026 Hello everyone, it's really good!
Ordinary players accumulate 5~600 soul energy points in an hour, which is only possible under the premise that the surroundings are full of toads.
But the problem is that this is the online peak of the new server, and it is impossible for the players who came in at the first time to go offline, and then the players who entered went online one after another, and the player capacity of each "novice village" was almost overloaded, which caused the shell green space to be almost overcrowded, so the most common "more people than monsters" picture appeared in online games.
In this way, the situation of robbing monsters is naturally unavoidable, and it is quite good to get 1 or 200 soul energy points in an hour, in case there is friction between two teams because of the competition for small monsters...
Except for a very small number of people who have special basic attributes like Sycamore, or because of some adventures, they have obtained some precious items, so they can find their own special leveling methods in a different way, and they can only grab toads on the shell green land with the vast majority of players.
What can you do if you don't rob it?
The low-level monsters near the shell village are only toads and bats, and other bats can fly, not like Wutong, many players who have learned long-range skills in advance can't beat them, but if you don't fight toads, you can only challenge high-level monsters like Sycamore.
But there aren't many people who dare to do this.,The reason I said before.,The monsters of "Endless" are generally stronger than players of the same level.,It's best to choose a monster that is 2~3 levels lower than yourself if you level up for a single player.,But now everyone is 0~1 level.,Go up there to find a monster of "-3 level" to fight?
As for adventuring over level 2 to challenge the rats? Or skip level 5 to fight jungle iguanas? That can only say that the fighting spirit is commendable, it is too troublesome to explain, and it is clear at a glance to list a comparison of attributes:
Squirrel speed 15
Iguana speed 20,
The average initial stat of NPCs is 10~11 points
The average initial stat of the player is 11~12 points.
Except for a very small number of people, there are very few people who can exceed 13 points in a single initial attribute, that is, it is impossible for the player's general agility attribute to exceed 15 points, and if you can't beat it, you can't run away.
As a result, in the huge rat-infested area, only the weird sycamore with high agility attributes can dangle around the edge, as for wanting to skip the level to deal with the rats, there is no need to count on it, even the sycamore, who has mastered the legal skills in advance, does not dare to provoke them at the moment under the threat of the speed and chain hatred of the social rats, let alone others.
Therefore, Wutong, a game novice, stood safely outside the ultra-long-range range, using the legal skills that are already highly lethal in themselves, bombarding the poor blind bat, and the leveling mode that swept nearly 10,000 soul energy points in one or twenty minutes, basically, temporary is not replicable.
"Ahh
Looking at the empty "Level: 0 [0/1000]" experience slot, Wutong suddenly screamed, he was indeed inexperienced, forgetting that the soul energy points could also be injected into the "experience slot", and wasted the 40 soul energy points just now.
In fact, if he had reacted just now, before those wandering soul energy points had disappeared, he could have poured some experience into the "experience slot" first, and vacated the "soul energy pool" to accommodate those soul energy points.
In addition, the skill level can also be burned with soul energy, and the most important thing is that the experience required for the skill is almost the same as the experience required for character upgrading, and the minimum will not be lower than the experience required for the character level, and the highest may even be several times or even more than ten times the experience required for the character level to be upgraded to level 1.
So, why is there a soul energy pool with a capacity of ten times the experience slot, the reason is here, in "Endless", it is not difficult for players to level up, the difficulty is how to accumulate enough items that require soul energy points, and the huge soul energy points needed.
Just as he was about to upgrade the soul energy points in the "experience slot" and the spell [Projectile Item], Sycamore suddenly paused, and he suddenly recalled some of the relevant information about the novice village mentioned in the "Raiders".
Although he couldn't play games before,But it doesn't mean that he's not interested in the game at all.,Occasionally I will browse the information about the game、The experience of the master is posted or something.,I've never seen a pig run and eaten pork.,How much can I draw inferences about some skills.,Just a flash of inspiration was found by him a problem...
"Endless", an upgrade mode that stores experience and is improved by the players themselves, is not unique to "Endless", and some traditional games also adopt this mode, so before the launch of the "Otherworld" service, some master players studied the official information of "Otherworld" in detail, and put forward the concept of "Don't upgrade easily if you have enough experience". ,
Because in "Otherworld", high-level players fight low-level monsters, and the experience will be reduced step by step, 4 levels higher than monsters, experience drops by 25%, high level 8 drops by 50%, high level 12 drops by 75%, high level 16 is completely inexperienced, and if you are level 20 high, not only is there no experience, but even the items and equipment that should be exploded are not out!
This is also to force high-level players to challenge high-level monsters as much as possible, so as to avoid them relying on the skills and damage possessed by high-level, always staying somewhere to farm mobs, and the quality is not enough to make up the quantity, which will cause high-level players and low-level players to grab monsters, further widening the level gap between players, and leading to an imbalance in the game environment.
"It's too cold to be in a high place, so it's better to ride the wind back."
"The mountains look up and look at it."
These two sentences summarized by the master are a good explanation of the reason why the game environment is imbalanced due to the large difference in player levels.
The level of senior players is too high, and the mountains are small, but there will be a sense of loneliness of "but seeking a defeat", the leveling place he goes, his friends can't go, the leveling place that his friends can go, it's too boring for him, and slowly and naturally there will be a sense of alienation between friends, and he must often be alone, going to the advanced strange area to level up alone, boring and lonely, and naturally he will be bored, thereby reducing the player's enthusiasm for the game and leaving the game.
To put it simply, it is "detached from the masses, without a common topic." This is obviously contrary to the game style of "Otherworld", which advocates player interaction.
And the gap between the level of low-level players and high-level players is too big, and the same is true, although it is said that "there is a gap to be motivated." But the gap is too big, it will also cause low-level players to have a sense of frustration that is "out of reach", and they will feel that there is no "day out" and lose the confidence to catch up, and they will naturally hold the mood of "rather being the head of the chicken than the queen of the cow", give up this game, and look for a game that can be the "head of the chicken" to work hard.
Therefore, putting appropriate pressure on senior players and creating the illusion that low-level players are "chasing after each other" not only gives high-level players the motivation to continue working hard, but also gives low-level players the motivation to catch up.
"Hello everyone, it's really good!"
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