Font
Large
Medium
Small
Night
Prev Index    Favorite Next

Chapter 1097 Riding

It’s not that it’s bad conscience. The approach of World of Warcraft is more about reflecting a kind of self-confidence.

Is it difficult to do more maps and hundreds of tasks?

Of course, it is not easy, but it may seem to many people that this is a matter of piles. Isn’t it over if I make a map for fifteen days, and Isn’t it over if I make ten maps for fifteen days?

The key problem is that other games don't do this because they are not confident in their designs.

Why do you do the main plot of the split type? Isn’t it because players don’t like to watch it, they just want to upgrade by killing monsters?

Why don’t players like to watch it? Because you’re not doing it well.

For many other mmorpgs, it is precisely because they feel that they cannot do a good plot and world structure that they choose this kind of split-style main plot to ensure the players' main process experience in the most reliable way.

So, this further highlights how well the mission system of World of Warcraft is done.

This feeling is not about how amazing it will be when you see the mission system of World of Warcraft at first sight, but about how you will clearly feel the difference between the two after playing World of Warcraft and then playing other mmorpg tasks.

The second point is the very complete commercial system of World of Warcraft.

In this commercial system, players can choose certain majors as their business skills, such as skinning, herb collection skills, mining, or manufacturing skills such as forging, leather making, sewing, engineering, etc.

These business skills have formed a complete closed loop, and a large number of players must be supported by them to ensure the completeness and balance of the entire business system.

The entire commercial system is in a dynamic balance state. For example, too few players learn to mine and the ore is sold at a high price will affect the upstream forging and the finished product price produced by the engineering. At this time, a group of players will turn to learn to mine, gradually causing the ore price of the entire server to fall to normal levels.

In this dynamic cycle, some special "godgren" can make a fortune by hoarding, reselling and other means, and obtaining a large amount of gold coins. Of course, it is also possible that in the trade war, one trick is not careful and the stockpiling is lost, and the stockpiling is overwhelming and losing all your money is lost.

It can be said that the business system of World of Warcraft is part of the entire worldview. Many players go to the auction house when they are free. Scanning cheap goods has become a habit when they are on and off the line. When things are sold, the moment they receive the email is also exciting.

The reason why World of Warcraft can create such a perfect commercial system is not entirely because of the improvement of this system architecture, but also because World of Warcraft is "very willing to do so".

It is willing to stuff motorcycles, backpacks, high-level equipment, special damage props and other very precious things into various commercial skills, and this has almost no improvement in the profit of the game itself.

Simply put, how would these things be sold in other games?

Very simple.

The space to be packaged is never enough. If you want to open a new space, pay for it.

How can you buy a good-looking mount like a motorcycle with game currency? Just throw it in the mall and pay for it.

Many games choose to cut off these complex commercial skills and then sell these precious things directly out and sell them for money.

Of course, one advantage of doing this is that it is that it is simple, rough, and brainless. Players use less brains and developers make more money. Even if they are scolded by players, they will not have less meat, right?

But if you think about it carefully, the game map has shrunk and the tasks have been broken. The commercial system built by players and players has become a forced buying and selling between players and developers. Then your game is called mmorpg, but how many mmo can you actually have?

The meaning of mmorpg is a massively multiplayer online role-playing game, emphasizing the interaction between players.

If everything shrinks, will multiple people brushing the copy online be considered to have completed the interaction?

Therefore, although there have been various mmorpg games in parallel worlds, World of Warcraft has triggered a craze as soon as it was born.

Various sections of Azeroth National Geographic are discussing all aspects of this game, and more and more players are starting to post various strategy posts, including mission upgrades, dungeon strategies, battlefield strategies, commercial skills explanations, etc.

The exciting part of "World of Warcraft" is not only the plot, but many aspects of it are worth learning from later mmorpg, but most games want to take advantage of the popularity of "World of Warcraft", but they cannot learn the essence at all.

...

Zou Zhuo stretched out his hand tremblingly and handed the 100 gold to the riding trainer.

It hurts so much!

This is not just all the savings that Xiaopang spent, but also some of the money was borrowed from the guild.

I have to say that they are all playing games, and some people make money and practice herbs and mining very early. Zou Zhuo was busy upgrading before. Although he lost a lot of money by brushing dungeons, he was still poor without the support of his business skills.

The riding trainer smiled and took the money from Zou Zhuo, then raised his hand and a golden light flashed across Zou Zhuo.

"Congratulations, the young Kodo Beast rider, you can go and choose a Kodo Beast you like next. Do you like this white one? Or this gray one? No, no, this armored person requires advanced riding skills to learn. You are still too young to control them."

Zou Zhuo endured the pain and observed the Kodo beasts behind the mount merchant.

There are three colors of Kodo beasts, and Zou Zhuo relatively prefers white ones. He also wants to touch the armored one, but the merchant told him that this kind of armored one is faster, but requires advanced riding skills.

Zou Zhuo chose an ordinary white Kodo beast and bought it with money.

In this way, the 100 gold he brought originally was not much left. Fortunately, he did a lot of tasks, and Thunder Cliff's reputation was in a state of respect, so there was a certain discount on learning riding.

In Chen Mo's previous life's "World of Warcraft", the money for learning riding has always been a threshold. The initial 60th stage of primary riding + horse is 100g, and advanced riding + horse is 1,000 gold, so there is the saying "a thousand gold horse".

However, with the change of versions, the emergence of various flying mounts pushed the movement speed to 280%. Qianjin Horse, who increased the speed by 100%, seemed to have a very low cost performance. Therefore, the price of riding was reduced again and again, and the required level was also reduced from 40-60 to 20-40.

Zou Zhuo came to an open place and used the magic reins in his hand.

With a low growl, the strong Kodo beast appeared directly under Zou Zhuo and pushed him up.

"Wow!"

Zou Zhuo was startled and quickly grabbed the magic reins in his hand.

With a gentle wave of the reins, Kodomon began to run forward.

With a gentle pull of the reins to the left, the Kodomon turned left.

With a slight pull, the Kodomon stopped.

"Oh my God! I... I have become a cavalry!!" Zou Zhuo said happily.
Chapter completed!
Prev Index    Favorite Next