In 2019, the game score won the Gold Medal at the Global Music Awards. Through collaborations with internationally renowned composers including Hans Zimmer, Joe Hisaishi, and Howard Shore, Honor of Kings continues to provide enchanting, high-quality soundtracks for players to enjoy. The game has inspired countless pieces of user-generated content, and many content creators have built successful careers from it. Honor of Kings recorded 100 million average daily active users in 2020, making it the top social entertainment choice in China. Years of updates to character designs, worldview narratives, and gameplay optimization has made Honor of Kings the gaming phenomenon today. If you’re grinding content for potential rewards, there’s an “autoplay” button that will have the AI play your cards when they are ready to go.In 2015, Honor of Kings was released by TiMi Studio Group in China. Rooms fill up and fire without much difficulty, making the LFG experience painless. There’s a distinct sense of progression, and there’s no requirement to participate in PVP.įinding a group to go “dungeon crawling” is as easy as clicking on a building in town. Why does the pay-to-win structure work here? It probably has a lot to do with the buffet table of MMORPG elements and RPG aspects that are presented “on top” of the TCG. And when it comes to PVE, you’re going to wish you had that player in your boss raid team. But you’re not always going to be playing someone like that, and matches are fast. Yes, someone can crush you in arena and you will have no chance of winning by dropping a pouch of real life coin. Players that want to join groups and take on boss monsters for shots at special loot and work up gradually over time by doing quests, buying packs with in game currency, and acquiring gold to spend in the Auction House, that option is there too. This is not the case.įor players that want to have it all immediately, that option is there. ![]() And as a game with competition as the core, one may think that this fact alone would make Kings and Legends a rather dubious gameplay experience. The pay-to-win? It’s here, as packs featuring the best cards in the game can be acquired via real money without effort. It’s easy to get hours of gameplay in if a player so desires at no cost. Kings and Legends uses an energy system, but it’s quite generous for daily play. Add all this on top of four archetypal base classes for players to select from that come with special class card abilities (Wizard fireballs and Ranger arrow barrages), and you’ve got a fairly deep TCG. There are undead creatures that have a chance to return to the players hand on defeat, there are flying creatures that can bypass enemy lines and start dealing damage directly to the opponent. There are stationary structures that players can place on the field. There are tons of support creatures that do everything from heal and buff allied forces to dealing direct damage to the enemy each turn they remain in play. Strategy goes much deeper as new options and cards become unlocked in the first few hours of play. For instance, one of the most basic concepts players will have access to immediately would be placing a swarm of cheap archer units behind some defense oriented tank types to create a mobile wall that inches up to the opponent and picks off anything that gets in front of the tank. ![]() The game is structured tactically (Think Heroes of Might and Magic), with different lanes leading to the opponent, and creatures can have abilities that work at range or even fly over opposing forces. This takes care of casting costs and power levels (Generally, the more powerful the card, the longer it’s going to take to get to the field from your hand). After cards are accumulated in the hand, the time it takes to play them “ticks down”. If you’ve played WarStorm, a similar mechanic is one of the major elements of gameplay in Kings and Legends.
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