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Naruto: Ninja New Generation Core Combat Mechanism Analysis

Author:Konoha ninja Ziming Wang

Contents


1. Highlights Design

1.1 Layout

In the game, players can play up to 4 characters including the main character. Each character can be freely placed in a 3X3 grid, as follows.

Why is it possible to play up to 4 characters instead of 3 or 5? This question is closely related to the skill design of the characters, which will be described and explained in detail below.

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During the battle, the character’s general attack will be given priority to attack the most forward role with their peers, if there is no role on this line, then look for the enemy in the next line as the target of their general attack, as follows, the right side of the enemy general attack role selection for Uchiha Shizuku (tag for the role of 1 hand):

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The advantages of this design: players can freely arrange the formation, according to the character attributes, positioning free to decide their formation form: if there is a team of very high defense tank-type characters, you can let it stand alone in the first column, the enemy’s general attack priority attack tank characters, to enhance the survival of the team’s back row characters; if there is no tank in the team, and each character is output positioning, then you can stand in the first column If there is no tank in the team and each character is an output position, then you can stand in the first column of three characters, so that the enemy’s general attack will hit each character evenly, slowing down the speed of attrition.

1.2 First Attack and Aoi Interrupt

The first attack attribute: also known as the speed attribute in the turn-based game, unlike other games, the role in this game is not judged by comparing all the roles together, but by comparing them in pairs: that is, our No. 1 position and the enemy’s No. 1 position compete for the first attack value to determine who is the first hand. In the following diagram, the first attack value of our characters in each position is higher than that of the enemy, so the order of our shots is 1, 3, 5, 7, and the enemy is 2, 4, 6, 8.

Perhaps looking at this design alone will make players confused: why not put it together for comparison? This brings us to the game’s skill feature: interruption. Interrupting refers to the feature of aborting a skill that is about to be released by releasing a debuff on the enemy that is about to release the skill. For example, when the 2-handed character in the picture below is about to release a skill if our 1-handed character releases a stasis skill (which interrupts the debuff of the enemy’s skill), we immediately release our 1-handed skill, and the 2-handed enemy’s skill is interrupted by the stasis effect, which also ends the skill release (the chakra required to release the skill is not returned). Similarly, if our 3-handed character is about to release a skill, it will be interrupted by the enemy’s 2-handed enemy interrupting skill, because the enemy’s 1-handed enemy action sequence is faster than our 2-handed character.

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1.3 Combo and Chase to Enhance the Deployment Strategy

Most characters are designed with chase skills, which can be triggered when an attacked enemy enters a chase state, dealing damage, applying debuffs, or providing chase status. A good lineup can trigger a super-long chase combo through character general attacks and skills, which can quickly deal a lot of damage to the enemy, speed up enemy attrition, and even turn the tide of battle.

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2. Improvement Scenarios

2.1 Dodging is a Very Dangerous Design

The dodge skill in the game is designed to dodge AoE, Punch, and Chase, which means that if the player places the character with the dodge skill in the 1st position, he can use the skill at the beginning of the turn, ignoring the first attack mechanism. If the character’s skills are interrupting skills, it will lead to the enemy player in an awkward situation of “must kill the character first, but simply can not interrupt the character’s skills”.

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Improvements: interrupting skills and dodging skills do not exist at the same time on a character, but are also appropriate to weaken the skill strength of dodging, for example, can only dodge skills, not dodge the general attack and chase, to ensure the value of the extraction of the role at the same time to provide more ideas for the solution of such games

2.2 Buff Stacking Threshold is Low

The design of buff class passive skills is excellent: buff for the specified type of friendly troops based on the persona. but as the game version changes, there are more and more characters with buff class skills, which also leads to the opening of the fast attack idea of stacking buffs on each other. I think as a strategy turn-based card game, brainless numerical additions to the fast attack need to be limited.

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Improvements: when designing the role should be buff class character attributes, the rest of the skill strength to control, slowly release the role of carrying buff skills, continuous monitoring of the lineup win rate, PVP environment.

2.3 Immunization Chase and Immunization Poor State is a Failed Design

I think a game in late life if you want to make the new role full of attraction, should be in the design of skills to do the article so that this role to become a lineup, a core role of a school (such as Hearthstone dredge Druid must bring Kazakusugi), rather than making a golden oil role, if the lineup of this role on the lineup is brain-dead strong.

Immunity from chasing, immunity from the bad status will be the battle process of strategy becomes thin, in the end, will only become a numerical competition.

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Immunity from chasing, immunity from the bad status will be the battle process of strategy becomes thin, in the end, will only become a numerical competition.

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