Chapter 271 High-quality kryptonite game (4700-4800 average)
The second gvg activity afterwards was [Rebels' Crisis], which was opened on the third day of the game's server opening.
Every day at 2 pm and 9 pm, a rebel unit will be refreshed at random locations in each map, and there will be rewards after killing. At this time, each legion can freely choose which one to fight. The higher the level, the stronger the rebels are, the better the drop. Players can choose to grab a better reward, or temporarily choose a good guaranteed reward, but from this stage, the collision of gvg occurs, and hatred between players will naturally arise.
Different legions are bound to oppose each other. This step is called establishing hatred and creating obvious competitive relationships between different legions.
Next is [Intellectual Machinery Explosion], which is similar to [Rebels' Crisis]. This is also an activity that refreshes the field, except that the killing is more difficult and the reward is better.
Its opening hours are the fifth day of the game's server opening, and the event hours are 3 pm and 10 pm.
When the intelligent machine breaks out, the entire server will refresh 4 to 5 large mechanical bosses. There are no small monsters, but the rules are different from the rebels.
The rule of the rebels is that winners take all, because they are a lot of monsters and a little elite, so the drops are all based on their hands, and whoever picks them up will be the one who gets them. However, in the [Intellectual Machinery Breaking] event, the boss's reward will be paid according to the damage percentage, which means that the small legion is encouraged to secretly touch the boss, so that you can get a reward.
[Rebels' Crisis] activities are relatively gentle, but when it comes to the [Intellectual Machinery Explosion] activities, basically all major legions have to make their brains come out, and the living space of the small legions is getting smaller and smaller, forcing the small legions to merge, forming a melee of multiple forces in the entire server.
Finally, it is [League Battle], which is similar to snatching the Royal City. On a specific map [Energy Mining Area], there is a super-large energy mine and several small energy mines. The legion battle starts every Wednesday, Friday, and Sunday at 7 pm. Each legion is trying hard to grab the super-large energy mines, and the legion you grab will receive generous rewards.
Overall, the gvg activity of "Era of Dawn" has the following characteristics.
First, the activities are becoming more and more abundant. On the first, the third, and the fifth, new gvg activities will be opened every short period of time, from simple to complex, step by step to increase players' expectations.
Second, the time is compact and the tension is moderate. The four activities are distributed in different time periods, from 12 noon to 10 pm. Every once in a while, players have some key activities to participate in. The most intense legion battle is three times a week and start at 7 pm the next day, allowing players to fight every once in a while.
Moreover, the army battle was not good, followed by two outdoor gvg activities, [Rebels Crisis] and [Intellectual Equipment Explosion], so you can continue to have fun.
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The gvg activity has been confirmed, and the next step is the most critical class division in the game, and the economic system is related to this.
With basic gameplay and advanced gameplay, there are enough playable things for players. Then the next issue that designers need 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 also inspire a little bit of hatred. These emotions will make players play this game more severely and become 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 a lot of money.
If players are happy to swipe dungeons every day, they will not have higher goals.
But the problem with gvg is that if players get bullied, they may run away.
If a rich player appears now and one person can cut off a legion, it will certainly be a great thing for a rich player, but for ordinary players, they have no power to resist in front of the rich and live a worse life than a dog, then it would be meaningless whether they play this game or not.
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, thereby inducing a chain reaction. Naturally, there is no reason for the local tyrant to recharge money.
Why do many krypton gold web games decline? It is because they have not numerically maintained the stability of the entire player ecosystem, causing free players to lose, and the game to lose the soil on which they rely for survival.
In fact, Zhong Ming considered this when designing the Star Sea Battlefield. The Star Sea Battlefield is equivalent to a GVG battlefield. In order to avoid the unlimited killing of a rich player, Zhong Ming made a relatively rough forced blood loss rule. No matter how much money the rich recharge, the number of players who can kill is limited to death. Ordinary players can kill the rich by relying on the pile of people, thus building a relative balance.
The rich people killed many people and were very happy; civilians could kill the rich people by relying on the pile of people, and it was not difficult to achieve, and they were also very happy.
Everyone is happy, and the system can maintain stability.
Of course, if you look at the Star Sea battlefield now, the rule of forced blood loss is obviously far-fetched and rigid. It is just a necessary compromise made with limited resources.
Now that I only do "Age of Dawn", Zhong Ming naturally has a better way of doing it.
The stability of free games can be compared to the relationship between wolves and sheep. Players who spend more money are wolves, and players who spend less money are sheep. Sheep eats grass and wolves eats sheep. You cannot let too many wolves or too many sheep. Instead, you should always keep them in a roughly balanced situation.
In this regard, there is numerical basis. According to big data, players can be divided into several categories according to the two attributes of "liver" and "krill", such as "light liver and krypton", "heavy liver and heavy krypton", etc., with a total of 9 types.
Among these 9 types of players, the number of players who are "heavy liver and heavy krypton" must be the smallest and most precious.
The entire ecological circulation system comprehensively considers the gaming experience of each type of players, so that they can find their own goals and fun in the game, and use this as the starting point to improve the economic system of the entire game, so that the growth speed and combat effectiveness of each type of players are always within a controllable range.
After doing gvg, then doing the economic system is dancing on the tip of the knife. The economic system is the proportion of what players’ efforts should be rewarded.
In short, it means how much benefits can you get and how much combat power can you improve after krypton.
Why can't all games get rid of the three elements of "liver krypton" and "life" in the end? In fact, it's normal, because besides these three things, the only thing that can distinguish players is "skills". Although this is also very important, the role of "skills" must be downplayed in krypton gold games, because most players who play this kind of game are too lazy to study and practice those skills.
Relatively speaking, "fate" means luck. This uncontrollable factor is too strong, and the frustration caused to players is too strong. The probability of playing a little bit of this thing is beneficial to the body and mind. If you play too much, the non-genets collectively withdraw from the game, and the game will still be bad.
Therefore, "liver" and "krill" are the two most stable efforts, and they have real benefits for game dealers. "liver" can make the game more lively, make the average online time data of players better, and also make players play more severely, and it is not easy to abandon pitfalls; while "krillill" is directly related to the revenue of game dealers.
The economic system is actually a "culture of growth". For example, when a player who is "heavy liver and heavy krypton" is working hard to move and recharge money to buy things, how high can the combat power can the game be achieved on the third day of the game opening? And when a player who is working hard to move and recharge a small amount of money, how much combat power can the game opening on the third day of the game opening? The number of players in the latter is roughly how many times that of the former player?
Through these data, the reasonable combat power difference between the two sides can be roughly calculated, and the difference is used to correct the output of various activities in the past. In this way, after repeated modifications, no matter how much money the rich spends, he will not become the "wolf" that destroys the ecological environment. He cannot eat up all the sheep, everything is within the control of the designer.
What Zhong Ming needs to do is strictly limit the output of each gameplay and each system.
In addition, some adjustments have been made to motivate players to play heavily.
Not everyone can do it, after all, not everyone is so rich; but everyone actually has it, but 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 energetic as much as possible. This idea is completely fine.
There are a few simple settings for this:
In Legion Trial (regular world boss gameplay), the special reward is the model character of the mechanical boss in the dungeon. It can appear as a support character when the player brushes the dungeon and can be traded for money. It is a super rare drop. It can drop up to 1 at each activity (that is, it can drop up to 2 at a time). The specific drop depends on the probability, but not everyone has a chance.
Individuals ranked first and completed the last blow to the boss. These two people each accounted for 40% of the chance of dropping, and there was still a 20% chance that all participants would randomly draw.
In other words, players with krypton gold have an advantage because the number one player must be the one with the most krypton gold, but ordinary players also have great opportunities. They can rely on skills (snap the last time) or luck.
Other activities basically adhere to this idea, such as the [Rebels Crisis] activity, which can rob the rebels of the fallen objects, and the [Intellectual Equipment Explosion] activity, which can sneak in and touch the boss when other large armies have already stood in place, and get some rewards.
In addition, there are trading and salary systems in the game.
Most of the special props in the game can be hanged to the auction house for free for trading. If a player who does not spend money gets rare rewards with his own skills, he can directly hang them out and sell them to the rich, and then buy other more cost-effective props to improve his combat power by buying other more cost-effective props.
Of course, in order to prevent malicious money-making and reselling, auction houses must make certain prevention mechanisms.
In addition, it is the salary system. When a legion participates in a large-scale event, it will be rare to drop. For example, [Intellectual Machinery Breaking], after defeating the boss, precious materials and weapon fragments will inevitably be dropped, etc., and the distribution will be made by auction. The player with the highest bidder will purchase it, and the money paid by the player will be distributed to each legion member participating in the event according to the contribution level after the system is commissioned.
It can also be regarded as a gold group mode. Everyone is playing activities together, and after losing things, the rich man pays for it, and the others also share the money together. The rich man gets good equipment, and the others are not in vain, and everyone is happy.
Over time, ordinary players have received a lot of "salaries" and can also spend money to buy some props, and their combat power can keep up so that they will not fall further and further away.
In this way, a virtuous cycle was established.
In addition, there is another very important point, which is de-marketization.
Do everything possible to clear away the marketing traces in the game, reduce recharge traps, reduce recharge and consumption activities, and allow players to have a better consumption experience.
Many krypton gold games have too ugly eating habits.
When you click in, a large bullet box pops up, all of which are rows of activities, nakedly "recharge xx ingots to get xx equipment", and low pass through the center of the earth.
Of course, the recharge activity is equivalent to a discount promotion from the merchant. The effect is definitely there, and it is very obvious. For ordinary krypton gold games, starting a more cost-effective recharge activity may make you earn several days in a day.
But the problem is that on the one hand, the viewing is not good. When players go in, they see that your game recharge activity is so fierce, and subconsciously don’t want to play it; on the other hand, players understand your routine and wait until the recharge activity is good before recharge. Usually, they just don’t spend a penny without recharge activities. Game vendors really don’t make as much more money.
It’s okay to play this thing once a while, but it’s boring to keep playing it repeatedly.
Zhong Ming’s eyes should be longer-term, de-marketized, and reduce 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 give players a feeling of "this thing is very valuable."
In many games, players spend a lot of money this month to buy very expensive props. After a few weeks of fun, a batch of new props will be released next month, with all the attributes that beat this set. The shopping experience is really bad and the food is ugly.
A stable system should be that the things bought by players can maintain their value for a period of time. Even if they depreciate, they will slowly depreciate within the player's expectations, giving players sufficient digestion space.
This is to give players a more conscientious impression of the game, improve their impression scores, and more importantly, to make them have no worries when they are krypton gold.
Buying means making money. This thing is comparable to financial management. Players have this idea and will not have to worry about selling good things in the game.
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In short, making krypton gold games is for life to please players and earn more R&D funds, so that you can have the ability to develop huge investment masterpieces.
However, there are differences in the quality of krypton gold games.
Chapter completed!