Star Rail's light cone is returned

HONKAI: Star Rail Traditional weapons are replaced with light cones and re -forming equipment. Instead of an open system where players can test the type of weapons or test the gears by stat priority, the path cone is built for purposes and is cruel and cruel. The design works well Star rail Battle is slow, surgery and turn -based, and the mechanic is likely to be translated beyond. Star railFor the format, other titles, the situation can go anywhere.

Eventually, the direction leads to any kind of experience chasing the studio. Lights trim the fat and swell in stock, but repay the player's creative freedom. ~ Inside HONKAI: Star RailThis trade off works because the game thrives in strict team roles, predictable turn order and precise adjustment strategies. In other formats, such as real -time battle or open world behavior, such rigidity can feel choking.

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The reason for the advantage of the lighting cone in the future title

Lighter HONKAI: Star Rail The structure is imposed, but the structure leads to clarity, identity and balance. In a game where the character's role is strictly defined, having a role -specific equipment will swell and guide the player with meaningful decisions. Thus, instead of wasting gambling on universal weapons or patching inconsistent statistics, the player gets the equipment created for his work. Gear is no longer a wild card and is a known variable, so it opens up a space for developers to design deeper character kits.

If the future HoYOVERSE title relies on a harder class system or a small square format, Light Cones can act as a stabilization that all other things can evolve more aggressively. There is also a long -term price to reduce gear noise. In most Gacha systems, Power Creep is driven by gear confusion. Too many statistics, too much What-if. The light cone cuts the teeth early and creates a healthier meta in the process. The game does not constantly recreate the wheel to sell power. It is repeated within the framework that the player understands.

Light cone can only work in certain types of games.

It works because the light cone is the rest Star rail The battle was organized and the team was small, so it was made to support them. The pace is slow enough to shine for role locks. However, if this same gear system is faster and brought to open world games, Kenshin Shock Or another real -time title, crack begins to appear immediately. In a game where improvisation and sandbox play have key pillars, the lock behind the rigid path kills the joy of exploration.

Examples of using light cones

The weapon system of another HoyOVERSE title plays a wider role. ~ Inside ZensinSome of the thrills are to ignite the bow or catalyst to make sure it works. There is a strange strange experiment for the meta interruption for the incidental synergy effect that Devs has not predicted. In contrast, bright cone crushes the space. They are optimized before the start of the player and are efficient but limited. It creates a flat architectural culture with the best answers and a small number of bad cultures without much space.

The cone also relies heavily on FOMO because the signature cone is often locked behind the premium banner, and without it, some characters are half -grilled. This solid thing without this solid cone in the system is not a bit uncomfortable, but it is a direct idiot. This is free of friction in the ecosystem and weakens the ownership and personality provided by the sandbox gear system. The point is that working on a rail thin turn-based loop does not always extend to a wider and more fluid game. If the future HoYOVERSE title is dynamic, flexible and personally felt, the light cone can be a wrong blueprint.

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