
Brothers, I usually talk about KPL and LPL, but today I made an exception to post a post in the music area. It's really because I recently found a bit of a professional arena feeling in “Fishing World”.
Don't laugh, it's really not nonsense.
This game has recently been updated to a major version. I originally thought that it just added a few new fish and changed the skin, but when I started playing it, I found that the turret values, BOSS mechanism, and game rhythm had all changed. This wave of changes directly reminds me of the time when a certain version of LOL changed the dragon soul to an alchemical dragon, and the entire ecosystem changed accordingly.
Let's talk about the most intuitive thing first. After the 3D panoramic screen is upgraded, the swimming trajectories of fish schools have become more realistic. This is not just good-looking, but directly affects prediction and positioning. In the past, you could cast the net by looking in a general direction, but now you have to calculate the trajectory and speed of the fish, especially the epic BOSS. When it rushes out from the depths of the screen, the pressure will be full, which is the same as seeing the assassin from the opposite side in a team battle.
Furthermore, after the version update, the charging mechanism of the turret has been changed. The benefits of low-magnification cannons have been obviously reduced, forcing you to move to a higher-magnification, riskier style of play. It's like the version has strengthened the strong heroes in the early stage. If you don't do anything in the early stage, you will lose. This is especially obvious in the competition mode. Whoever grabs the first wave of fish quickly directly determines the economic difference and skill cooling advantage.
But to be honest, balance is still controversial. I suspect that the triggering probability of certain orange fish species has been changed secretly after the update. In the past few days, several big guys in the guild have been complaining about the shipment rate, and some people have made statistical tables for hundreds of games in the post forum. How can I put it, this kind of game feeling makes me find it interesting, just like someone always shouts "XX is too high" in the competition version.
My personal experience this week is that if you want to get higher points now, you can't just use all your guns without thinking. You have to learn how to control the gun. When to lock the BOSS and when to clean up miscellaneous troops to supplement the economy. In fact, it is very similar to the operational rhythm. The competitive depth of this version is indeed higher than before. I hope that the planning next month will not be too sloppy and maintain the core gameplay of this version so that we can see more tricks in the game. 🎮