Chereads / PixelPioneers: The Birth of a Gaming Empire / Chapter 120 - Chapter : 119 : You Are Not Updating, You Are Remaking It

Chapter 120 - Chapter : 119 : You Are Not Updating, You Are Remaking It

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The developers in the circle who decided to introduce the zombie mode into their own FPS games were stunned when they saw the news. It's been less than a month since their game was released, and they have updated it with a brand-new mode.

Numerous people have looked at the official website of PixelPioneers Studio, and they are distressed. What is this? Everyone seems to be lazy, but they have secretly worked hard.

However, compared to the developers in the industry, this is exciting news for players. More interesting new models, and richer content, and it doesn't cost them money, which is simply great. No matter what kind of player you are, you don't want to see games that you spend money on, especially in multiplayer mode, stay the way they are. In competitive games, players want to see new heroes, new guns, and new maps.

There are forums in the major game communities. In the game group related to "Resident Evil Resistance," everyone is discussing this update.

"Damn, so much content!"

"What kind of mode is peekaboo? Is there a major change in the zombie infection mode and the zombie escape mode?"

"Haha, the new map is online: Mount Massive Asylum and Umbrella Lab."

[ ===== ]

Countless people are having heated discussions, and in the office of PixelPioneers Studio, John is watching the feedback on the new version. There are many things in the updates, but there are also many things that have not been completely updated.

The feedback received from the customer service side and the feedback from the privately invited test team are both very important. For the current main modes of the game, zombie infection and zombie escape, the novelty has led to very positive feedback in the short term.

But there is also a suggestion in it that John feels he can learn from. Especially in the zombie infection mode, this feeling is amplified. Players often stay at one point while zombies constantly attack. At this time, the game experience is still very enjoyable. Some players remain at the defensive point for most of the time and then wait for the zombies to approach. When the zombies come, it is the end of the game.

Compared with the intense stimulation that almost everyone can participate in at the beginning of the zombie escape, the zombie infection is not so interesting. In this new version, John took the approach of combining PVE with zombie infection and zombie escape.

In addition to allowing players to become zombies, there will also be NPC zombies attacking players already on the map. All players will become elite zombies, featuring higher health and speed, while ordinary NPC zombies will serve as cannon fodder.

In the zombie escape mode, John canceled the setting of simply running away and killing zombies. The elements of a BOSS battle are added: the player will run away, while NPC zombies will obstruct them along the way. In this case, some players need to repel the zombies controlled by other players, while others deal with the NPC zombies.

After reaching a point, it will trigger a BOSS battle within a specified time. For example, on the "Resident Evil" police station map, the player will face a boss battle with the Tyrant, and the living humans will have to kill the Tyrant within the specified time. Humans who are killed by the Tyrant will also become zombies.

In addition to this, John also introduced a morale setting. The fewer human players there are, the stronger the remaining players' attack power and movement speed will become. The last remaining player is not without a chance to win the final victory, although the hope is very slim.

Unpredictable, exciting, and refreshing—this is what John wants to bring to all players in the new version.

As for another new mode, Peekaboo, this is much simpler. The main reason why it took so long to go online is the bug problem caused by the replacement of the test model. To prevent players from feeling stale, a large number of irrelevant items will be randomly refreshed on the map. At the same time, players can choose to change items in each round.

There is also a scoring system in the game: the more inconspicuous items are used, the fewer points you get; the more obvious things you get, the higher points you receive for surviving.

At the same time, there will be some hiding time before each game starts. During this period, all players cannot see each other's screens. In addition, there will also be a mirror battle after death where dead players enter a death match against other dead players.

John can say he has reached his limits regarding what he can do for his players from his perspective. One of the biggest problems for developers is creating a fun mode that looks fun but isn't, but John has made it look very easy. For example, some modes in "Resident Evil Resistance" have been successful in parallel memory; John can simply remove these defects from his perspective.

With the update on the new version of "Resident Evil Resistance," players who enter after the update are amazed at the new content. You're not just updating your game; you're remaking your entire game.

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