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The new mode of call of Duty has become the "street version of Takov".

2025-03-31 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >

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Shulou(Shulou.com)11/24 Report--

Youth version of "escaping from Takov", a powerful version of "Middle East War Zone Shopping Simulator".

On November 16, call of Duty: modern Warfare 2 (call of Duty 19) entered its first season, and the derived free game call of Duty: war Zone 2.0 (hereinafter referred to as War Zone 2) was officially launched.

In addition to the main PLAYERUNKNOWN'S BATTLEGROUNDS model, Theater 2 has also designed a new model: no man's land (DMZ). According to the propaganda and leaked information before the launch, DMZ may have made reference to "Escape from Takov". The only winner in a single game is no longer designated, and players are considered successful as long as they evacuate alive with the materials they have plundered.

It was only after the official launch of "influenced by Takov" and "similar to Takov" that we discovered the deceptive nature of this statement. This is not to say that Takov or DMZ have shortcomings, just because the two game modes have completely different positioning.

DMZ does borrow from the dark zone model of "escaping from Takov" and possibly a "full-territory blockade", but their gaming experiences are very different. "escaping from Takev" is famous for its hard core, but the DMZ cannot be hardcored. from the threshold to the death penalty, the DMZ is lower than Takov.

In Takov, shopping with swagger is tantamount to suicide; in DMZ, shopping is the most basic way to play.

What's on the street? Escape from Takov is a PVPVE game, and the proportion of PVE is slightly larger than that of PVP. This is probably where DMZ is most like Takov.

The E here refers not only to enemies controlled by AI, but also to the acronym of "Environment". Other players generally appear as distractors, unless they take the initiative to find fault, or have a mission to kill the player. In most cases, players are overcoming a certain random environment and fighting against some game mechanisms to the end.

DMZ has taken the initiative to abandon a number of mechanisms, such as systems in Takov that are closely related to character survival. I don't need to think about food and water, my physical strength for running is unlimited, and no matter how heavy the equipment and garbage I carry, it won't slow me down.

Inheriting the call of Duty damage system, DMZ can breathe blood and has no physical damage mechanism, and I don't have to worry about falling into some kind of negative effects that seriously affect the performance of the battle, such as dehydration, blood loss, fractures, concussion, stomach perforation.

The number of Debuff in "Escape from Takov" is comparable to that of many RPG games, even if the DMZ does not have this content, the anti-environment part is also rich and colorful.

DMZ misappropriated the "Mazra" map of PLAYERUNKNOWN'S BATTLEGROUNDS from War Zone 2. The soldiers played by the players will form a team of up to three people, go deep into the "no man's land", collect materials and money, fight with extremist groups, and complete various tasks. finally, evacuate before the nuclear radiation dust (drug circle) that originally existed in only a small area spread to the whole area.

Picking up trash before evacuation is a required course for this kind of game mode. Cabinets, chassis and jackets designed as background objects in PLAYERUNKNOWN'S BATTLEGROUNDS mode can be searched in DMZ to find banknotes and trash of different values.

Like Tarkov, DMZ merchants have a penchant for precision electronic devices. A game console is worth more than most of the junk in the game, and a graphics card costs more than a copy of nuclear waste.

Video card, $16,000

Nuclear waste, $10,000, because the area where players can move is huge, there are too many refresh points for valuables and there is a lot of randomness. In DMZ, I rarely see players in the full picture fight for a fixed graphics card refresh as Takov does.

However, the enemies of AI who prevent me from shopping and picking up rubbish should not be underestimated. They are numerous and accurate, and often throw grenades and flash bombs to force players out of the bunker. They have highly perfect tactics and operational logic, and even cooperate with each other in drawing guns.

A small number of AI enemies are equipped with sniper rifles and bazookas. In the later period, heavy armored troops and armored vehicles will be frequently refreshed on the streets, and helicopter gunships will patrol the sky. In some buildings, I encounter riot shield soldiers who are proficient in indoor operations, and accidentally step on tripping mines and lose half their lives.

Intrepid Warriors, who are equipped with heavier armor and Gatlin machine guns in single-player battles, generally appear as BOSS in DMZ mode and require the concerted efforts of the entire team to kill.

Most AI enemies are not worth wasting time if the intrepid warriors are not for self-protection. The AI on the street continues to refresh, but they may drag the whole team into a prolonged exchange of fire, resulting in a waste of ammunition and armor, as well as a snap attack from other players. However, for those heavily guarded areas, the enemy will not refresh again, and the reward is very generous, which is worth challenging.

When the golden boxes that produce advanced equipment feel that they are not strong enough to challenge them, they can also receive contract tasks on the map. The contract task is an exclusive system inherited from the "theater" PLAYERUNKNOWN'S BATTLEGROUNDS model, which generally requires players to complete goals such as delivering goods, gathering intelligence, rescuing hostages, hunting AI or players, and get a lot of money and advanced equipment rewards.

Contract: using Geiger counters to search for nuclear waste DMZ does not force players to clean up trash, missions, or AI in a specific order. The only mandatory requirement is to evacuate alive.

At the beginning of the game, the system will randomly select three evacuation points, allowing any player to call the helicopter to evacuate. 25 minutes later, the radiation circle began to spread to the whole map, and the radiation-covered evacuation points could no longer call helicopters. Wait another 5-8 minutes, when the three evacuation points are all covered, the players who have not yet been evacuated are forced to die, and the whole game is over.

What does a helicopter that waits for 35 seconds at the evacuation point need to bring? DMZ does not have a complete personal warehouse system like Tarkov, and the number of items allowed to move in and out of Mazra is quite limited. When editing the combat configuration on the main menu, the weapons and equipment that players can see and bring in are basically everything that can be brought out of the game.

The first is the weapons field for firearms. Guns brought back from no man's land will be labeled "contraband" in red, and a maximum of 10 contraband will be kept. Once I discard them voluntarily or fail to evacuate, they will be completely lost.

I can also modify a handy weapon and put it in a special vault. These weapons are not contraband, and after they disappear, the corresponding vault field will start a several-hour cooling countdown and can be used again at the end of the time.

If I can't stop giving for nothing and give away all my weapons, there's no need to rush into no man's land with my bare hands and die. The system will kindly assign me free weapons at random, whether it works or not, it's better than nothing.

The player has the most rudimentary backpack by default, as well as a bulletproof vest that can only hold one protective deck. More advanced backpacks, armor, as well as powerful and rare props such as serial kill rewards, gas masks and self-recovery, must be obtained from no man's land.

Because there was no warehouse, advanced equipment could not be hoarded, so I had to take them into the no man's land again. If I fail to evacuate, they will disappear like contraband, and I will have to start again with low-level equipment.

Under this design, the death penalty for DMZ is still much lighter than "escaping from Takov", but failure to evacuate can also lead to mild frustration. After all, every time I lose a piece of advanced armor, it means I have at least half a game of street shopping.

Level 3 purple armor equals most lives. Another prop that allows free access to the war zone is the key. As mentioned earlier, the city of Mazra has some heavily guarded but highly rewarded areas, but these places do not enter as soon as you want. Some large "restricted areas" require specific keys to open the door, and there is no regular mechanism for the keys to fall.

According to community statistics, the current version has at least 73 keys, each corresponding to a door or box at a location on the map.

Tu Yuan bilibili @ dull Kiri key has an upper limit of 1-3 times and, like equipment, will be lost due to evacuation failure, so the penalty may be better than that of Takov. Takov also has hundreds of keys, but players also have at least one safety box with built-in items that will not be lost, to store keys that need to be used repeatedly, as well as some valuables.

Takov's safety box DMZ has designed a separate key warehouse to provide a place for keys that are temporarily unused. It's just that this warehouse can only store a maximum of 20 keys, forcing me to use those keys that are not of high value.

All items except the arms, equipment and keys mentioned above will be converted into money of equal value at the time of evacuation settlement, while reducing part of the cooldown of the gun warehouse depending on the income. If the evacuation fails, this part of the income will not be calculated.

Given that the benefits of a successful evacuation are always greater than those of failure, all means to facilitate the evacuation are desirable. To this end, I would rather take the initiative to sacrifice part of my income, sell a batch of garbage in advance, and buy equipment or contraband weapons at the supply depot on the map. Compared with the PLAYERUNKNOWN'S BATTLEGROUNDS model, which also allows players to shop, the types of goods here are limited and the prices are higher.

However, in the current version, the best way to improve the success rate of evacuation is two reliable teammates. Due to the strong enemies of AI and the resurrection mechanism of teammates, it is difficult for lone wolves to find a way out in DMZ.

When players lose all their health and fall to the ground, if they do not have self-recovery props, they can only rely on their teammates to rescue them. At this time, the lone wolf can withdraw from the game. In an entire team, even if someone falls to the ground and dies completely with a mending knife, he can still be resurrected with unconditional blood by his teammates, but it takes longer.

Pick up your teammates who have fallen to the ground. In addition, DMZ has no friendly damage, which further magnifies the advantage of team shopping. Instead of Takov, there was not only friendly damage, but also no sign of friend or foe, and I was killed by a teammate's head shot or shot in the head more than once.

What's the shopping map? DMZ's entire map is full of interactive elements, and even if you don't meet players, there is little junk time in a game. I can always find something to do in no man's land, shopping for money while wondering if I'm playing some kind of open-world stand-alone shooter game, such as Operation Ghost or Ghost.

Just in sharp contrast to the enrichment within the war situation, the current DMZ games outside the game content is relatively scarce, lack of a driving force to drive players to play repeatedly. Among the rewards for the length of time you put into DMZ, there is not much content that is purely for DMZ, which makes DMZ more like a derivative transition model than Takef's self-contained game play.

DMZ has no warehouse, so it doesn't need a market, let alone an economic system. The money or equivalent I get in each game is rudely converted to character experience on the final settlement page. In addition, carrying specific weapons to kill AI in a war situation can also gain a lot of weapons experience.

On the settlement page, it is true that both the native players of call of Duty 19 and the free players of Zone 2 need these experience values, because the two games share a character and weapon rating system. The vast majority of weapons and equipment need to reach a certain character level before they can be unlocked, while the weapon level affects the unlocking of accessories, which can significantly improve the performance of weapons.

Perhaps in order to take care of free players who can't upgrade through the high-intensity combat of the game ontology, in the PLAYERUNKNOWN'S BATTLEGROUNDS and DMZ modes of Theater 2, the speed of gaining experience is generally higher than that of the ontology game, while the difficulty of DMZ is lower than that of PLAYERUNKNOWN'S BATTLEGROUNDS. DMZ also has an important setting: all weapons and equipment that players bring out when they evacuate will be unlocked immediately in defiance of level restrictions.

Only unlocked weapons can be used and modified in the vault bar, so putting in more game time to unlock weapons can really gain an advantage in no man's land. It's just that this advantage is not nearly as big as that of the full-outfit boss in Takov over other players, and the time invested in the game may not necessarily be exchanged for considerable output.

The weapons upgrade team has arranged some awards that can only be obtained in DMZ mode, including an assault rifle, a weapon blueprint, and ornaments such as badges and business cards. Some of them require the player team to defeat the powerful BOSS marked on the map, pick up their dropped weapons or weapon boxes, and then successfully evacuate. Rewarded players will also be marked by the full picture, and it is not easy to survive the siege of other players.

At this time, there is no room for me to go shopping again. Decorations will not have a substantial impact on the content of the game, regardless of the time being. The weapon blueprint is a mechanism left over from the previous work, including not only the distinctive weapon skin, but also a series of weapon accessories, which in essence is still a means of skipping classes to upgrade weapons, especially for most players who do not buy Noumenon.

The other part is designed as a reward for the DMZ out-of-game camp mission system. There are three camps in no man's land, each with several camp missions, which will be rewarded with contraband weapons, decorations and a great deal of experience, and will eventually be able to upgrade the camp's prestige and get rare weapons blueprints. Unlock more vault fields, and a new set of more complex and difficult tasks.

There are obvious problems with the design of some high-level tasks, either very difficult or not difficult, just forcing players to pile up a lot of game time.

Typical heap tasks combine these rewards and task systems, the "small and big" gambling positive feedback in DMZ is not much, causing a large number of players to regard DMZ as a channel to unlock guns and upgrade quickly in a utilitarian manner. After completing the task chain, winning a unique reward for the mode, getting all the characters or weapons to the full level, or losing interest in all of the above goals after hundreds of shopping, players no longer need to set foot in no man's land.

Conclusion "call of Duty" DMZ model is a good idea, is a short and highly simplified version of "escape from Takov", but also a rare highlight of "War Zone 2" with only 36% praise on Steam platform.

The word BETA, which is still printed on the DMZ icon after a "three-year construction period", provides a fig leaf for DMZ's still incomplete incentive system, massive Bug and server problems.

As far as its completion is concerned, the DMZ model is definitely worth saving, but its future is not clear. During the two-year operating cycle of Theater 2, it has the ability to become a replacement for Takov to attract light players, or it can continue to act as a tool for brushing guns in the call of Duty community. the possibility of suspending operations because of an official "difficult decision" cannot be ruled out.

At least the DMZ model has the biggest advantage of being free and open, and any player can give it a try. For players who have been battered in Takov, DMZ is nothing more than a relaxing old-age game. On the other hand, players who have never tried Takoff can try the less hard-core DMZ and test themselves while shopping to see if they can accept the frustration of losing everything in an instant.

This article is from the official account of Wechat: game Research Society (ID:yysaag), author: Zhaoyue

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