Valorant: Decoding the new Kay/O Special Forces

– What is the goal of everyone when designing kay/o?

John Goscicki – Creator character: Our goal when creating Kay/O is to add familiar elements to traditional FPS players, but still very “valorant”. And that goal has been clearly shown through the following factors:

Grenades/blindness and grenade/explosion will be two essential tools in the play of players who specialize in throwing grenades.

The suppression will create moments that the results are completely dependent on the playboy skills of the player.

Decode the launch of the new agent Kay/O - Photo 1
Kay/O is the war machine made for a single purpose: disabling enemies.

Kay/O is the first agent to be developed after the game's launch and the turning of Kay/O becomes a part of the game universe is our desire. Teaser about Breeze recently is a testament to this way, for those who are interested in the plot, he and the remaining agents have an interesting relationship.

One last thing, the robot is a great factor … That's right.

Ryan Cousart – Kay/O Game Design: In addition to creating a familiar agent for traditional FPS players, we also want to add visual and almost “basic” factors. I think all the designers of Valorant can imagine all kinds of mechanisms in the world. Because of that, “sprinkling” a little more Valorant's spice to the “basic” it turned out to be a great way to approach Kay/O when adding supplementing skills.

In addition, we also expect Kay/O to help FPS players can take advantage of other games (such as throwing grenades) to apply in an intuitive way and maximize the power of Kay/O skills. Actually, throwing a knife is quite interesting and I personally see it, it will be very cool if we can throw a knife into the wall, so fortunately everyone supports and we have completed that mechanism.

The second goal when designing Kay/O and the simple play of this agent is for Kay/O players to really pay attention to the map as well as distinguish the terrain and make decisions based on those factors. The map will have walls, windows, empty roofs and many other interesting terrains for players to easily identify. I hope that players can combine the intuitive terrain with skills to create unique processing phases.

– Where did people inspire and want to convey any special message through Kay/O?

John Goscicki – Creator character: At the time when I submitted the idea of ​​Kay/O, this agent only had the skill of throwing blind grenades like other FPS games. In fact, ordinary grenades/blind grenades are the most complex skills in terms of testing time to complete and that can lead to many different results. However, we are familiar with it for a long time. This is a skill that creates a sense of comfort for players like when it grabs a crispy spicy bim bag, or clicks a little green tea before giving the opponent to “eat pomegranate” so … And this is how I killed the enemy for 17 years of life.

Ryan Cousart – Kay/O Game Design: To be honest, I am not too familiar with the science fiction topic, but only learned from films like the destruction; Me, the robot and Chappie too. Up to now, I have not seen the destroyer 2. Hopefully at the time of Kay/O launch, I will try to see once, so that's less “countryside”. Well, no joke anymore! Many games I play from small to adults often use traditional grenades like in the army and a little variation for you to use most conveniently. The inspiration for these grenades is that they apply Newton's physical theory to easily feel, approach and control the delay or time of throwing grenades in a military or tactical shooting game.

We really want to put grenades into the game. And when the ideas are gradually shaped, we are really inspired to create a unique, unique ultimate skill set. It was the time to approve the skill set with Max (Orcane) and submit a beautiful story about this character. When referring to the “Radiant hunting assassin”, I remembered the sentence he said, “Stop. Yes, the Radiant hunting assassin, I just need to do it, do it for me.” A day later, when I presented his design idea without even knowing that Joe Kileen, who was responsible for the story of Kay/O's plot, had just written the introduction and presented the same thing before. The coordination of the whole group has paid off and we have officially closed the biography and the main design of Kay/O.

Decode the launch of the new agent Kay/O - Photo 2
The ability to suppress the skills of the enemy makes them unable to protest will certainly bring great advantages to Kay/O and teammates when fighting.

– Can people share interesting challenges or stories when designing kay/o?

John Goscicki – Creator character: From the early stage of development, this agreement will be able to suppress it by throwing a knife like Jett and causing the knife to explode. After expressing the skill and attitudes of people like: “Dao has to get a knife, that's not reasonable at all.” This has made us try to find the method of operation of a knife -shot technology that explodes with the suppression effect and the reason for a robot need it. After each assessment, there are many ideas that: “It is great when we have chosen a knife.”

We need to display information in the most reasonable way when players are suppressed and cannot use skills. One of them is the use of automatic notifications “cannot use skills” whenever you try to use your skills while being suppressed. And this led to when Viper used the ultimate, she would constantly try to spray poison … And because of being suppressed, Viper would constantly say “unable to use skills” but with frequency as if she was trying to play beatbox.

Ryan Cousart – Kay/O Game Design: An interesting spot about the power off. This is a pretty good mechanism of Kay/O when this agent has been full of energy but suddenly it is only a mobile iron pile. When trying to combine the skill set with the microprocessor, I remember I was in a meeting. There, people discussed and made the decision to remove this mechanism from the skill set, but I still didn't have time to leave it. So before I saw farewell to this mechanism, I reduced the ultimate score to 5 and started to “revive the duty” in the design test. I still remember very clearly when summarizing the information after trying, I and my colleagues laughed incessantly about this task. And after 2 happy days, we decided to keep this mechanism. After a few tweaks, the power off is an opportunity for Kay/O to show the instinct of the assassin and rush to the lower, and also create a unique goal in the middle of the round if he is powered off.

This is an interesting story about the introduction of the oppressive mechanism that I cannot forget. During the period of creating the prototype of Kay/O, I had a little difficulty in combining skills together to ensure the uniformity of this agent. We understand the design and desires of the player, but I think I have done a bit too much with a few mechanisms. I have stayed up for many nights to work with Max (Orcane). During this time, I proposed many ideas for different directions and he was the one who helped me find a way to go on, which path was a dead end. I remember one night when the two were discussing the development goals and one said, “Demon ghosts catch some of your skills, I just want to destroy mankind”. Thanks to that sentence, there is a mechanism of suppression like today. This mechanism helps players only need to use a gun to shoot people without having to worry about whether the skills are used or not. We have put this mechanism into the game and started testing many times. As for the results, everyone knows.

– Is there anything else that people want to share with players?

John Goscicki – Creator character: Hopefully you will enjoy the defeat with Kay/O. We are eager to witness you use the suppression to create ecstatic saves. Thank you for sticking to Valorant.

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