Restart the Gaming Era

Chapter 271: High Force Grid Gold Game

The second GVG event after that was [Rebel Crusade], which opened on the third day of the game.

Every day at 2 pm and 9 pm, a rebel army will be refreshed at random locations on each map, and there will be rewards after the kill. At this time, each legion can freely choose which one to play. The higher the level of the map, the stronger the refreshed rebels will be and the better they will fall. 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 will inevitably confront each other. This step is called building hatred, which will cause obvious competition between different legions.

The next step is the Outbreak of Intellectual Weapons. Similar to the Rebel Crusade, this is also a refreshing activity in the wild, except that 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 pm and 10 pm.

When the intelligence equipment erupts, the full service will refresh 4 to 5 large mechanical bosses. There are no mobs, but the rules are different from the rebels.

The rule of the rebels is that the winner takes all, because it is a lot of mobs and a small elite, so the falling objects are all fast, and whoever picks up quickly is who they are; The boss's reward will be distributed according to the percentage of damage, which means that encourage the small army to secretly touch the boss, so that they can get a reward.

[Rebel Crusade] The activity is still relatively mild, but when the event of [Intelligent Outbreak], basically all the major legions have to knock out the dog's brain, and the small legion ’s living space is getting smaller and smaller, forcing the small legion Merger, full service formed a melee of multiple forces.

The last is [Legislation], it's almost the same as robbing Wang Cheng. On a specific map [Energy Mining Area], there is a very large energy mine and a number of small energy mines. Legion battles start every Wednesday, Friday, and Sunday at 7 pm, and each legion must desperately rob the super-large energy mine. , The captured legions have generous rewards.

Generally speaking, the GVG activities of "Dawn Age" have the following characteristics.

First, activities are getting richer. On the first day, the third day, and the fifth day, new GVG events will be opened every short period of time, from simple to complex, step by step to raise player expectations.

Second, time is tight and relaxation is moderate. The four activities are distributed in different time periods, from 12 noon to 10 pm. At regular intervals, players have some key activities to participate in. The most intense legion battles are three times a week, starting at 7 pm the next day, allowing players to fight each other at regular intervals.

In addition, the legion warfare did not play well, followed by two wild GVG activities, [Rebel Crusade] and [Outbreak of Intelligent Equipment], you can continue to fight.

...

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

With the basic gameplay and advanced gameplay, for players, there is enough to play, then the next issue for designers to care about is how to maintain the stability of this system.

What is stability?

Simply put, 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 inspire a little bit of hatred. These emotions will make players play this game more seriously and indulge in it, so the length of the game and the money consumption in the game will naturally increase.

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

If players are happy with brushing copies every day, they have no higher goals.

The problem with GVG, however, is that if players are bullied, they may run away.

If there is a local tyrant player now, one person can smash all the legions. Of course, it is very cool for local tyrant players, but for ordinary players, they have no resistance against local tyrants. It ’s not as good as a dog, so it ’s not fun to play this game.

This is a typical example of the collapse of stability. When the player's class ecology cannot be maintained steadily, 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 number of people to be lost, thus inducing a chain. In response, the local tyrants naturally have no reason to recharge.

Why do so many golden page games decline? It is because they have not been able to maintain the stability of the entire player ecosystem in terms of value, let free players lose, and make the game lose the soil on which it depends.

In fact, Zhong Ming considered this when designing the Xinghai Battlefield. The Xinghai battlefield is equivalent to a GVG battlefield. In order to avoid the situation of local tyrant players killing indefinitely, Zhong Ming made a relatively rough rule of mandatory blood loss. No matter how rich the local tyrant is, the number of players that can be killed is also limited. Normal players can Relying on people to kill local tyrants, a relative balance is established.

Local tyrants are very happy to kill many people; civilians can kill local tyrants by piles of people, and it is not difficult to achieve, and they are very happy.

Everyone is happy, this system can maintain stability.

Of course, if we now look at the Xinghai Battlefield again, the rules of compulsory blood loss are obviously far-fetched and blunt, it is only a necessary compromise made in the context 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 wolf and sheep. The player who spends more money is a wolf, and the player who spends less money is a sheep. Sheep eating grass and wolves eating sheep should not allow too many wolves or too many sheep, but should always keep them in a roughly balanced situation.

There is a numerical basis for this. According to big data, players can be divided into several categories according to the two attributes of "liver" and "氪". For example, there are "light liver in the midst" and "heavy liver in the midst" and a total of 9 types.

Of the nine types of players, the "heavy liver heavy" player is definitely the least number and the most precious.

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

After making GVG, the economic system is to dance on the blade. The economic system is the proportion to which players should pay.

In short, how much benefit can be gained and how much combat power can be improved after the liver crickets.

Why can't all the games get rid of the three elements of "liver", "cricket" and "life" in the end? In fact, it ’s normal, because in addition to these three things, the only thing that can distinguish players is “skills”. Although this is also very important, the role of “skills” must be diminished in the gold game, because players who play this game Most of them are too lazy to study and practice those skills.

Relatively speaking, "fate" is luck. This uncontrollable factor is too strong, and the frustration caused by the player is too strong. Probability, playing a little is good for the body and mind. It ’s too much. The chiefs retired collectively, this game still has to be yellow.

Therefore, "liver" and "氪" are the two most stable payouts, and they have tangible benefits for game companies. "Liver" can make the game more lively, make the average online duration data of the player look better, it can also make the player play more severe, and it is not easy to abandon the pit; and "氪" is directly related to the game player's income.

The economic system is actually a "learning of growth". For example, how hard can a player with "heavy liver and heavy stress" reach the combat power on the third day of the game when he is desperately involved in liver activities and money? How much combat power can a player with "heavy liver and frivolous" play on the third day of the game when he is desperate for liver activity and a small amount of money? How many times does the latter have more players than the former?

From these data, we can roughly calculate the reasonable difference in combat strength between the two sides, and use this difference to reverse the past to modify the output of various activities. After repeated revisions, no matter how much money the local tyrant smashes, he will not become damage The "wolf" of the ecological environment, he can not eat all the sheep, everything is in the designer's control.

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

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

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

Therefore, do not force all players to become heavy players, but to make everyone more liver as possible, this idea is completely flawless.

There are several simple settings for this:

In the Legion Trial (regular world boss gameplay), the special reward is the model character of the mechanical boss in the copy. It can appear as an auxiliary character when the player swipes the copy. It can be traded for money, which is an ultra-rare drop. It drops a maximum of 1 per activity (that is, a maximum of 2 per day), depending on the probability of falling, but not everyone has a chance.

The individual ranked first and completed the final blow to the boss. The two individuals each accounted for a 40% drop chance, and a 20% chance was randomly drawn by all participating people.

That is to say, the player with a gold medal has an advantage, because the first player must be the player with the most gold, but ordinary players also have a great opportunity. They can rely on skill (card time to grab the last one) or luck.

Other activities basically adhere to this kind of thinking, such as the [Rebel Crusade] activity, which can rob the rebels' falling objects, the [Intelligent Outburst] activity, can be in the situation where other large legions have already stood in position Secretly touched the boss and got some rewards.

In addition, there are trading and salary systems in the game.

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

Of course, in order to prevent malicious swiping and reselling, the auction house must make a certain prevention mechanism.

In addition, it is the salary system. When a certain army group participates in large-scale activities, it will drop rare. For example, [Intelligent Outbreak], precious materials and weapon fragments must be dropped after defeating the boss. At this time, it will be distributed by auction. The player with the highest bid will buy it, and the player's money will be distributed to each participating corps member according to the contribution after the system is drawn.

It can also be regarded as a gold group mode. Everyone plays activities together, loses things, the local tyrants pay for it, and other people share the money together. The local tyrants got good equipment, and the others were not busy, they were all happy.

Over time, ordinary players have taken a lot of "salary", and can also spend money to buy some props, and the combat power can keep up, so that they will not be further and further away.

In this way, a virtuous circle has been established.

In addition, there is a very important point, which is de-marketing.

Do everything possible to remove the marketing traces in the game, reduce the recharge trap, reduce the recharge and consumption activities, and let players get a better consumption experience.

A lot of gold games are too ugly to eat.

A big pop-up box pops up when you click in, all rows and rows of activities, barely "fill XX ingots to send XX equipment", low through the heart.

Of course, the recharge activity is equivalent to a discount promotion by the merchant, and the effect must be there, and it is obvious. For a general gold game, opening a more cost-effective recharge activity may earn a few days a day.

But the problem is that on the one hand, the perception is not good. When the player goes in and sees that your game recharge activity is so fierce, he does not want to play subconsciously. On the other hand, the players have penetrated your routine and wait for the recharge activity to be good. Only charge a few, usually do not spend a penny without recharge activities, the game business really does not necessarily earn more.

The recharge activity can be played once in a while, and it is boring to play it repeatedly.

Zhong Ming's vision is longer and longer. Demarketing, reducing recharge traps and replenishing consumption activities are to provide players with a better gaming experience on the one hand, and to stabilize the price of games in the game, forming a kind of " This thing is very valuable. "

In many games ~ www.readwn.com ~ Players have spent a lot of money this month to buy very expensive props, which has been cool for a few weeks, and a new batch of props will be released next month. The shopping experience is really bad and the food is ugly.

A stable system should be something that the player buys can maintain its value for a period of time, and even if it depreciates, it will slowly depreciate within the player's expectations, giving the player plenty of room for digestion.

This is to give players a more conscientious impression of the game, improve their impression score, and more importantly, let them have no worries when saving money.

Buy it is to earn it, this stuff is comparable to financial management, players have this idea, the good things in the game will not worry about selling.

...

In a word, making a gold game is a life force. Please please the players and earn more R & D funds, so that you can have the ability to develop huge masterpieces.

However, there is also a point of difference in making a gold game.

What Zhong Ming has to do is a high-powered gold game. The goal is to make players gratefully say that the game is really conscience while exploding in the game!

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