Restart the Gaming Era

Chapter 271 Highly Competitive Krypton Gold Game

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The second GVG event after that is [Rebel Crusade], which will be available on the third day of the game server opening.

Every day at 2:00 pm and 9:00 pm, a rebel army will be refreshed at a random location on each map, and there will be rewards after killing it. At this time, each legion can freely choose which one to fight. The higher the level of the map, the stronger the strength of the refreshed rebels and the better the drop. Players can choose to grab better rewards, or temporarily choose a good guaranteed reward, but from this stage, GVG collisions occur, and hatred between players naturally arises.

Different legions are bound to confront each other. This step is called establishing hatred, which creates obvious competition between different legions.

Next is [Omnic Explosion], similar to [Rebel Crusade], this is also an event that refreshes in the wild, but it is more difficult to kill and the rewards are better.

Its opening time is the fifth day of the game server opening, and the event time is 3 pm and 10 pm.

When the omnic bursts out, 4~5 large mechanical bosses will be refreshed in the whole server. There are no mobs, but the rules are different from the rebels.

The rule of the rebels is that the winner takes all, because there are a lot of small monsters and a small elite, so the dropped items are all based on the quickness of the hand, whoever picks up the quickest hand will get it; but in the [Omnic Explosion] event, Boss rewards will be distributed according to the damage percentage, which means that small legions are encouraged to sneak around the boss, so that they can also get a reward.

The activities of [Rebel Crusade] are still relatively peaceful, but when it comes to the event of [Omnic Explosion], basically the major legions have to beat their brains out, and the living space of small legions is getting smaller and smaller, forcing small legions Merge, the whole server forms a melee of multiple forces.

The last one is [Legion Battle], which is similar to robbing the royal city to put it bluntly. On a specific map [Energy Mining Area], there is a super-large energy mine and several small energy mines. Legion battles start every Wednesday, Friday, and Sunday at 7:00 p.m. , the captured legion will have generous rewards.

In general, the GVG activities of "Dawn Era" have the following characteristics.

First, there are more and more activities. On the first day, the third day, and the fifth day, new GVG activities will be opened every short period of time, from simple to complex, raising players' expectations step by step.

Second, the time is tight and there is a degree of relaxation. The four activities are distributed in different time periods, from 12:00 noon to 10:00 pm, every once in a while players have some key activities to participate in. The most intense clan battle is three times a week, starting at 7:00 p.m. the next day, allowing players to fight every once in a while.

Moreover, the legion battle was not fun, and it was followed by two outdoor GVG activities [Rebel Crusade] and [Omnic Explosion], so you can continue to have fun.

...

The GVG activity is determined, and the next step is the most critical class division in the game, and the economic system is related to this.

There are basic gameplay and advanced gameplay. For players, there are enough things to play, so the next issue that designers need to care about is how to maintain the stability of the system.

What is stability?

Simply put, GVG is a double-edged sword. When players fight with players, it will inspire their sense of honor and mission, of course, it may also inspire a little bit of hatred. These emotions will make players play this game more seriously and get addicted to it, so the game duration and krypton gold consumption in the game will naturally increase.

Therefore, it is an obvious fact that heavy games make more money.

If the player is happy to brush the dungeon every day, they have no higher goals.

However, the problem with GVG is that if the player gets bullied badly, they may run away.

If, now there is a local rich player, and one person can cut down a legion, it is of course very cool for the local rich players, but for the ordinary players, they have no resistance in front of the local rich, If you are not as good as a dog, then the game is meaningless if you don't play it.

This is a typical example of stability collapse. When the player's class ecology cannot be maintained stably, for a large number of ordinary players, the negative emotions gained from the game are far greater than the fun, which will cause a large-scale loss of personnel, which will trigger a chain In response, the local tyrants naturally have no reason to recharge.

Why do many krypton gold page games decline? It is because they failed to maintain the stability of the entire player ecosystem numerically, causing free players to lose one after another, and the game lost the soil on which to survive.

In fact, Zhong Ming had considered this point when designing the Star Sea Battlefield. The Xinghai Battlefield is equivalent to a GVG battlefield. In order to avoid the situation where a local rich player kills infinitely by himself, Zhong Ming made a relatively rough mandatory blood loss rule. Relying on piles of heads to kill local tyrants creates a relative balance.

Local tyrants kill a lot of people, very happy; civilians can kill local tyrants by piling up heads, and it is not difficult to achieve, so they are also very happy.

If everyone is happy, the system will remain stable.

Of course, if we look at Star Sea Battlefield now, the rule of mandatory blood loss is obviously far-fetched and blunt, and it is just a necessary compromise made under the circumstances of limited resources.

Now only doing "Dawn Era", Zhong Ming naturally has a better way.

The stability of free games can be compared to the relationship between wolves and sheep. The player who spends more is the wolf, and the player who spends less is the sheep. Sheep eat grass, wolves eat sheep, neither too many wolves nor too many sheep, but they should always be maintained in a roughly balanced situation.

In this regard, there is a numerical basis. According to big data, players can be divided into several categories according to the two attributes of "liver" and "krypton".

Of these 9 types of players, the "heavy liver and heavy krypton" players must be the least in number and the most precious.

The entire ecological cycle system is to comprehensively consider the game experience of each type of player, so that they can find their own goals and fun in the game, and use this as a starting point to improve the economic system of the entire game, so that each type of player's The growth rate and combat effectiveness are always within the controllable range.

After doing GVG, building an economic system is like dancing on the tip of a knife. The economic system is the proportion in which the player's contribution should be rewarded.

In short, it is how much benefit you can get and how much combat power you can increase after liver krypton.

Why can't all games get rid of the three elements of "liver", "krypton" and "life" in the end? In fact, it is normal, because apart from these three things, the only thing that can distinguish players is "skill". Although this is also very important, the role of "skill" must be downplayed in krypton gold games, because players who play this kind of game Most of them are too lazy to delve into and practice those skills.

Relatively speaking, "fate" is luck. This uncontrollable factor is too strong, and the frustration caused to the player is too strong. Probability is a thing, playing a little bit is good for the body and mind. Playing too much is very important. The chiefs retreat collectively, this game is still going to be yellow.

Therefore, "liver" and "krypton" are the two most stable types of payment, and both have real benefits for game developers. "Liver" can make the game more lively, make the average online time data of players more attractive, and can also make players play more intensively, and it is not easy to abandon pits; while "krypton" is directly related to the income of game developers.

The economic system is actually "the knowledge of growth". For example, how high a combat power can a "heavy liver and heavy krypton" player reach on the third day of the game's service when he is working hard on liver activities and charging money to buy things? And how much combat power can a player who "emphasizes the liver and despises krypton" achieve on the third day of the game's server when he works hard on liver activities and recharges a small amount of money? The number of players in the latter is roughly how many times that of the former?

Through these data, we can roughly calculate the reasonable difference in combat power between the two sides, and use this difference to correct the output of various activities in reverse, so that after repeated revisions, no matter how much money the local tyrant spends, he will not become a saboteur. The "wolf" of the ecological environment cannot eat up all the sheep, and everything is under the control of the designer.

What Zhong Ming has to do is to strictly limit the output of each gameplay and each system.

In addition, some adjustments have been made to encourage players to play hard games.

Krypton gold, not everyone can do it, after all, not everyone is so rich; but liver, in fact, everyone has it, it's just whether you are willing to use it or not.

Therefore, it is not necessary to force all players to become heavy krypton players, but to make everyone more enthusiastic as much as possible. This idea is completely fine.

For this, there are a few simple settings:

In Legion Trials (regular world boss gameplay), the special reward is the model character of the mechanical boss in the dungeon, which can appear as an auxiliary character when the player brushes the dungeon, can be traded for money, and is an ultra-rare drop. It drops a maximum of 1 per event (that is, a maximum of 2 drops per day). The specific drop depends on the probability, but not everyone has a chance.

The individual ranks first and completes the last blow to the boss. These two people each have a 40% drop chance, and a 20% chance is randomly selected by all participants.

That is to say, krypton gold players have an advantage, because the player ranked first must be the player with the most krypton gold, but ordinary players also have a great chance, which can be based on skill (the card time grabs the last one), or luck.

Other activities basically adhere to this idea, such as the [Rebel Crusade] event, where you can grab the rebels' drops, and the [Omnic Explosion] event, where other large armies have already established their positions. Sneak in and touch the boss for some rewards.

Additionally, the game has trading and salary systems.

Most of the special props in the game can be traded freely on the auction house. If a player who does not spend money gets a rare reward by virtue of his skills, he can directly sell it to local tyrants, and then buy it with the money he earns. Other more cost-effective props to improve combat power.

Of course, in order to prevent malicious swiping and reselling, the auction house must make certain preventive mechanisms.

In addition, there is the salary system. When a certain legion participates in a large-scale event, there will be rare drops. For example [Omnic Explosion], after defeating the boss, it will inevitably drop precious materials and weapon fragments, etc. At this time, it will be distributed by auction. The player with the highest bid will buy it, and the money paid by the player will be distributed to each member of the legion participating in the event according to their contribution after the system draws.

It can also be regarded as a gold group model. Everyone plays activities together, and if they drop something, the local tyrants pay to buy it, and other people share the money together. The local tyrant got the good equipment, and the others didn't work in vain, and everyone was happy.

Over time, ordinary players get a lot of "salary", and can also spend money to buy some props, and their combat power can keep up, so that they will not be left further and further behind.

In this way, a virtuous circle is established.

In addition, there is another very important point, that is, de-marketing.

Do everything possible to remove the traces of marketing in the game, reduce recharge traps, reduce recharge and consumption activities, so that players can get a better consumption experience.

There are a lot of krypton gold games, and the food is too ugly.

When you click in, a big bullet box will pop up, full of row after row of activities, blatantly "charge XX ingots and get XX equipment", low through the center of the earth.

Of course, the recharge activity is equivalent to the discount promotion of the merchant, and the effect must be there, and it is obvious. For general krypton gold games, opening a relatively cost-effective recharge event may earn enough money in one day for several days.

But the problem is that on the one hand, the perception is not good. Players go in and see that the recharge activity of your game is so fierce, and they subconsciously don’t want to play it; Only recharge a little, and if there is no recharge event, you simply don’t spend a penny. The game dealer really doesn’t necessarily earn much more.

The recharge activity is okay to play once in a while, but it’s boring to play it repeatedly.

Zhong Ming’s vision is more long-term, de-marketing, reducing recharge traps and recharge consumption activities. On the one hand, it is to provide players with a better gaming experience, and on the other hand, it is to stabilize the prices in the game and form a “game” for players. This thing is very valuable” feeling.

In many games, players spend a lot of money on expensive items this month, and after a few weeks of enjoyment, a batch of new items will be released next month, with all the attributes that beat this set. This shopping experience is really bad. Yes, it looks ugly.

A stable system should keep the value of the things players buy for a period of time. Even if the value depreciates, it will slowly depreciate within the player's expectation, giving players enough room to digest.

This is to give players a more conscientious impression of this game, improve their impression points, and more importantly, let them have no worries when they are krypton gold.

Buying is earning, this thing is comparable to financial management, players have this kind of thinking, good things in the game will not worry about selling.

...

All in all, making krypton gold games is driven by life, to please players and earn more research and development funds, so that we can develop masterpieces with huge investment.

However, when playing krypton gold games, there is a difference between superior and inferior.

What Zhong Ming wants to do is a high-quality krypton gold game. The goal is to let the players say that this game is really conscientious, and at the same time explode in the game!

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