Chapter 1073: The Design of World of Warcraft (Second Update)

While the players were working hard to buy the matrix game cabin, Chen Mo was not idle.

A large number of art resources about World of Warcraft have been prepared before, such as several major main cities, team dungeons, and some scenes of the classic old world, which have basically been completed.

The rest, with Jarvis's work around the clock, can be done quickly.

Of course, there are many other tasks to follow, such as class skill design, talent tree design, team dungeon design, quest line design, and so on.

However, these contents have long been accumulated.

For example, in terms of the quest line of "World of Warcraft", although it is huge, it has the foreshadowing of the Azeroth universe, and there are a large number of its designers involved, and a large number of quest lines are quickly completed.

Some key task lines must be controlled by Chen Mo and Zheng Hongxi, such as the Wind Sword Mission, Love and Family, Angela Open Door, and so on.

As for the others, you need to kill a few monsters, run errands, collect some emblems, and go to the monster camp to wreak havoc, in fact, ordinary designers can do it, as long as they have a good understanding of the Azeroth universe, they will not deviate.

Of course, there is also a more important issue, which is the version of the game.

As a long-lived online game, one of the secrets to World of Warcraft's ability to stay alive is the change of versions.

No matter how well designed the team book is, everyone will get tired of playing it after a few months, not to mention that the new technology points allow everyone to have 10 hours of game time, which is equivalent to making most people become liver emperors, and players may get tired of playing a version for a shorter time.

Therefore, a version change is a must, and as soon as it comes up, throw the version of Wrath of the Lich King to the players, then it makes no sense for players to fight the version of Blackwing's Lair and Molten Heart.

Therefore, Chen Mo will make all the content up to "Wrath of the Lich King" in the game, but it is not open to players, but to ensure that the team at each level can be the protagonist for a period of time, and open the next team copy according to the world dynamics advanced by the current server.

T1's Molten Heart, T2's Blackwing's Lair, T2.5's Angela, T3's Naxxramas, T4's Karazan, T5's Stormkeep, Viper's Temple, T6's Dark Temple, Mount Hyjal, Sunwell, T7's New Naxxramas, T8's Ulduar, T9's Crusader Trials, T10's Icecrown Fortress.

The content of each team book is actually very rich, if the version comes out too quickly, players will jump directly to the new copy before they figure out the old copy, which is equivalent to a waste of resources. And if the version update is too slow, players will have nothing to do, which is actually not good.

In addition, leveling up and quest lines are one of the highlights of World of Warcraft, and many players tend to brush levels and speed up, missing this highlight to a certain extent.

Therefore, some numerical optimizations have also been made for these, when high-level players bring low-level players to brush dungeons, the experience gained by low-level players from monsters will be sharply reduced or even close to zero; When a player kills a monster that is much higher than his level, the experience and rewards he receives are calculated based on the percentage of damage he deals to the monster.

The latter is mainly to put an end to the situation where the size and size do not team up to help farm monsters.

In addition, when players clear all the quest lines in a certain area and obtain the corresponding achievements, they will give some additional special equipment. These pieces of equipment have a unique appearance and are higher than the average mission outfit in terms of stats, and lower than the first team dungeon outfit of the current level.

In other words, players are encouraged to level up in the game, whether they are teaming up with the same level or doing tasks on their own, as long as they don't bring them up, they can get good rewards.

This quest set can be used as a transition to advanced dungeons, but it also has a unique look and has a certain collectible value.

Then there's the World of Warcraft server mechanics.

It is impossible for 20 million people to serve together, it can only be a good wish, so a larger map can be stuffed with 20 million people, even if the main city is expanded ten times, it can't be fitted.

But it can be very close to the global server.

World of Warcraft will have a dynamic server setup, ostensibly split servers, but in fact players have a high degree of freedom.

According to Chen Mo's plan, each server can support up to 10,000 players online at the same time. In fact, no matter how high it is, it is okay, but in that case, the main city may be crowded into dogs.

When a player logs in and chooses a server for the first time, he and his friend will be recommended to enter the same server based on the player's Thunder Game Pass friendship.

It doesn't matter if you don't go in, the game supports transfer services, and it's free for the first time. The game also supports cross-server teaming, but you can't brush the current highest-level team book together.

Because the ecology of each server is also equivalent to a part of the game, each server is equivalent to an independent world, with different ecosystems, and there will be cross-server battlefields and other content in the future, so the boundaries between servers and servers cannot be completely eliminated.

Moreover, this kind of cross-server teaming and transfer service is not limited to the region, the region here refers to the national server, European service, American service, etc., the system will have a built-in network accelerator, the national server player goes to team up with friends in the American server, and the game cabin will automatically switch the network accelerator, and there may be a certain delay at that time, but it is still a playable state.

In addition, the VR version of World of Warcraft will use mirror diversion technology to ensure that players have a gaming experience during some special periods.

Specifically, it is to avoid a situation where there are more people in the novice village than there are strangers......

Every time a new server is opened, or a new version is opened, players immediately pour into a certain map, and as a result, many players find that there are more people than monsters, and if you want to kill 8 monsters to complete the task, you have to grab it, and wait for more than half an hour to complete a task, which is very painful......

Mirror diversion technology will automatically create a mirror area for diversion when there are too many players in the current area, and always ensure that the number of players in a certain area is kept within a reasonable range, so that other players can be seen and team up freely, but it will not be crowded due to too many people, which will affect the normal game of players.

All of these settings are designed to ensure that players have a consistent experience in the game, maximizing the sense of immersion and immersion in the game, and making them forget that this is a game.

Of course, most of the gameplay of the VR version of World of Warcraft is still the same as the PC version of World of Warcraft, which is not necessarily the final form of an MMORPG.

It's more of an exploration, an exploration of whether massively multiplayer online games can succeed on next-generation VR platforms.

But as long as this exploration is successful, the day when all players will be brought into the virtual world should not be far off.