略点。
大杀特杀的英雄TOP榜
TOP10:迅捷斥候
最为嘲讽的英雄终于出场,如果敌人奉行“团战可以输,提莫必须死”当然是最好的,敌人也不是傻子,追提莫总是没有好下场的。
提莫在这里能上榜的原因在于蘑菇和Q技能,蘑菇的草丛炸弹不用多谈,持续性伤害和范围性伤害,杀了敌人的同时也有可能顺带杀死敌人的队友,种蘑菇的位置多放置在草丛,或者在战略要点,而己方的开团地点也建议选择在这些地方。Q技能的致盲效果是所有地方突进英雄的克制,普攻附带持续性伤害也是提莫让人恶心的地方,总之又减速又有不断的伤害,提莫总是能让人很烦恼。
TOP9:瘟疫之源
说起视野限制和风暴祭坛的提供的BUFF加成是该模式最具有特色的地方,多草丛,多障碍物把地图分割,形成琐碎的点与面的组合,利用多草丛和风暴祭坛,图奇可以更方便的进入隐身,出其不意攻其不备的奇兵效果就在图奇的身上得到完美的诠释。虽说有饰品可以查看视野,但无法形成视野守卫,对于图奇的机动性隐身并不会造成实际中的影响。
再看“云雨风暴”效果,能提供额外的移速和基于生命值百分比的真实伤害,这些属性对于图奇来说是有极大的帮助。此外在争夺中央祭坛的时候,图奇也可以发挥到让他的伤害百分百打满所有的敌人,这依旧要归功于地图的地貌,敌人没有大的空间来做战略机动,图奇只需要在后方开大打满输出就行。
TOP8:法外狂徒
格雷福斯对于该模式、该地图也是极大的受益者,为什么要这样说?总览一下地图概貌,格雷福斯一发W技能就能封锁任何一处的通道,多障碍直来直去的地形可以让Q技能快速触发,对于大招的命中率也有显著的提升(因为敌人只能沿着过道走动,没有更多走位的余地,这也间接提升了个格雷福斯一个大招打一群英雄的现状)。
TOP7:沙漠皇帝
在这个一言不合就团战的时代,在初期有着较强团战能力的英雄较为吃香,阿兹尔便是其中之一,虽说这个“恕瑞玛的皇帝”在版本的更迭中驾崩过无数次,也复活过无数次,但在“这货不是统治战场”模式中是稳拿一哥位置的。
阿兹尔在召唤师峡谷中便有着极强的线上压制能力,这也得力于他的沙漠士兵,在有伤害输出的同时还能保证自己的安全,此外对于兵线的推进也是十分有效的。遗迹和场中央的风暴圣坛这两处是团战爆发频次最高的地方,这也给阿兹尔一展身手的机会,别忘了,地图的障碍物和视野限制较多,而阿兹尔也可以利用沙漠士兵穿梭地图障碍物以达到躲避或追杀的目标。
TOP6:时间刺客
把走上单坦克路线的艾克拿到这里就可以了,W技能依旧是封锁敌人后退或掩护己方后撤的最佳技能,有着高防御,同时机动性丝毫不弱的艾克可以走进敌人阵容中搅乱一通随后撤退。
艾克在这里有三点突出的地方:一来艾克可以扰乱敌人的阵型;二来可以骗敌人控制技能;三来方便己方队友在一定时间内无压力的进行伤害输出。能抗能打,站着住脚,搅的乱局,这便是艾克。
TOP5:复仇焰魂
布兰德是传统的爆发型法师,在该模式中绝对是法师中的狠角色,范围性技能在这里可以大放异彩,自己的眩晕概率可以有很大的改观,团战中一套连招,加上大招就能压制敌方。
如果说在风暴祭坛这种地形较为开阔的地方也无妨,找敌人聚集的地方,通过冰杖黏住敌人就是成功,而大招的弹射范围除非是敌人第一时间交出闪现拉开距离,不过这也给己方达到以多打少,击溃敌人团战阵型的目的。
TOP4:齐天大圣
孙悟空是极佳的开团英雄之一,在这里只要发生团战就能让猴哥的大招稳稳地命中敌方三名英雄以上,击飞效果和高机动性的范围伤害给了己方一个很好的输出机会。
对于敌人来说,被大招打中造成的伤害是其次,重要的是被击飞的这段时间,除了某些技能可以被打断之外也丧失了选手的开战的优势,总之,这是一个在任何时候都能发挥极大作用的技能。
TOP3:戏命师
烬在这里是十足的伤害输出这,依赖技能衔接普攻,高成长值的攻击,只要敌人吃中E技能,这便是极佳的机会。
该模式的地图不比其他地图,E技能有很好的放置地点,不会因为兵线或者过于空旷的地形致使E技能的效率降低,同样,这也是和队友配合的一名英雄,幸运的是烬的可搭配的队友并不苛刻,只要能挡住敌人的突进,这便有高额的团队伤害造成。
TOP2:海兽祭司
俄洛伊的开团能力强悍之处不用详细描绘,此外也是一位很肉的英雄。多线性、多障碍物的地形给俄洛伊提供触手存在的良好环境,更重要的是她对敌人单体英雄和团战中的贡献。有了俄洛伊,总是要想着她以及她的触手,好比提莫和他的蘑菇……
TOP1:傲之追猎者
在这里是雷恩加尔最为自由的地方,多草丛的设计可以让雷恩加尔进行的跳,随意的选择敌人脆皮目标来切后,达成目标之后便可以通过草丛来进行位移。
雷恩加尔高爆发伤害可以在短时间内秒掉敌人的脆皮英雄,闪电战式的攻击方法和核弹式的伤害让这些脆皮英雄无法在第一时间内作出反制的机会,强力的BUFF和多草丛让雷恩加尔成为隐藏在草丛中的死神而不是三基友。
坑人不负责的英雄TOP榜
TOP5:未来守护者
这个典型的远程POKE流的主力英雄在此模式依旧不会吃香,QE技能二连打出来的超强Q也只会被敌人的前排英雄所抵消,切后排依旧不如艾克强势,至少能保证自己的存活率,杰斯一旦切入,伤害能否打出来,是否可以秒一个英雄,或者保命这些问题就要另说了。
TOP4:发条魔灵
奥莉安娜的大招是极强的团控技能,在这里应该说是非常强力的,但实则不然,奥莉安娜需要极为稳健的补刀发育,前中期在没有装备支持的情况下并不会有强力的伤害造成。补刀收入经济,经济支撑装备,装备增幅伤害,在这个说团就团的模式,还有强力的BUFF作为制约,一个人安心跟着兵线补刀是不现实的,等敌人把资源点都占据,队友一直被压制,即使自己起来了,一个大招大中了五个,也没有意义了。
TOP3:嗜血猎手
沃里克是极强的单体压制英雄,但在这个模式中只能处于挨打的境况,没有突进技能,而自己的大招也很容易被反制,只能充当团队的前排肉盾,并且还没有机会进行输出,同卡莉丝塔一样,沃里克在这里化身成为有自我意识的大型近战小兵。
如果硬要找出来沃里克的强力地方,也只有E技能可以满地图的进行嗅探,希望能抓个单并且不会被风筝。
TOP2:暗夜猎手
说实话,除非那些对薇恩有着极为细腻的微操可以不入此列,但大多数玩家还是选别的英雄比较妥当。
地形狭隘,对于自己的走位有很大的限制,薇恩属于很脆的ADC,没有技能上的优势,只有一个E技能只可以点对点的击退或眩晕。只要被盯上,Q技能没有调整自己走位的突出优势,小兵遗迹提供不稳定的兵源点也不利于薇恩在前期的发育,整体而言,还不如换个英雄更合适,即使你想秀一把,也没有足够的空间可以施展和容错。
TOP1:复仇之矛
卡莉丝塔同薇恩一样在该模式中没有选择的必要,其实,卡莉丝塔与薇恩非要二选一的话,宁可选择薇恩。卡莉丝塔全部依赖普攻来叠加敌人身上的长矛,跳来跳去使用卡莉丝塔灵活周转于敌人身边的依仗。团队行动、限制诸多的地形和资源点的制约,这些都让卡莉丝塔无可适从,让自己本来的优势无法发挥,只是一个脆皮的有自我意识的大型远程小兵而已。
强力阵容推荐
孙悟空、雷恩加尔、图奇、布兰德、提莫
这些阵容伤害不用多说,防御能力也有,比较完美的阵容搭配。孙悟空与雷恩加尔可以进行双切入,也可以作为衔接:雷恩加尔先切入,孙悟空随后进场。后方的图奇与布兰德就可以大开火力,布兰德与提莫可以说是两个典型的拥有高持续伤害的法师,作为团战后战场的守卫,也可防止敌人的反突进。
布里茨、艾克、格雷福斯、阿兹尔、俄洛伊
布里茨在该模式中对于Q技能的准确度有着加成,只要面对面技能上就能钩中一个,瞬间就能较少敌人战力,也方便艾克后续的开团跟进。正因为有了艾克和俄洛伊,这两个强悍的开团英雄,格雷福斯和阿兹尔才有更安全的输出空间,此外还可以打掩护,别忘了阿兹尔也是有控制型的大招的。
烬、维克托、波比、雷恩加尔、墨菲特
波比是强悍的团队前排英雄,大招的击飞可以让团战中的敌人瞬间减员,同时波比的强制位移和保护能力也是极为出色的,有了波比的存在,烬在团队后方可以完美的开大输出,墨菲特的存在也是衔接队友的控制和伤害而起到枢纽的作用,如果单独作战能力并不强。
烬的E技能是同提莫的蘑菇有异曲同工之妙,技能性伤害和高成长值的攻击力让烬在队友的保护下能打出来极大的压制力。无论何时,维克托的点、线、面三种伤害范围都能全面照顾的到,也是作为团队中魔法伤害的中流砥柱。总结
在这种模式中尽量选择远距离、可突进的技能伤害或者和队友进行衔接的控制能力,这些是能保证在“这货不是统治战场”这种有着特定要求和特殊的地形模式中最为适用的。
反观那些后期的英雄们,需要30年不出山的则是下策之道,本身为快节奏的游戏模式,激烈的资源点争夺,并没有能给予自己发育来拯救地球的机会,只会丧失团队优势。在这里不建议选择脆皮依赖普攻的英雄,自身的优势没有发挥出来,帮不了忙反而成为了敌人的自动提款机。
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&2016&Roboo&小豹报时:07:40 06-05分析《英雄联盟》免费模式的成功之道
发布时间: 11:32:31
Tags:,,,,,
作者:Sheldon Laframboise
最近我的同事叫我玩一玩《英雄联盟》……一开始我是很担心玩不好,但结果是我没有花多少时间就把召唤者玩到23级了(还有7级),而且我喜欢得不得了。
我开始思考这款游戏提供了那么多免费内容,为什么/怎么还会这么赚钱。在我写上一篇关于《Candy Crush Saga》的系统设计的文章时,我对这个问题的兴趣基本更加浓厚了。虽然《Candy Crush Saga》主要是靠玩家的冲动消费和消耗性道具赢利的休闲游戏,而《英雄联盟》是一款硬核PC游戏,但二者的赢利策略既有类似也有不同的地方。我想通过这两方面,分析一下这款游戏为什么这么成功。
言归正传,我们来探讨一下为什么《英雄联盟》的免费模式会这么成功。
LoL_banner(from gamasutra)
关于《英雄联盟》(以下简称LOL)
说到LOL的整体体验,可以说是游戏设计与赢利系统完美结合拉动存留率的又一个光辉的典范。同时,Riot成功地把游戏的留存率转化为IAP消费。他们并不依赖冲动消费,而是专注于玩家沉浸感、留存率,把玩家对游戏的依恋和感情转化为消费。
LOL是一款竞技型免费游戏,玩法设计上的用心使它获得“世界上被玩次数最多的游戏”的荣誉。
社区建设:最重要的原则
你要记住的第一件事是,LOL是一款竞技型、社区导向型游戏。在竞技型游戏中,免费玩家必须像付费玩家一样处于同样平衡的游戏区域。太多“花钱买赢”的玩法会导致免费玩家流失、抑制社区的发展,且最终减少月活跃玩家人数、降低转化率。
游戏应该在免费和付费玩家之间保持公平和平衡。Riot在设计LOL的赢利策略时,始终遵循这条原则。
一个事实:LOL已经被美国政府承认为电子竞技运动项目。被专业队伍选中的职业玩家现在可以轻松地移民到美国。
基本上,这款游戏提供了一个公平的竞技环境,除了某些英雄平衡性问题,游戏本身对非“花钱买赢”的情况贡献微乎其微。另外,必须注意到:任何重要的玩法物品,增益道具或英雄总是可以用免费的软通货(影响力点数)购买。只有时区转移、名字变更或装饰性物品需要用真钱购买。
通过保证所有玩家都能够获得可能影响玩法的东西,Riot进一步确保玩家之间的公平。
这个设计配方是有效的;2012年底,LOL成为世界上被玩次数最多的PC游戏,日活跃玩家平均达到1200万,月活跃玩家3200万。
LOL有大量可玩的英雄,准确地说是114个。每一个可玩的角色都有自己的特点,有不同的技能和操作风格。如果说多样性是生活的调味料,那么LOL绝对是生机勃勃的。
除了系统,对游戏策略影响最大的就是英雄了。在休闲和竞技模式下有数之不尽的英雄匹配方式。英雄不断地更新、调整和平衡,使游戏始终保持有趣。
114 Champs(from gamasutra)
角色的设计有超级可爱的,也有无敌性感的,还有极其丑陋的,涵盖了各种各样的风格。为了吸引潜在玩家和留住现有的玩家,广泛的吸引力是必须的。一般的角色设计以硬核玩家的审美为标准,但多样性确实存在!
可爱萌-性感-邪恶(from gamasutra)
Teemo外表很萌,但在战场上表现非常凶悍 (from gamasutra)
在我之前的文章中,我提到故事是很重要的,无论故事是肤浅的还是深刻的。故事可以使玩家更好地融入游戏世界。
LOL的114个英雄,每一个英雄都有自己的生动的背景故事。虽然这只是一个小细节,但也是整体体验的一个重要方面。故事增加玩家对游戏的沉浸感,使玩家对英雄产生情感联系。这种情感联系/依恋可以刺激玩家购买英雄。故事使玩家对英雄念念不忘。
worldmap(from gamasutra)
核心转化系统
LOL提供两种货币,二者在发挥各自的用途的同时,又协同促进游戏的经济。
影响力点数(IP)
影响力点数是从玩游戏中获得的软通货。任何参加比赛的玩家都会获得这种货币作为奖励,无论输赢。胜利的一方获得的奖励稍多,但最重要的是,无论玩家是输是赢,玩游戏本身就能得到奖励。通过奖励双方玩家,Riot保证被打败的一方基本上不会难受太久。尽可能降低玩家的挫败感,有利于提高玩家留存率。
Riot点数是LOL的硬通货。这种货币只能通过支付真钱获得。玩家可以用Riot点数购买游戏中的大部分(但不是全部)东西和功能。
等级达到3时,Riot会赠送400Riot点数给玩家。400Riot点数算不上大钱,但足以把玩家引入二元货币系统。这种做法还让玩家明白,用Riot点数消费比刷IP更划算。
这种免费赠点的做法基本上是一个价值定位。
硬通货vs.软通货
转化金钱确实有它的优势:节省时间。当玩家把他们的钱转换成Riot点数时,他们可以立即购买任何英雄、皮肤或消耗性道具,就像现实生活一样,花钱就能立即得到游戏的主要内容。
转化真钱还能让玩家把IP用在属性强化上(游戏邦注:也就是符文)。符文只能用软通货购买,所以如果玩家能把绝大部分免费货币用在这里,他们 就可以把自己的英雄变得更强一点。
皮肤:这是我的英雄,有很多人的英雄也跟它一样,不过这个是我的。
每个英雄都有2-5套可以改变外观的不同皮肤。皮肤通常是娱乐性的、带有流行文化色彩。皮肤的价格各不相同,而且样式层出不穷。皮肤只能用硬通货购买。
皮肤纯粹是一种装饰性道具,对玩法没有任何影响。购买皮肤是LOL把玩家对英雄的感情转化为购买力的好例子。
SkinCulture(from gamasutra)
Sona(左)和Pax Jax(右)
例子:如果你(玩家)有最喜欢的英雄,并且已经玩了一段时间,那么你应该对它产生一定的感情。购买皮肤是保持英雄新鲜感的好办法。
额外的符文页面
rune page(from gamasutra)
这是针对真正的LOL“鲸鱼”(游戏邦注:即大额消费的玩家)或专业玩家的升级道具。在初始阶段,LOL只允许玩家拥有2张符文页面。玩家当然想进一步强化他们的英雄。但是,取决于竞技需要,符文组合变化多端。考虑符文组合是很费时间的,所以加入游戏时选择预设更快得多。
召唤者可以购买额外的符文页面:
A、昂贵的英雄IP(6300)
B、花更少的真钱购买590 Riot点数
C、大批量购买有差价的Riot点数
LOL每3-4周会发布一个具有新技能和背景故事的新英雄。发布第一周,新英雄的价格会比较高,这时主要是鲸鱼玩家会购买;而其他玩家会等之后成本降低再购买。
除了促进转化,新角色还拉动月留存率。新内容总是能吸引某些离开的玩家回来看看。每一个新英雄的出现通常伴随着新玩法机制。
LOL即将出现的新英雄(from gamasutra)
特别提醒:有时候,新英雄会比旧英雄更强大,不知是不是故意的。但通常在发布一段时间后,新英雄就会被“和谐”掉。更强大的新英雄可以拉动转化率(“花钱买赢”),但要把握一个度。
消耗性道具
与大多数免费游戏一样,LOL中也有消耗性道具。这些消耗性道具可以帮助玩家升级和刷IP。
增益道具允许玩家买时间和避免刷游戏。LOL中有三种类型的增益道具可购买。
Boost2Icon(from gamasutra)
在有效时间内,玩家每一次游戏都将获得200%的影响力点数。
增加IP(只适用于胜利方)
Boost2Icon(from gamasutra)
在有效时间内,玩家每一次获胜都将获得200%的影响力点数。
增加经验点数
Boost3Icon(from gamasutra)
在有限的时间内获得200%的经验点数,使玩家的帐号更快升级。升级更快意味着玩家能更快挤入30级排行榜。当玩家达到30级,这个道具就不能用了。
想跟世界另一部分的朋友一起玩吗?你可以购买这种道具来切换你的帐号时区。
改名:名声坏了,或者厌烦旧名字了?
重新命名而不必再花钱创建新帐号。
每周都有某些英雄和皮肤打折50%出售。这个促销价格适用于硬通货。这种活动的目的是引诱那些难以转化的玩家转化,以及刺激经常花钱的玩家再花钱。
促销鼓励玩家花钱省时间,而不是花时间刷影响力点数。促销刺激冲动消费。
tpa_splash_2(from gamasutra)
与奢侈道具接近,“批量”意味着玩家以低于单价的成本一次性购买多名英雄和多套皮肤。批量购买也是每周更换,可以在商店页面查看。
批量Riot点数
你花的钱越多,每美元购买到的点数就越多。玩家通过花更多钱获得差价的优惠。
RPStore(from gamasutra)
强化增益道具
Boost1(from gamasutra)
甚至增益道具也有更好的效果。
每日IP促进留存
每24小时,玩家赢一场比赛可以多获得150IP.虽然这个量不算大,但确实提高了留存率,有效增加了日活跃玩家人数。留存率越高,意味着转化率也越高。但是,额外IP奖励对玩家的沉浸感要求更高,因为他们必须获胜才能得到它。
为了得到这些红利,玩家可能得多玩几盘。因此,在游戏上花的时间越多,转化成付费玩家的可能性就越大。
每周英雄试玩
你可以玩的英雄不多,并且最近你遇到了一个自己非常想尝试的英雄?但他/她太贵了,你不想浪费自己辛苦挣来的点数购买一个可能并不喜欢的英雄?
不用担心,Riot贴心地送上每周英雄试玩服务。每一周,Riot会循环放出10个可以试玩的英雄,玩家可以借此尝试自己心仪的英雄。
这个每周英雄试玩达到了3个目的:
留存率:这给玩家一个每周/每日回来尝试新英雄的理由。
沉浸感:让玩家享受一个他们原本可能不会购买的的英雄。
转化率:一旦每周试玩结束,玩家也许不想花时间刷IP买这个英雄,而是想立即获得这个英雄,于是他们就会花真钱了。
除了以上所有内容,玩家的“玩透”LOL的旅程中充满了进阶。从升级到解锁内容再到收集英雄;玩家总是有事情可做。一般进阶过程排列如下:
1、玩家第一次与电脑对战
2、升级后玩在线
3、继续升级以解锁新玩法
4、购买第一个英雄
5、继续升级
6、解锁更多英雄
7、达到20级,解锁符文
8、得到所有符文
9、达到30级(满级)
10、继续解锁英雄
11、提升排名
简单地说,如果你的朋友玩LOL,那么你也可能去玩。因为LOL是一款社区驱动型游戏,Riot将社交功能整合起来,便于玩家与好友一起游戏。可以在线看到好友、观看好友比赛以及联系好友,都是最大化玩家沉浸感的必要功能,这是通过社交手段提高留存率。
我的改进建议
在跟朋友讨论了我的前一篇文章后,有朋友问我,如果我是设计师,我会怎么改进。所以冒着被笑话的风险,在此我写了几点改进LOL赢利模式的建议。
自定义批量
我会设计一个允许玩家批量购买任何英雄。批量的英雄越多,价格就越便宜(折扣上限30%)。这样,等不及促销的玩家就可以一次性购买多名自己心仪的英雄。根据英雄的成本,批量中的英雄的价值是成比例的,所以这个系统就不会被滥用。
这种自定义批量可以达到的目标有:
1、立即转化那些等着购买“合适的批量”的玩家
2、为玩家提供另一种转化选择
通过把折扣率上限在30%,一般的50%折扣促销就不会受影响,一样能鼓励冲动消费。自定义批量还可以避免玩家购买到自己已经有的英雄。
我是不太容易被转化的人,我希望LOL提供一种类似于Amazon或Steam的愿望列表功能。如果我想要的英雄正在促销,游戏应该通知我。这样就有可能刺激我去购买了。
以上就是我对LOL的免费模式设计的一点见解。虽然我觉得这个系统有公平、平衡,我仍然很好奇读者是否同意我的看法。如果你喜欢本文,就请关注我的其他文章吧。(本文为游戏邦/编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦)
Why Freemium Feels So Damn Good in League of Legends
by Sheldon Laframboise
Why write this article?
Recently my co-workers convinced me to try League of Legends… I was pretty apprehensive at first but it didn’t take long before I was a level 23 summoner (still 7 levels to go), playing during lunches having my face (figuratively and literally) melted off and loving every moment of it.
I began to wonder how/why this game is so profitable but manages to offer so much content for free. This interest was fueled even more by my previous article where I discussed the systems design of the most popular and profitable mobile game currently on the planet – Candy Crush Saga. While Candy Crush focuses mostly on impulse buys and consumable items, League of Legends is a hardcore PC game with a similar but at the same time, very different strategy. I wanted to sample both ends of the spectrum to see what made these blockbuster titles tick.
So without further ado, let’s discuss why freemium feels so-damn-good in League of Legends.
About League of Legends
When you look at the the overall experience of League what you see is another shining example of a game design cohesively matched and working with its retention and monetization systems. At the same time, Riot has managed to take the conversion directly out of the game and place it separately into the in-game store. They typically do not rely on impulse purchases, but instead focus on player engagement, retention and build conversion through player attachment/emotion.
League of Legends is a competitive freemium title built with gameplay specifically in mind which has earned it the title of the most played game in the world.
Build Community: The Most Important Rule
The first thing you need to remember is that League of Legends is a competitive and community driven game. In a competitive game, free players need to be on the same balanced playing field as premium players. Creating too many (if any) pay-to-win scenarios drives off your free players and stifles the growth of your community. This reduces your monthly active users and drives down potential conversion.
The game is fair and balanced between freemium and premium players and its monetization strategy is really built with that in mind.
Random Fact: League of Legends is an eSport and has even been identified as such by the U.S. government. Professional players can now more easily immigrate to the United States when drafted by professional teams.
Let’s Talk More About Balance
Typically the game is a level playing field, with the exception of some champion balance issues the game itself offers very little to no “Pay to Win” scenarios. On top of this, it is important to note: Any impactful gameplay item, boost or champion can always be purchased using the free soft currency (Influence Points). Only timezone transfers, name changes or vanity items require real world money conversion.
By ensuring that anything that can affect gameplay is accessible to all players, Riot further ensures players are evenly matched together.
It’s a desig as of late 2012, League of Legends is the most played PC game in the world with an average of 12 million daily users and well over 32 million monthly active users.
Champions, Lots of Champions
League of Legends has a lot of playable champions, 114 and counting to be exact. Every playable character is unique, with different skills and play styles. If variety is the spice of life, then League is definitely full of life.
On top of being a systems driven game, champions are where League gets most of it’s metagame. There is an endless possibility of hero match-ups in casual and competitive play. Heroes are continually updated, tweaked and balanced to keep things interesting.
I hope you like champions – there are only a few to choose from…
Approachability
Character design can range from ultra cute to hyper sexualized to something from your deepest, darkest nightmares. Broad appeal is essential to increasing potential player base and retaining players. Typical character design leans more toward core/hardcore gamers but the variety does exist!
Cute and Cuddly – Hyper-Sexual – Born of Evil
Special Note: Teemo maybe cute, but he’s the spawn of Satan on the battlefield.
Every Champion has a Backstory
As I mentioned in my previous article, story is important regardless of how shallow or deep that story may be. Stories can help drive player engagement and will ground the player into the world.
Every single one of the 114 champions in League of Legends has a fleshed out back story tied to their character which is easily accessed via the champion overview. While this is a small touch of detail, it is certainly an important aspect to the overall experience. The story helps engage the player and build attachment to the champion. This emotional connection / attachment helps fuel conversion when the player wants a champion or has experienced a champion and then wants them later. The story makes the champ additionally memorable.
Core Conversion Systems
Currencies
League of Legends offers two currencies, both serving unique purposes while also working together in the game’s economy.
Influence Points
Influence Points are soft currency gained from playing the game. Any player that competes in a match is awarded this currency regardless of victory or defeat. Winners are rewarded with slightly more points but it is important to note whether a player wins or loses, that both are rewarded for playing. By rewarding both players, Riot is ensuring that the sting of defeat is mostly left inside the arena. Frustration is diminished significantly and player retention is easier to maintain.
Riot Points
Riot Points are League of Legends premium hard currency. This currency can only be obtained from converting real world money. This currency let’s the player buy most, (but not all) of the games features.
An Introduction to Spending
Upon hitting level 3, Riot grants 400 free RPs to the player to spend. 400 Riot Points doesn’t buy much but introduces the player to the dual currency system. This introduction also shows the player that it takes a lot less Riot Points to purchase than grindable Influence Points.
The free introduction is basically a value proposition to the player using a gift.
Premium Currency vs. Grind Currency
Converting money does have its advantage: Saving time. When a player converts their money to Riot Points they can instantly purchase any of the games champions, skins or consumable boosts. There is no need to grind the IP – as real world conversion instantly grants access to the main content of the game.
Converting real money also lets the player focus on spending their Influence points on stat boosts (known as runes). Runes can only be purchased using soft currency and as such, if the player can focus the majority of the free currency here, they can max their champion potency a little faster.
Summoner Whale Items
Skins: This in my champion, there are many like it, but this one is mine.
Every champion in the game has generally between 2 to 5 unique skins which will change the way the champion appears on the battlefield. Skins typically are amusing and often have pop culture references buried in them. Skins prices vary, with the odd feature skin popping up from time to time. Skins can only be purchased using premium currency.
Skins are purely a vanity item and offer no real impact to the gameplay. Purchasing a skin is a great example of League of Legends ability to monetize the player using emotion.
Video Game Sona (Left) & Pax Jax (Right)
Example: If you (the player) have a favourite champ, and have been playing it for a while, odds are you are somewhat emotionally invested into that champion. Buying a skin is a way to keep that champion fresh.
Additional Rune Pages
This is an upgrade for the true League of Legends “whale” or pro player. League only lets a player have 2 rune pages on their profile. True min/maxers would want to have greater fidelity optimizing their champion build. With a huge variety of rune combinations available a player could maximize their stats depending on the competition. Building rune combinations takes time, so selecting a preset is much faster when joining a game.
Summoners can purchase additional rune pages for:
a) The IP cost of an expensive champion (6300)
b) For the small real world cost of 590 Riot points.
c) In bulk for a reduced cost of Riot Points
New Champions
League of Legends sees a new champ, designed with new skills and backstory released usually every 3-4 weeks. New champions come at an increased cost for the first week to further promote first day purchases from whale customers. After which the cost is reduced for everyone else.
On top of helping drive conversion, new playable characters also drive monthly retention. New content will always bring back customers who want to see what it is all about. Each new champ usually comes with new gameplay mechanics unique to the game.
Meet Lucian the newest, latest and greatest hero to be arriving to League of Legends soon.
Special Note: Sometimes, and this may or may not be on purpose, new champions will be more powerful than the existing characters. The new champ will usually be balanced some time after release.
More powerful, first day release champions can help drive conversion (pay to win) scenarios but need to be addressed quickly
Consumables
League, like most other freemium games contains consumable power-ups. These consumable items are used to help the player in their leveling and Influence point grind.
Boosts essentially allow the player to buy time and avoid the grind. There are 3 types of boosts available for purchase.
Gives the player a 200% influence point boost for every game played within the consumable duration time.
IP Boost (Wins only)
Generates a 200% bonus to influence points earned per game won.
Increase XP gained by 200% for a limited time, allowing the player to level up their summoner account more quickly. Leveling up faster allows the player to more quickly access ranked games at level 30. This consumable is no longer used once the player hits level 30.
Timezone Transfers
Moving, want to play with a friend on a different part of the world? You can buy this one time use item to switch your account timezone.
Rename: Got a bad rep, or just tired of your summoner name?
Rename your profile without having to create a new account for a small fee.
Weekly Sales
Every week certain champs and skins will appear for sale, usually for up to 50% off. This sale price only applies to the hard currency in the game. Sales exist to entice players who are difficult to convert and to further monetize players who spend often.
Sales encourage the player to save time and to spend money rather than grinding to the full Influence point value of a character. Sales promote basic impulse spending.
Value in Bulk: Bundles and Upselling
Closer to a whale items, bundles allow players to buy multiple champions and skins at once for reduced cost. Bundles also switch from week to week and are easily seen on the top slider of the store page.
Riot Point Bulk
The more money you spend, the more points you get per dollar spent. The player gains value by spending more money.
Boosted Boosts
Even boosts have better efficiency and dollar value per tier.
Retention Systems
Daily IP Boost Retention
Every 24 hours a summoner is awarded an additional 150 IP for winning a match. While this value isn’t very big, it drives retention up and increases the daily active users in the game significantly. Larger retention means larger chance of receiving additional conversion on top of this, earning the reward may require extra player engagement since they must win in order to receive it.
The player may have to play extra rounds in game to receive the bonus. More time in game, means more chances for possible monetary conversion.
Weekly Champion Cycle
So you don’t have a lot of playable characters and you recently played against a champion you really want to try? He/she/it is just too expensive to buy and you don’t want to waste your hard earned points of something you might not like?
Lucky for you Riot Games offers a weekly champion cycle. Each week Riot cycles a new selection of 10 champions to try. This gives the player a small sample of new champions to play around with.
This weekly champion cycle accomplishes 3 core freemium needs:
Retention: Gives the player a reason to return every week/day to try a new champion.
Engagement: Lets the player enjoy a champ they may have otherwise not played.
Conversion: Once the week cycle runs out, the player may not want to grind the Influence Points over the next week, and may just want to access that champ immediately so they may convert real work currency
Player Progression
On top of all the content, start to “finish” League is full of player progression. From leveling up to unlocking content or
players always have something to strive for. General progression is easier to list in bullet point form and goes something like this:
Play your first matches against the computer
Level up enough to play online
Keep leveling up to unlock new gameplay types
Purchase your first champion
Keep playing and leveling up
Unlock more champions
Hit level 20 to unlock the top rune tiers
Get all your runes
Hit level 30 to compete in ranked games
Keep unlocking champions
Increase your ranked status
And so on, endlessly….
Community Integration
Simply put, If you have friends that play, odds are you will play. Being that league is a community driven eSport, Riot has integrated social features to easily get friends together and take it out on each other in the battle field. Easily being able to see friends online, spectate their games and contact them is fundamental to maximizing player engagement and to help retain players through social means.
What I would add/change:
After some discussions with people about my previous article, I had some ask me what I would do differently, so at the risk of putting myself out there, here are a couple of things I would love to see added to the League monetization model.
Build Your Own Bundle (Monetization)
I would design a system that would allow a player to bundle together any champion in the game. The more heroes bundled, the cheaper they all become (within a cap of say 30%). This would allow players who aren’t quite willing to wait for a sale, commit to purchasing multiple heroes at once based on what they deem to be valuable to them. Values of the heroes in the bundle would be scaled accordingly to their cost so not to risk abuse of the system.
Create A Bundle would accomplish:
Greater immediate conversion on those midground players waiting for that “right bundle”
Offer another conversion alternative to the player
By making the cost reduction cap at 30%, traditional 50% off sales would still retain their value and encourage impulse spending. Bundling your own selection would also curb the issues of current sales where the player may already own champions in that bundle (making it less valuable).
I don’t monetize easily – I wish League offered the ability to create wishlists similar to Amazon or Steam. If a champion I want goes on sale, I am notified. Knowing it is on sale, and being reminded would help drive my potential for lower end base conversion.
This concludes my critical lens of the League of Legends freemium design. While I find the system rewarding, fair and balanced, I’m curious to hear if you agree! If you like the article, feel free to read some of my other work, visit my site and even follow me on twitter!
Thanks for the read!(source:)
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