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00:27Grazie a tutti.
00:30Grazie a tutti.
01:05Grazie a tutti.
01:09Grazie a tutti.
02:00Grazie a tutti.
03:03Grazie a tutti.
03:05e vi ho rilto introduce you to Echo, re-envisioned for Project L.
03:08Echo is a punk genius.
03:10He's a brilliant inventor who, through time manipulation,
03:13can rewind his own mistakes and stay one step ahead of his opponent.
03:17The centerpiece of Echo's kit is his Chrono Strike.
03:20It's a forward-moving slash that's a pretty good poke and a combo ender.
03:24When Echo slashes with Chrono Strike,
03:26he generates an afterimage that he can rewind back to
03:29any time in the next few seconds of the match.
03:31You can use the rewind to double down on your first slash
03:34and make a different choice and branch into a high committal launcher.
03:38Echo works just fine as a mid-range zoner,
03:40but he really comes online when you take full advantage of the rewind ability.
03:44He can vary the timing of the rewind to mix up his opponent,
03:47recover for assist attacks made by his teammates.
03:51And in the right hands, rewind can also be a strong combo extender.
03:58And then there's Timewinder, Echo's time grenade.
04:02Timewinder works great for basic zoning and combos.
04:05The real payoff comes when you're able to throw Timewinder from range,
04:08giving it a chance to charge up and explode into a time distortion field
04:12that slows Echo's opponents for the next few seconds of the match.
04:15For both of these moves, our approach is to give you a tool with a clear primary role,
04:20with lots of potential for extra utility when you use it in the right situation.
04:24Now, while gameplay is obviously super important,
04:27high quality netcode is essential for any great fighting game.
04:30So this is an area where we're investing big.
04:33I'm going to turn it over to Tony and he'll walk you through some of our networking foundations.
04:37Netcode has been a top of mind topic in the FGC for the past year,
04:40especially since we haven't been able to gather for live events.
04:43For Project L, we've designed our entire networking stack to deliver the same highly responsive
04:48gameplay that you'd get playing offline. Of course, this starts by using rollback networking at the core.
04:54Rollback does a great job of maintaining a consistent low input delay across a wide range of pings.
05:00We've also developed a new networking model that enhances the benefits of rollback with core
05:04technology developed by other games at Riot. We'll route network traffic between players through Riot
05:09Direct, our internal network already being used to minimize latency in League of Legends and Valorant.
05:14We're also actively managing a player's connection to their opponent to ensure
05:18a consistent, fair play experience. If their connection is laggy or drops packets,
05:22their experience will suffer, but yours won't. And if someone rage quits in the middle of a match,
05:27our netcode will determine who should win and who should be penalized.
05:30We're taking netplay very seriously for Project L. It's the primary way that we playtest the game
05:35internally, and we're working every day to make sure it's in top shape for the eventual release.
05:39We hope you enjoyed this sneak peek at Project L. Before we go, I want to remind you that our
05:44game is still in R&D.
05:46We're happy with how core combat is shaping up, but there's still a ton of work to do.
05:50Thanks so much for your patience while we take our time to make sure that we get this right.
05:54So that's all for now. Last time we spoke, Project L went dark afterwards,
05:58but this time we'll do our best to keep in touch when we have major news to share.
06:02Thanks a lot. Thank you.
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