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Chapter 271:High-End Pay-to-Win Game

The second GVG event after that, the Rebel crusade, opened on the third day of the game's opening.

Every day at 2 p.m., at 9 p.m., a rebel unit is refreshed at random locations on each map, and there will be rewards after killing.At this time, the various legions are free to choose which to fight, the higher the level of the map, the stronger the rebel, the better the fall.Players can choose to grab a better reward, or can temporarily choose a good bottom reward, but from this stage, the collision of GVG, the hatred between the players will naturally occur.

The inevitable antagonism between the different legions is called the establishment of hatred, which creates a clear competition between the different legions.

Next is the outbreak of intelligent weapons, similar to the rebel crusade, which is also a refreshing activity in the field, but the killing is more difficult and the reward is better.

Its opening time is the fifth day of the game, and the activity time is 3 p.m. and 10 p.m.

When the intelligent weapons burst, the whole suit will refresh -4 to 5 large mechanical bosses, no small monsters, but with the rules of the rebels.

The rules of the rebels are winner-take-all, because there are a lot of little monsters and a little elite, so the fall is all fast, and whoever picks it up quickly; but in the process of the intellectual explosion, the reward of the boss will be distributed according to the percentage of the injury, that is to say, to encourage the small army to sneak a boss, so that you can also get a reward.

The rebel crusade activities are still relatively concile, but when the activities of the intelligent weapons are broken out, basically the major legions have to beat the dog brain, and the living space of the small army is getting smaller and smaller, forcing the small army to merge, and forming a multi-force mecne.

Finally, the army battle is almost like robbing the royal city.In a specific map of the energy mine, there is a very large energy mine and a number of small energy mines, the army war every Wednesday, Friday, Sunday at 7 o'clock in the evening, the army to desperately seize the super large energy mine, the army has a lot of reward.

Overall, the GVG activity of Dawn has the following characteristics.

First, the activity is getting richer.On the first day, the third day, the fifth day, every short time, new GVG activities will be opened, from simple to complex, step by step to raise the expectations of players.

Second, the time is tight and the degree is Zhang.The four events are spread over different time periods, from 12 noon to 10 p.m., and players have some key activities to participate in every once in a while.The most intense legional battles are held three times a week, starting at 7 p.m. the next day, allowing players to fight one at a time.

Moreover, the army battle is not refreshed, followed by the rebels crusade and the intellectual explosion of two wild GVG activities, can continue to play a good job.

...

The GVG activity determined that the next step was the most critical class division in the game, which was related to the economic system.

There are basic gameplay, advanced gameplay, for players, there are enough things to play, so the next thing for the designer needs to care about is how to maintain the stability of the system.

What is stability?

In short, the GVG is a double-edged sword.When players fight with players, they will inspire their sense of honor and mission, and of course, they may also inspire a little bit of hatred.These emotions will allow players to play the game more severely, addicted to it, then the length of the game and the krypton consumption in the game will naturally rise.

So, heavy games make a lot of money, this is an obvious fact.

If players are happy to brush their copies every day, they have no higher goal.

But the problem with GVG is that if players are bullied, they may run away.

If, now there is a local tyrant player, a person can cut a legion, for the local players is of course very cool things, but for ordinary players, they have no resistance in front of the tyrant, live is not as good as a dog, then this game does not play it makes no sense.

This is a typical example of the collapse of stability, when the player's class ecology can not be maintained, for a large number of ordinary players, the negative emotions harvested from the game are much greater than the fun, it will cause a large-scale loss of personnel, thereby induced a chain reaction, the local tycoon naturally has no reason to charge.

Why do many krypton pages fall?It is because they do not maintain the stability of the entire player ecosystem in numerical terms, so that free players have lost, so that the game lost the soil on which to survive.

In fact, the bell was considered when designing the starry battlefield.Xinghai battlefield is equivalent to a GVG battlefield, in order to avoid the situation of a tycoon player to kill an infinite number of people, Zhong Ming made a relatively rough rule of forced blood loss, the tycoon charge more, the number of players can kill is also limited to death, ordinary players can rely on the head to kill the tyrant, so build a relative balance.

The local tycoons killed many people and were very happy; civilians could rely on piles of heads to kill the tyrants, and it was not difficult to achieve, and they were very happy.

If everyone is happy, the system will remain stable.

Of course, if you go to the Starship battlefield now, the rules of forced blood damage are obviously far-fetched and blunt, and it is only a necessary compromise made with limited resources.

Now only do the "Dawn Era", the bell naturally has a better set of practices.

The stability of the free game can be compared to the relationship between wolf and sheep.The player who spends more is the wolf, and the player who spends less is the sheep.The sheep eat grass, the wolf eats the sheep, can not let the wolf too much, can not let the sheep too much, but should always let them maintain 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", for example, there are "light liver krypton", "heavy liver heavy krypton" and so on, a total of 9 kinds.

These nine kinds of players, "heavy liver heavy krypton" players are certainly the lowest number, but also the most precious.

The entire ecological cycle system is to 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 the growth speed and combat effectiveness of each category of players are always within control.

After doing GVG, the economic system is to dance on the tip of the knife.The economic system is the proportion of what the player should pay back.

In short, it is how much benefit can be obtained after liver krypton and how much combat power can be improved.

Why can't all the games get rid of the three elements of "liver", "krypton" and "life" in the end?In fact, it is normal, because in addition to these three things, the only thing that can distinguish the player is "skills", although this is also very important, but in the krypton game must dilute the role of "skill", because most of the players playing this game are too lazy to study and practice those skills.

Relatively speaking, "life" is luck, this uncontrollable factor is too strong, and the frustration caused to the player is too strong, the probability of this thing, a little bit of play beneficial to the body and mind, played too much, non-chiefs collectively retreated, this game is still yellow.

Therefore, "liver" and "krypton" are the two most stable pay, and they have real benefits for gamers."Liver" can make the game more lively, so that the average online time data of the player is better, but also allows the player to play more aggravating, not easy to abandon the pit; and "krypton" is directly related to the player's income.

The economic system is actually "growing science", such as a "heavy liver heavy krypton" player in the case of desperate liver activities, money to buy things, in the game on the third day of the game can achieve how high the combat power?And a "heavy liver light krypton" player in the case of desperate liver activity, a small amount of money, in the game on the third day of the game can achieve how much power?How many players are the number of players in the latter?

Through these data, you can roughly calculate the reasonable difference between the two sides, and use this difference to correct the output of various activities in the past, so that after repeated modification, no matter how much money the land digges, he will not become the "wolf" that destroys the ecological environment, he can not eat all the sheep, everything is in the designer's grasp.

The key to the ringing of the bell is to strictly limit the output of each play and the various systems.

In addition, some adjustments have been made in incentivizing players to heavy games.

Krypton, not everyone can do it, after all, not everyone is so rich; but the liver, in fact, everyone has it, but you are willing to use it.

Therefore, it is not necessary to force all players to become krypton heavy players, but to make everyone more liver as much as possible, this idea is completely wrong.

There are a few simple settings for this:

In the Legion Trials (regular world boss play), the special reward is the model character of the mechanical boss in the copy, which can appear as an auxiliary character when the player brushes the copy, and can trade and sell money, which is a super rare drop.It dropped up to one activity per activity (i.e. up to two per day), depending on the probability of falling, but not everyone had the chance.

The individual ranked first, completing the final blow against the boss, the two each accounted for 40% of the drop rate, and the 20% chance was that all the participants were randomly selected.

In other words, Krypton players have an advantage, because the first player is bound to be the player with the most Krypton, but ordinary players also have a great opportunity, you can rely on skills (card time grab the last one), you can also rely on luck.

Other activities, basically all of which are adhering to this idea, such as rebel crusade activities, can steal the fall of the rebels, intellectual weapons explosion activities, can sneak into the situation where other large armies have stood in a good position to touch the boss, get some rewards.

In addition, there is a trading and payroll system in the game.

The vast majority of special props in the game, can be hung on the auction house free trade, a player who does not spend money if he gets a rare reward with his own skills, can directly hang out to sell to the local tycoon, and then earn the money to buy other more cost-effective props to enhance the combat effectiveness.

Of course, in order to prevent malicious money brushing and selling, auction houses must make certain prevention mechanisms.

In addition, it is the wage system, when a certain legion participates in large-scale activities, there will be rare drop.For example, the outburst of intelligent weapons, after defeating the boss will inevitably drop precious materials and weapons fragments, etc., at this time will be auctioned.The highest bidder is purchased, and the player's money will be distributed to each participating legional member after the system is drawn.

It can also be seen as a gold group model, everyone plays activities together, loses things, the tycoons pay to buy, and others also share money together.The tyrannical got good equipment, and the others were not busy, and they were all happy.

Over time, ordinary players take a lot of "wages", you can also spend money to buy some props, the combat can also keep up, not to be farther away.

In this way, a virtuous circle is created.

Another important point is to go marketing.

Do everything possible to remove the marketing traces of the game, reduce the top-up trap, reduce the top-up and consumption activities, and let players get a better consumer experience.

A lot of krypton games, eating too ugly.

Click in and pop up a large bullet box, all a row of activities, naked "fill XX treasure to send XX equipment", low through the heart.

Of course, the top-up activities are equivalent to the discount promotion of the merchant, and the effect is certainly there, and it is obvious.For the general krypton game, open a more cost-effective recharge activity, may earn a day to earn money for several days.

But the problem is that on the one hand, the perception is not good, players go in to see your game recharge activities so fierce, subconsciously do not want to play; on the other hand, players understand your routine, just wait for the recharge activities to charge some, usually no recharge activities simply do not spend a penny, the game dealer really can not make much more.

Recharge activities this thing, occasionally play once again, always play repeatedly it is meaningless.

Zhong Ming's eyes should be longer-term, to market, reduce top-up traps and recharge consumption activities, on the one hand, to provide players with a better game experience, on the other hand is to stabilize the price of the game, to form a "this thing is very value-free" feeling.

Many games, players spent a lot of money this month to buy very expensive props, refreshed for a few weeks, next month and a number of new props, the property fully hanged this set, this shopping experience is too bad, eat ugly.

A stable system should be the player to buy something can be worth for a period of time, even if the depreciation, but also within the player's expectations of the slow depreciation, to give the player enough digestion space.

This is to give the player a more conscientious impression of the game, improve their impression points, and more importantly, let them have no worries when krypton.

Buy is to earn, this thing is comparable to financial management, players have this idea, the game of good things do not worry about selling.

...

In short, doing krypton game is forced by life, please players, earn more research and development funds, so as to have the ability to develop a huge amount of work.

However, playing the krypton game, it is also high.

Zhong Ming to do, is a high-powered krypton game, the goal is to let the players while grateful to say that the game is really conscience, while in the game krypton explosion!

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