Chapter 271 - High Forcing Krypton Gold Game (4700 4800 are all ordered and updated)
The second GVG event, [Rebel Crusade], will be available on the third day of the game's launch.
Every day at 2 p.m. and 9 p.m., a rebel unit will spawn at random locations on each map, and there will be a reward for killing. At this time, each legion can freely choose which one to fight, and the higher the level of the map, the stronger the rebels will be and the better the drops. Players can choose to grab a better reward, or they can choose a good guaranteed reward for the time being, but from this stage, the collision of GVGs is generated, and the hatred between players will naturally arise.
Different legions are inevitably antagonistic to each other, and this step is called building hatred, so that there is a clear rivalry between different legions.
Next up is [Outbreak of Wisdom], which is similar to [Rebel Crusade], which is also a refreshed event in the wild, but it is more difficult to kill and has better rewards.
It is open on the fifth day of the game's launch, and the event time is 3 p.m. and 10 p.m.
When the smart machine erupts, the whole server will refresh 4~5 large mechanical bosses, and 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 large number of mobs and a small elite, so the drops are all up to the fast hand, and whoever picks it up quickly is whoever; However, in the [Outbreak of Wisdom] event, the boss's reward will be distributed according to the damage percentage, which means that the small army is encouraged to sneak a touch of the boss so that they can also get a reward.
The [Rebel Crusade] activity is relatively moderate, but when it comes to the [Outbreak of Intelligent Machines] activity, basically the major legions have to beat out all the dog's brains, and the living space of the small legions is getting smaller and smaller, forcing the small legions to merge and form a melee of multiple forces in the whole server.
Finally, there is [Legion Wars], to put it bluntly, it is almost the same as robbing the royal city. On a specific map [Energy Mining Area], there is a super-large energy mine and several small energy mines, and clan battles start at 7 p.m. every Wednesday, Friday, and Sunday.
Overall, the GVG activities of Dawn Age have the following characteristics.
First, the activities are becoming more and more abundant. On the first, third, and fifth days, new GVG events will be opened every short while, from simple to complex, step by step to raise the expectations of players.
Second, the time is tight and the relaxation is moderate. The four events are spread across different time slots, from 12 noon all the way to 10 pm, and every once in a while players have some key events to participate in. The most intense Clan Battles are held three times a week, starting at 7 p.m. the next day, allowing players to fight every once in a while.
Moreover, the Legion War is not cool, and it is followed by the two field GVG activities of [Rebel Crusade] and [Smart Machine Explosion], so you can continue to have a good time.
……
The GVG activity is determined, and the next step is the most critical class division in the game, which is related to the economic system.
The basic gameplay is there, the advanced gameplay is also there, and there are enough things to play for players, so the next question for designers is how to maintain the stability of this system.
What is Stability?
In simple terms, GVG is a double-edged sword. When players fight with players, it will inspire a sense of honor and mission, and of course, it may also inspire a little bit of hatred. These emotions will make players play the game more heavily and become addicted, so the game time and the consumption of krypton gold in the game will naturally increase.
So, it's an obvious fact that heavy games make a lot of money.
If players have fun brushing through quests every day, they don't have a higher goal.
However, the problem with GVG is that if players are bullied hard, they may run away.
If, now there is a local tyrant player, one person can cut down a legion, of course, it is a very cool thing for the local tyrant player, but for ordinary players, they have no power to resist in front of the local tyrant, and they are not as good as a dog, then it is not interesting to play this game or not.
This is a typical example of stability collapse, when the player's class ecology cannot be stably maintained, for a large number of ordinary players, the negative emotions gained from the game are far greater than the fun, which will cause large-scale personnel loss, thereby inducing a chain reaction, and the local tyrant will naturally have no reason to recharge money.
Why are many kryptonite page games in decline? It's because they don't maintain the stability of the entire player ecosystem numerically, so that free players are losing one after another, and the game loses the soil on which it depends.
This point, in fact, Zhong Ming considered when designing the Xinghai Battlefield. The Xinghai battlefield is equivalent to a GVG battlefield, in order to avoid the situation that local tyrant players kill people indefinitely, Zhong Ming made a relatively rough mandatory blood loss rule, no matter how much money the local tyrant charges, the number of players who can kill is also limited, and ordinary players can rely on piling up heads to kill the local tyrant, so as to build a relative balance.
The local tyrant killed a lot of people and was very happy; Civilians can kill the local tyrants by piling up heads, and it is not difficult to achieve, and they are very happy.
When everyone is happy, the system will be stable.
Of course, if you look at the Xinghai battlefield now, the rule of forced blood loss is obviously far-fetched and blunt, and it is just a necessary compromise to be made in the case of limited resources.
Now that he only does "Dawn Era", Zhong Ming naturally has a better set of practices.
The stability of a free game can be likened to the relationship between a wolf and a sheep. The player who spends more money is a wolf, and the player who spends less money is a sheep. Sheep eat grass and wolves eat sheep, neither too many wolves nor too many sheep, but should always be kept in 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 and medium krypton", there are "heavy liver and heavy krypton", etc., a total of 9 types.
Of these 9 types of players, the players who are "heavy liver and heavy krypton" are definitely the least numerous, and they are also the most precious.
The entire ecological circulation system is to comprehensively 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 rate and combat effectiveness of each type of player are always within the controllable range.
After doing GVG, making an economic system is dancing on the tip of a knife. The economic system is the proportion in which the player's efforts should be rewarded.
In short, it is how much benefit you can get and how much combat power you can improve after liver krypton.
Why can't all 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 players is "skills", although this is also very important, but the role of "skills" must be diluted in kryptonite games, because most players who play this kind of game are too lazy to study and practice those skills.
Relatively speaking, "life" is luck, the uncontrollable factors of this point are too strong, and the frustration caused to the player is too strong, the probability of this thing, a little bit of play is good for the body and mind, play too much, non-chiefs collectively retreat, this game is still yellow.
Therefore, "liver" and "krypton" are the two most stable kinds of pay, and they both have real benefits for game companies. "Liver" can make the game more lively, make the average online time data of players look better, and can also make players play more heavily and not easily abandon the pit; And "Krypton" is directly related to the income of game developers.
The economic system is actually "the culture of growth", for example, how high can a player with a "heavy liver and heavy krypton" achieve on the third day of the game when he is desperately active and recharging money to buy things? And how much combat power can a player who "heavy liver and light krypton" achieve on the third day of the game's service in the case of desperate liver activities and a small amount of money? How many times more players are the latter than the former?
Through these data, we can roughly calculate the reasonable difference in combat power between the two sides, and then use this difference to correct the output of various activities, so that after repeated modifications, no matter how much money the local tyrant has spent, he will not become the "wolf" that destroys the ecological environment, and he cannot eat all the sheep, everything is in the hands of the designer.
What Zhong Ming has to do is to strictly limit the output of each gameplay and each system.
In addition to this, some adjustments have been made in terms of motivating players to play hard.
Krypton gold, not everyone can do it, after all, not everyone is so rich; But liver, in fact, everyone has it, it's just whether you want to use it.
Therefore, the idea of not forcing all players to become heavy Krypton players, but trying to make everyone as liverless as possible, is completely fine.
There are a few simple settings for this:
In Clan Trials (regular world boss gameplay), the special reward is the model character of the mechanical boss in the dungeon, which can appear as a support character when the player farms the dungeon, and can be traded and sold for money, which is an ultra-rare drop. It drops up to 1 per activity (that is, up to 2 per day), and the specific drop depends on the probability, but not everyone has a chance.
The individual ranks first and completes the final blow to the boss, each of which has a 40% chance of being dropped, and a 20% chance of being randomly drawn from all participants.
In other words, Krypton players have an advantage, because the player who ranks first is necessarily the player with the most Krypton, but ordinary players also have a great chance, either by skill (card time to grab the last hit) or by luck.
Other activities basically adhere to this line of thinking, such as the [Rebel Crusade] event, where you can grab the rebels' drops, and the [Wisdom Explosion] event, where you can sneak in and touch the boss when other large armies have already taken a position, and get some rewards.
In addition, there is a trading and payroll system in the game.
Most of the special props in the game can be traded freely on the auction house, and if a player who does not spend money gets a rare reward with his skills, he can directly hang it out and sell it to local tyrants, and then use the money earned to buy other more cost-effective props to improve his combat power.
Of course, in order to prevent malicious money brushing and reselling, auction houses should make certain prevention mechanisms.
In addition, there is the salary system, which will have rare drops when a clan participates in a large event. For example, [Wisdom Explosion], after defeating the boss, it will inevitably drop precious materials and weapon fragments, etc., and 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 clan member according to the contribution level after the system commission.
It can also be seen as a golden group model, where everyone plays activities together, drops things, local tyrants pay for it, and others share the money together. The local tyrant got good equipment, and the others were not busy in vain, and they were all happy.
Over time, ordinary players get a lot of "salary", and they can also spend money to buy some props, and their combat power can keep up, so that they will not be left farther and farther behind.
In this way, a virtuous circle is established.
In addition, there is another very important point, which is de-marketing.
Do everything possible to remove the traces of marketing in the game, reduce recharge traps, reduce recharge and consumption activities, and let players get a better consumption experience.
A lot of krypton games, the appearance is too ugly.
Click in and a big pop-up box will pop up, all rows of activities, nakedly "charge XX ingots and send XX equipment", lo through the center of the earth.
Of course, the recharge activity is equivalent to a discount promotion for merchants, and the effect is definitely there, and it is obvious. For general krypton games, opening a more cost-effective recharge activity may make money a day for several days.
But the problem is that, on the one hand, the perception is not good, players go in and see that your game recharge activity is so fierce, and they subconsciously don't want to play; On the other hand, players have figured out your routine, just wait for the recharge activity to be good before charging some, usually no recharge activity simply does not spend a penny, the game business really can not make much more.
Recharge activities, it's okay to play once in a while, but it's boring to play it repeatedly.
Zhong Ming's vision is more long-term, de-marketing, reducing recharge traps and recharge consumption activities, on the one hand, to provide players with a better game experience, on the other hand, to stabilize the price in the game, to form a feeling of "this thing is very valuable" for players.
In many games, players spent a lot of money to buy very expensive props this month, and after a few weeks, a new batch of props will come out next month, and the attributes are fully hung and beaten, and the shopping experience is really poor, and the taste is ugly.
A stable system should be able to maintain the value of the things that players buy for a period of time, even if the value is depreciated, it is slowly depreciated within the player's expectations, giving the player enough room for digestion.
This is to give players a more conscientious impression of this game, improve their impression score, and more importantly, let them have no worries when they are in krypton.
Buying is earning, this thing is comparable to financial management, players have this kind of thinking, and the good things in the game will not be sold.
……
All in all, making krypton gold games is forced by life, to curry favor with players, and to earn more R&D funds, so that you can have the ability to develop a huge investment.
However, when it comes to making kryptonite games, there are also high and low.
What Zhong Ming wants to do is a high-forcing krypton gold game, and the goal is to make players say that this game is true conscience while grateful, and at the same time Krypton explosion in the game!