Chapter 574: Chen Mo Is Such an Honest Man!
The character movements in "King of Glory" were incredibly smooth, and the controls felt very comfortable, which left Zhang Bei astonished.
How could a mobile MOBA game have such smooth controls?
This became very clear during the actual combat training. Zhang Bei chose a marksman hero and even discovered that he had learned to kite!
In "League of Legends," kiting was actually a relatively complex and very tiring operation. Players who wanted to kite had to first right-click on the position they wanted to move to, then click on the enemy target to attack, then move again, then attack again, repeating this cycle endlessly.
Of course, some players preferred using the A key to attack, but overall, the main operations for movement and attacking were all on the mouse, and the clicks had to be extremely precise. One misstep in positioning could lead to being instantly killed. For example, if the attack key didn’t hit the enemy hero but accidentally clicked on the ground, it would be a disaster.
But in "King of Glory," Zhang Bei found that kiting was so smooth! He only needed to use the virtual joystick on the left hand to control the character’s movement, then keep tapping the attack button.
Since the operations for movement and attacking were split between the left and right hands, players no longer had to worry about misclicking. Moreover, the click-based controls had been changed to joystick controls, so there were basically no issues with movement direction.
As a result, in "King of Glory," almost anyone could kite. This was determined by the game’s own control mechanics.
Zhang Bei was a bit puzzled. Why hadn’t he felt this kind of smoothness when he was making the mobile version of "Ancient Cataclysm"?
After studying it carefully, he discovered that Chen Mo had made some modifications to the character movements in "King of Glory." The attack startup, attack recovery, and related attributes had all been slightly adjusted, making the kiting of some marksman heroes much smoother. Even some melee heroes could maintain constant movement during combat.
After a battle victory, "King of Glory" also popped up a special settlement screen, displaying Zhang Bei’s various stats for that match in the form of a pentagram. It also praised him in text, making Zhang Bei feel quite elated.
Although Zhang Bei, as a designer, knew that all the content here was fake, he still felt very happy.
But what surprised Zhang Bei even more was that there were extended practice sessions afterward!
In the advanced practice, the player would control Hou Yi to practice skill releases. What amazed Zhang Bei was that Hou Yi’s second skill was actually similar to Annie’s ultimate in "League of Legends," both dealing damage in a small area!
This was also a problem that had troubled many mobile MOBA designers.
After seeing the design approach of "King of Glory," Zhang Bei suddenly slapped his forehead. So that’s how simple it was! Why hadn’t I thought of it?
The operation was very simple: just hold down the second skill button, then drag your finger to move the skill’s range to wherever you wanted.
But such a simple operation had never occurred to previous mobile MOBA designers.
In fact, this was called the dual-wheel system. The so-called dual wheels meant that the left joystick was one wheel, and the right skill button was also a wheel.
By dragging the skill to control its release range, this wasn’t technically difficult to implement, but the key was that many designers had a hard time wrapping their heads around it during initial design.
This seemingly obvious design, in Chen Mo’s previous life, only appeared after mobile MOBAs had developed to a certain stage. Once it emerged, it quickly spread to the vast majority of MOBA mobile games.
Moreover, it wasn’t just this type of skill; it also included some ultra-long-range, full-map skills.
Hou Yi’s ultimate was exactly the same as Ashe’s ultimate—a long-range flying skill with a stun effect. Zhang Bei was astonished to find that this skill could also be perfectly replicated using this control method!
Zhang Bei tried Hou Yi’s skills many more times and found that this control mode was very user-friendly, especially for mobile games. The controls were even better than those in PC MOBA games! The control mode really needed to be changed!
Compared to "King of Glory," the clunky and monotonous control system of "Ancient Cataclysm" was simply unwatchable. The feel was a world apart!
Moreover, due to the limitations of the control system, many skills were highly repetitive and very boring, failing to replicate the essence of MOBA games.
Zhang Bei stood there, utterly bewildered. Damn it, who told me not to trust Chen Mo?
Chen Mo had clearly been telling the truth all along… This guy is such an honest man!