A real cheat was blocked, and the game industry was rectified with a backhand
Chapter 391 World of Warcraft
"Sentiment?" Zhou Yun asked in confusion.
"You don't read online articles, do you? You should take a look. Many of the fantastic ideas are quite interesting."
"Is that so? I can try to read it after this project is finished."
Lin Mo moved around on the ground briefly to check if there was anything wrong with his body.
Well, nothing has changed.
On the contrary, I feel more energetic after a good night's sleep.
The process of playing games in the game cabin feels like appearing in a half-real and half-fake world.
After waking up, it felt like a very real dream.
I remember every detail of the dream clearly, including the conversations and actions.
Neural connection technology has matured since the year before last.
The focus of Genting Technology's work shifted to the research and development of gaming cabins.
The decline in Naughty Cat’s game production capacity this year was not due to any difficulties.
Simply because Lin Mo put his energy into this.
The hard work paid off.
Judging from the recent test results, we can already proudly announce one thing.
The game cabin that we have seen in novels has been successfully developed and can be put into use.
The core development team of Naughty Cat has not released any new works during this long six months, but has not been idle either.
Instead, it is developing a confidential project.
A project adapted for gaming cabins.
The difficulty can be imagined on a platform whose development logic is completely different from previous game projects.
Even with Naughty Cat's production capacity, it took quite a while.
The new work has been confirmed.
That is the memory of a generation, with players ranging from those born in the 80s to those born in the s. It is an MMORPG game that has created countless hot memes and set new records one after another.
World of Warcraft.
It can be said that in Lin Mo’s previous life, the development of MMORPG was the history of peers constantly chasing after World of Warcraft.
Countless games that have clamored to kill World of Warcraft have ended up being forgotten by the public at best, and at worst, their services have been shut down and they have disappeared.
On the contrary, those games that often borrow from the advantages of World of Warcraft while maintaining their own characteristics are thriving.
Borrowing is not plagiarism, and there is nothing wrong with that in itself.
It is no surprise that some games that seem excellent on the surface but are actually just for show use their innovations as their main selling point is so arrogant that they die suddenly.
The development of World of Warcraft has not been smooth sailing. It has taken many detours and made many irrational behaviors.
For example, some important characters were sent into the dungeon too early and killed, such as Illidan, Arthas, and Kael'thas.
For example, the endless daily routine in version 5.0.
It’s okay on a daily basis. The intensity is not too high. I just kill a few and the time will pass in a short while.
Just use it as a reason to go online every day.
For example, the 6.0 version of Warlords of Draenor turns the online game into a stand-alone game with a fortress system.
The most important part of MMORPG is social interaction, no doubt about it.
Why don't players who play single-player games play Diablo?
The fortress was able to handle everything without leaving the house, and the materials produced were extremely abundant, which had a huge impact on the economic system.
The drop of 7.0 orange equipment makes non-African players extremely miserable. If they are unlucky, they will never have the chance to get the graduation orange equipment in their lifetime.
At the same time, this version's artifact system and the Heart of Azeroth in 8.0 require artifact energy and Azerite respectively.
They are all designed to require repeated efforts, which is extremely disgusting.
The original intention of this design is to give players a space for sustainable growth and a reason to stay online for a long time after graduating from equipment.
The downside is that once a player is offline for a while, he or she will be completely unable to keep up with the main group.
It’s not so bad for players who only play with one account, but for many players who like to play with multiple accounts, it’s simply torture.
In addition to the problem of the Heart of Azeroth, the 8.0 version of Battle for Azeroth also has a shitty plot. The most typical and most popular one is that Sylvanas burned down the night elves' main city Teldrassil with almost no foreshadowing.
It is equivalent to destroying the opponent's military forces during a war, then using nuclear weapons to flatten the opponent's capital and massacre the opponent's unarmed civilians.
At the same time, there are a lot of meaningless and unfun content that forces players to grind, such as island adventures and war fronts.
The initial version of Shadowlands 9.0 increased the difficulty of Greater Mythic Dungeons while reducing equipment drops to extend game time, and also had the crappy Maw quests.
But while bravely trying and failing, many settings have been retained and after some modifications have become content that players like.
For example, the golden challenge in version 5.0 of Mists of Pandaria and the subsequent Mage Tower.
The fortress in version 6.0 has been simplified and has become an interesting and permanent feature of subsequent versions.
The Greater Mythic Dungeon in version 7.0 has become the main gameplay for players who don’t like group dungeons.
In the 9.0 version of the Nine-Grid Minimum Living Security, you can choose any equipment you want from the nine open grids.
Version 10.0 of the Dragon Taming Technique makes traveling no longer painful.
This is why World of Warcraft has always survived despite being criticized for every version.
The production team has been modifying the game content based on player feedback, and is also constantly trying to create new game content.
With each version update and iteration, the game content of World of Warcraft has become extremely terrifying.
In 1996, Richard Bartle had a theory that divided players into four broad categories based on their needs.
Killer, Achiever, Explorer and Socializer.
Many players are not just one type, but a mixture.
With such a huge amount of game content, World of Warcraft has managed to cater to all four types of gamers.
Killer players like destructive gaming experiences to vent the mental stress in reality, and a typical example is a PVP player.
Be active in the wild, battlefields and arenas, shouting for the Alliance and the Horde to fight to the death with your opponents. The classic battlefield and arena maps are never boring to play.
Exploration players are often low-key in the game, including collectors, transmogrifiers, achievements, mount players, goblin players, and research players.
These players are extremely numerous. They usually take in the scenery, study the background stories, explore sparsely populated areas, delve into various easter eggs and bugs, and have an understanding in certain areas that far exceeds that of ordinary people.
A typical achievement-oriented player is one who is keen on equipment-driven gameplay such as Mythic+ dungeons and team dungeons.
Improving the level and attributes of equipment is the most direct way to gain a sense of accomplishment. The purpose of all games is for equipment.
Then use better equipment to increase damage in the dungeon, compare healing amounts, and compete in game understanding.
Among them are the hardcore first-kill party. No matter the highest heroic difficulty before the revision or the most difficult epic difficulty after the revision, or the high-level Mythic Dungeon, they are all their ultimate goal. They challenge themselves to their limits and squeeze out every bit of treatment and damage.
Needless to say, the social type treats the game as a large online 3D chat room and is keen on team activities, which naturally include team dungeons.
Most of the above four types of players have a great demand for equipment, which brings us to the topic of obtaining loot.
At the end of the day, World of Warcraft is still a loot-driven game, and obtaining loot is the biggest source of positive feedback.
Among them, equipment is the biggest part.
The most taboo thing is that players waste time and energy, and end up with nothing.
For example, in the design of some versions, the design that an equipment will be deducted after the Mythic+ dungeon times out must not appear.
Players can be rewarded, which involves positive feedback.
But there can be no punishment, as this will do no good other than disgusting people.
Many disgusting behaviors in the previous life of World of Warcraft can actually be attributed to one reason, that is, insufficient production capacity and insufficient budget.
Whether it's reducing the amount of loot drops or doing some meaningless repetitive tasks, the purpose is to extend the game time.
But this phenomenon does not exist for Naughty Cat. It can be said that what it lacks the least is production capacity and money.
You can freely create any game content you want.
Outside of the game, there are the old studio issues.
Those who whitewash the studio are either stupid or bad, and are also the culprits for the collapse of the economic system and currency depreciation in the game.
That’s why World of Warcraft launched methods like the Thunder Dragon Black Market to indirectly recycle currency.
The existence of the studio makes the currency in players' hands worthless and causes the prices in the auction house to rise.
If it is manual labor to earn gold, then it is the players' own willingness and no one can say anything about it.
After all, these players are still a minority.
However, the studio uses a large number of script accounts to launch a dimensionality reduction attack, producing a large amount of gold coins in a short period of time to impact the market and seek profits.
By then, the gold coins that players earn from normal gameplay will not be enough to buy a bottle of elixir or potion, and if they want to open a dungeon, they can only buy gold, which plays into the studio's hands.
The crackdown on studios must be carried out resolutely to the end.
But at the same time, we cannot ignore the players’ demand for gold coin transactions.
The reason why the gold coin system in World of Warcraft has not collapsed after so many years of operation is closely related to the Badge of Time.
Real-life currency is measured in gold, but this is not the case in games.
The Time Badge, to a certain extent, plays the role of anchoring the value of gold coins in the game.
The Time Badge is a non-tradable item that can be exchanged for 30 days of game time. It needs to be purchased from the mall with real money and then put on the auction house for sale.
Players who have purchased the Time Badge can only use it themselves and cannot put it on the auction house. All speculation and reselling activities are prohibited.
Players who want to sell the Time Badge can only put it directly on the auction house after purchasing it.
Players with ample gold coins can use them to purchase game time at the game auction house, reducing the amount of gold coins circulating on third-party platforms.
Players with plenty of money can use money to buy time badges and exchange them for gold coins in the auction house.
But the specific amount of gold coins that the Time Badge sells for depends entirely on the market economy of each server.
For example, a time badge can be exchanged for 30 days of game time, and the price is 75 yuan.
Under normal circumstances, 10 gold coins can be exchanged for a time badge.
When the price rises to 12 gold, players' willingness to exchange Time Badges for gold coins will increase.
However, using more gold coins to exchange for time badges to gain game time is a loss for players who have gold coins. As long as they are not in a hurry, they will hold on to the gold coins and wait for the price to drop.
When the price drops to 8 gold coins, players' willingness to exchange gold coins for time badges will increase, and they can gain game time at a lower cost.
But players who sell the Time Badge will get fewer gold coins and will lose money. As long as they are not in a hurry, they will wait for the price to go up before selling.
After the development period, the price of gold coins will fluctuate at a horizontal level while slowly inflating.
After the new version starts, the number of player deaths will soar during the exploration, and a large amount of resources will be consumed to improve their own strength.
Whether it is the commission from the auction house or the expenses for repairing equipment, or even the high-priced mounts sold in the system store that expire and become out of print, the system can recycle gold coins and stabilize the gold price again.
Of course, the premise is to hit the studio.
Otherwise it's all in vain.
However, as online transactions become more and more convenient, online payments are becoming more and more developed.
Subsequently, many groups emerged that traded equipment for cash, and if you had to say, they were actually studios.
This again involves the equipment trading model.
Whether the ROLL group can get equipment depends entirely on luck, so we won’t discuss that for now.
The advantage of captain assignment is that the pioneering team can improve their strength in a targeted manner to cope with the next battle.
The disadvantage is that there will be groups of friends and family and stealing equipment.
What is neither good nor bad is the birth of the gold group.
If you trade equipment purely with in-game currency, it's actually a good thing.
The effect of gold coins will be greatly enhanced.
In 2012, when Mists of Pandaria was launched, the in-game gold coin trading model was still the mainstream.
In version 5.4, which was before the end of the version, cash transactions gradually came onto the stage, mostly in the form of bosses packaging groups or packaging certain types of armor equipment.
Later on, basically after defeating the BOSS, there will be bidding on the spot, and the highest bidder wins.
Then transfer money and get equipment.
Therefore, Lin Mo’s plan is to only allow individuals to pick up items when forming a cross-server team, and whether or not to get the equipment depends entirely on luck.
For example, if the BOSS drops two pieces of cloth armor, the mages, warlocks, priests and other cloth armor professions in the team who are lucky enough can get the equipment.
If it is an output-type intelligence-related accessory, then the Mage, Bird Druid, Electric Shaman, Shadow Priest, Warlock, and Oblivion Summoner all have a chance to get it, but it all depends on luck.
When all members of the team are from the same server and the same guild, the team leader can be responsible for the assignment.
That is to say, no matter whether it is leather, lock, cloth, plate, intelligence, agility, strength, tank output or treatment, all equipment will be in the hands of the team leader, and it depends on who the team leader assigns it to.
At the same time, the game has a built-in guild DKP system, a flow system that tracks the increase and decrease of equipment, gold coins, and DKP within the copy team, and a built-in recording system that can be turned on with one click, making it impossible to hide the phenomenon of stealing equipment.
Of course, these measures can only prevent it to the greatest extent, but cannot completely eliminate it.
As for the difficulty issue.
Many players have the impression that the older versions of World of Warcraft were difficult.
The BOSS is difficult, upgrading is difficult, obtaining equipment is difficult, and so on.
Some are difficult because of the numbers, and some are difficult because of design errors in early versions.
But there are many that are simply because the plug-ins are not in place, the guidance is missing, and communication is difficult.
Many of the early players of World of Warcraft relied on typing to play in groups.
The BOSS used a skill before the commander finished typing.
In the later authentic nostalgic servers, everything starts from scratch, and the BOSS of the nostalgic servers cannot hold out against the first kill group for as long as the BOSS of the latest copy of the official server.
But just because the first kill team thinks a BOSS is easy doesn’t mean that ordinary players will also think it is easy. Professional and ordinary players are in two completely different worlds.
How big is the difference?
The first kill team of some BOSSes can pass it with an equipment level of 100, but after the damage of key skills is weakened by 40%, ordinary players with an equipment level of 110 still cannot pass it.
Therefore, copies need to be graded to provide a more appropriate growth curve.
At the same time, the highest difficulty epic copy is designed to be more difficult to challenge for professional first kill teams, opening the first kill challenge at the beginning of the version.
After the world's first kill and most server's first kill are completed, the highest difficulty dungeon will be weakened to provide hardcore players who like challenges with a chance to get the most epic difficulty BOSS achievement and the out-of-print achievement that can only be obtained by defeating all BOSSes in the epic dungeon.
Finally, the game version starts from the classic old version at level 45.
Some important changes or potential pitfalls should be thought of in advance.
When the specific changes will be launched or whether they will be launched at all will depend on player feedback and evaluation.
Everything changes according to the tastes of the players in this world.
This time, power will also be delegated to the company's core production team to give full play to their creativity and abilities. Excellent designs will be retained, while bad ones will be deleted or improved.
Lin Mo is responsible for controlling the general direction and ensuring that the project does not go too far astray.
As time went by, he suddenly turned into the monster Nuannuan.
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