Chapter VIII Fee System

Meng Jingyi and Song Chu put together some new ideas on dynamic events and prepared to formally present them at the next development meeting.

They also did a simple demonstration and thought it worked okay. Combining scene interaction with dynamic events gives players some other channels to complete tasks, and also increases the scale of dynamic events.

Now the completion of the project "Three Kingdoms" is about 70 percent, maybe a little more. After the jump of "Three Kingdoms" this time, most of the changes made are to streamline the content of the game, highlight the key points of the game, cut some complicated content and gameplay, and focus on the expansion of the main gameplay.

The content of PVE is mainly divided into two aspects, namely dynamic events and replicas.

The dynamic events of the entire "Three Kingdoms" are also divided into two scales, one is the ordinary dynamic event, each game mirror shares a progress bar, according to the design, generally there will be about twenty players in each mirror to complete a dynamic event together.

Another type of dynamic event is a large-scale dynamic event, which is generally adapted from a well-known historical event. This dynamic event is also a one-time event, and although it is still divided into different game mirrors, the entire server shares an event progression, and at least more than 100 players will gather in each scene.

Again, these dynamic events have a lot of steps and a very long duration. A large, dynamic event can last for more than a week, or tens of days long. These dynamic events require the power of all players to complete.

For example, the battle of Quyang City in the first version is a super-large dynamic event, which reproduces the whole process of the Eastern Han army besieging Quyang City and killing Zhang Bao. This mega-dynamic event contains many smaller dynamic events and is expected to last for more than a month.

During this time, the entire battlefield situation will continue to change, and through the application of AI modules, some of the enemy's tactics will also be appropriately adjusted, giving people a feeling of "secretly doing hands".

The content of the copy of "Three Kingdoms" is still relatively traditional, and the content of the copy of "Three Kingdoms" focuses on four-person copies, because the battle mode of "Three Kingdoms" is a mode of no locking bias, although there are some auxiliary skills, but there is no so-called "T, milk, DPS" division of labor, and it is not impossible for a master to do a single brush.

The project team made a "daily special dungeon" setting on the dungeon, which borrowed a mechanism similar to the "mutation mode", and a random dungeon would have some abnormal changes every day. Through the application of AI modules, there are more types of variations in special dungeons in Three Kingdoms, including the actions of the enemies themselves, and there will be some abnormal mutations.

Special dungeons have a higher difficulty setting than normal dungeons, and you can get certain rewards from them.

These things are still very difficult to design, at least in terms of numerical design. This part is in charge of Su Li, and there are several other designers who are responsible for the numerical design.

In terms of character training, Su Li encourages players to innovate and try more, and encourages personalized BUILD construction, which puts forward some requirements for the design of values.

At the very least, if you want to have a large number of personalized characters, you must ensure that these routines can exert their combat effectiveness, at least at the level of PVE. However, PVE content cannot be designed simply and brainlessly, and the numerical doorway in it requires long-term experience accumulation.

The battle mode of "Three Kingdoms" is a lock-free action mode, and the proportion of values is slightly smaller than that of other modes, and the player's operation level also occupies a large proportion.

In "Three Kingdoms", the different training routes are completely different for the player's combat experience in the first place, which is a part of attracting players to try it personally.

Another means of limiting homogenization is to weaken the role of the so-called "optimal solution", and "Three Kingdoms" does not have a design of damage statistics or the setting of a limit rush layer like D3, and the role of the optimal solution is weakened here.

Adjusting the values will be a long-term work, and the player's brain will always be beyond their imagination. For this part, you need to pay attention to the dynamics of the game at any time when you go online to make adjustments, so as to avoid some builds that seriously disrupt the balance.

For Future Oasis, this is the first game that requires accurate control of a complex numerical system, and the development and subsequent operation of "Three Kingdoms" can allow Future Oasis to accumulate rich experience in this piece of content.

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During this time, the development of the Oasis community has come to a standstill, and the number of people who seem to have been saturated with the flow of traffic to the community through The Lost Secret and The Shadow Story. If we want to develop further, we need to launch new and engaging games in the future Oasis.

Now Li Haoming is putting more energy on the overseas market expansion of the platform, and the Oasis platform still has potential to be tapped overseas, because of the lack of publicity and distribution channels and other relationships, the progress in this area is not very fast. The release of the new DLC for Shadow Secrets is another advertisement for the Oasis platform.

Similarly, he is also a person who is anxiously waiting for the release of "Three Kingdoms", and the operation department he is in charge of has developed a series of marketing and promotional plans for "Three Kingdoms", but the release date has been repeatedly delayed.

"The current R&D progress of "Three Kingdoms" is relatively stable, and the launch time will be faster than expected when the ticket was bounced."

Li Haoming has been concerned about the development progress of "Three Kingdoms" now, and finally got a good news.

"After a while, "Three Kingdoms" may need to conduct the first small-scale invitation test, and the platform is responsible for the invitation of relevant tests here."

The test of "Three Kingdoms" is a must, after all, it involves a complex numerical system, a lot of multiplayer content, and it is difficult to say what the final situation will be without testing.

The Three Kingdoms test cannot be conducted only once, and there are usually several rounds of testing of different scales to check the completion of the game.

The members who invite the test are generally senior users who choose the Oasis platform, this time the test is limited, and users who want to participate in the test can apply through the platform and have the opportunity to be selected to open the test permission of the account.

The other part of the test qualification will be reserved for the game media, some big streamers, well-known players, etc., who are helpful for game promotion.

Li Haoming nodded, with the first test, the project of "Three Kingdoms" can be regarded as officially unveiled.

"Regarding the charging method of "Three Kingdoms", is it determined to use the buyout system?"

Li Haoming asked Su Li.

The project "Three Kingdoms" did not announce the charging method at the beginning, which also caused speculation from all parties.

There are guesses about time charges, there are guesses about free malls, and of course there are people who speculate that it is a buyout system.

The acceptance of this form in foreign countries is still relatively high, but in China, the acceptance of the buyout system is slightly more subtle.

Su Li feels that for "Three Kingdoms", the buyout system is the most suitable form of charging for it.