Promotions for Ancient Calamity were everywhere, and even normal players could feel how much importance Emperor Dynasty Entertainment placed on the game.
Many players, especially League of Legends players, were discussing this simplified MOBA game.
"Ancient Catastrophe is in beta, is anyone going to try it?"
"Emperor Dynasty is copying League of Legends again, what's so fun about that?"
"Yeah, they've been copying it, but they've never surpassed it."
"But since they're standing on the shoulders of giants, Ancient Catastrophe shouldn't be too bad, right? With League of Legends as a reference, and some improvements, along with Emperor Dynasty's promotion, Ancient Catastrophe will most likely become popular. "
"I think so too. I heard that 'Ancient Catastrophe' simplifies the game's operations and is more friendly to new players. You don't even need to buy reinforcements or buy equipment. Also, the map's mechanics are very rich, unlike 'League of Legends' where killing monsters is useless. In 'Ancient Catastrophe', killing monsters will trigger the game's mechanics.
"I'm going to try it out. I'm a bad player of League of Legends, I hope that Ancient Catastrophe will allow me to continue playing …"
"You guys don't have to be so tense, League of Legends is still the same. Playing Ancient Catastrophe is just for the novelty, it's not like we're giving up on League of Legends."
"That's right, is there anyone who wants to explore the Ancient Catastrophe with me? Add me as a friend!"
…
Ancient Catastrophe's beta test attracted a lot of players, including some core players of League of Legends.
This was normal. Many MMORPG players wouldn't only play one RPG, and Xuanhuan novel readers wouldn't only read one Xuanhuan novel. These players weren't that loyal, especially when a new game had just started beta testing. It was normal for many players to try it out for something new.
Keeping players was the key to the survival of a MOBA game.
The first batch of players' playthroughs and impressions were quickly released. It was very good, especially for novice players. Ancient Catastrophe was easier to pick up than League of Legends, and more friendly.
There were three main reasons for the good reviews.
The first was that it was easy to learn.
After removing the last hit and equipment system, the difficulty of Ancient Catastrophe had been greatly reduced. Players no longer had to suffer a crushing defeat because of their finances and equipment.
After a new player entered the game, all they needed to do was familiarize themselves with the hero's skills, fight the enemy heroes, and steal the map's mechanism at the right time. Basically, they would have completed the mission.
It was very rare for players to be suppressed by a hundred attacks or solo kills to appear in League of Legends. Most players would die in small team battles.
Therefore, the new players who had transferred from League of Legends felt that the game was too easy to pick up, and they started playing after five minutes of stupidity.
The second was a clear goal.
In League of Legends, the laning phase was fine, but once the laning phase was over, most players would feel lost. What should I do? Farming? Push the tower? Team up? Wire?
Oh, so many choices!
Therefore, some of the Fishpond Players would mindlessly group together after the matchup period. If they could win, they would push. If they couldn't win, they would throw.
But in Ancient Catastrophe, the players' goal was very clear, because the map's mechanism would be refreshed frequently. The map of Ancient Catastrophe was also square, and the layout was similar to League of Legends. However, the wild monsters had been replaced with special creatures with certain abilities.
For example, a portion of the wild monsters had been replaced with the Four Sacred Beasts. After defeating the wild monsters, these wild monsters would advance to the enemy tower and help the players kill and push the tower. After defeating the wild monsters, the players would also obtain coins. These coins could be donated to the altar in the wild to pray for blessings, gain buffs, or cause debuffs to the enemy.
Moreover, the map's mechanism was randomly enhanced, which created a lot of randomness and uncertainty in the battle. The players also had a very clear goal. Once the mechanism was refreshed, they would rush over to snatch it. If they could snatch it, they would earn. If they couldn't snatch it … they would just snatch the next one.
The new players would no longer be lost after the laning phase ended.
The third was that the statistics were good.
In Ancient Catastrophe, there would never be a situation where the final score of a match was 0-10-0 like in League of Legends. This was because in Ancient Catastrophe, all assists were counted as kills. It could be seen as a team working together to obtain kills, and it didn't matter who was the last one.
Therefore, there was no such thing as killing with malicious intent in "Ancient Catastrophe," and the players would be more rational in their choices during group battles.
Ancient Catastrophe hid the players' death statistics, and the frequent team battles caused everyone to die a lot. This way, no one could remember exactly how many times they had died.
Of course, the damage and healing data could be seen, but because the Hero positioning in Ancient Catastrophe wasn't as clear as in League of Legends, it was only divided into Tank, Assassin, Mage, Archer, and so on. Moreover, the damage data couldn't be used to determine whether a player was good or not, so it didn't cause any harm to the new players.
In fact, everyone's damage wasn't too different. Because of the lack of equipment, the snowball effect was greatly reduced. At most, they wouldn't be able to win in a team battle. Either way, Blind Princess's Eight Shake could deal quite a bit of damage. It wasn't like League of Legends, where an Archer would be killed before he could even lift his gun.
Some of the new players had an unprecedented gaming experience. They only needed to familiarize themselves with the Hero's abilities before they could play in Ancient Catastrophe. They could pay attention to the map and team battles at all times. It didn't matter if they died, as they would get a kill every time. If they lost, they could start the next round. If they won, everyone's stats would look good, and they could take screenshots to show off.
Moreover, at the beginning of the beta, the players were still in the learning phase. They didn't have a mature understanding of the Hero and the map. They were all typing and communicating, so the atmosphere was more harmonious.
All these factors made the first batch of players in Ancient Catastrophe feel that the game was fun, and it was very different from League of Legends.
Many people were shocked. Did Emperor Dynasty Entertainment really finish improving MOBAs?
Soon, the player ratings for Ancient Catastrophe were out.
One had to admit that the quality of Ancient Catastrophe was very good. As MOBA games didn't rely on quality to make a living, it wasn't that technically difficult to make.
Moreover, the artists from Emperor Dynasty Entertainment were very skilled, and the graphics were very beautiful. At least at first glance, it was very eye-catching.
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