016 Economic systems

The economic system is the top priority of this update.

The game finally has its first officially recognized currency: cash.

The unit is "gold".

In the early days, the channel for obtaining cash was very simple: only by completing tasks and submitting resources could you get the official cash rewards.

But there are a lot of places where you need to spend cash: crafting items, renting warehouses, not to mention buying and selling items between players.

Qiu Wen thought twice and did not add other access channels to ensure the stable operation of the economic system.

If cash is readily available, within two days, there will be excessive inflation.

"Never underestimate how efficiently players can make money."

——Excerpt from "Qiu Wen's Philosophy of Games"

Secondly, regarding the economic system, one of the most important points for players is, of course, the trading system between players:

How can you ensure that players can trade quickly and securely?

The Stronghold's commerce function does have trading machines that handle large quantities of goods, and there are many negotiation rooms where small quantities of goods can be traded privately, but that is not suitable for trading between players.

Think about what are the characteristics of trading between players:

The type of goods is uncertain, the quantity can not be determined, the number of people is large, the transaction flow per minute is unimaginable, and it is only processed by the business functional area, and the players are afraid that they will not have to queue up during the peak period of transactions.

Therefore, the stall system designed by many online games is indeed reasonable.

The advantage of setting up a stall is that it is fast and convenient, find a place to set up a stall at will, put things on the table, and wait for people to buy them.

After all consideration, Qiu Wen decided that the transactions between players would be left to the players to solve by themselves.

He only needs to act as a manager of a market.

Of course, Qiu Wen can't really let the players just go to a stall and finish it, in that case, there will be a lot of traffic, and it will definitely be chaotic, whoever robs things will steal things, he doesn't want 147 to waste computing power, and he will help players solve cases every day.

We must realize that 147 is the primary productive force, and its computing power must be used to do useful things.

It's nothing if there are fewer players now, and if the number of players reaches tens of thousands in the future, every drop of computing power of 147 must be carefully calculated!

So Qiu Wen decided:

Make a specialized trading system.

The basic principle of this system is that once players choose to trade, a "transfer panel" will appear in front of both parties.

The seller puts the ownership of the item on it, and the buyer puts the cash.

Both sides confirmed a little more.

The trade function area is more suitable for trading between players and non-players, and if you find the natives of this world in the future, you can attract them to the trade area of the fortress to communicate with players.

This is just the framework of the first economic system.

Future versions will add more relevant adjustment functions to ensure the stable operation of the economic system, after all, as the game content expands, more and more game mechanics will be linked to the economic system.

In Qiu Wen's foresight, the second version of the game's closed beta was born, and the economic system was born.

Players are also quickly getting acquainted with the new version of the content.

Some players who are active have already begun to think about how to earn their first pot of gold.

In the previous version, the main quest was to collect as many resources as possible.

The rewards are very simple, only the honor points required to level up.

There are many people who see that the rewards of the main quest are not very rich, so they choose to hoard resources as tools.

However, after the version update, 147 will give players the cash they deserve based on the records of resources submitted by players in the previous version.

This makes the players who hoard resources psychologically unbalanced, and can't help but think in their hearts, is it appropriate for the last version of themselves to hand in tasks, or is it appropriate to hoard tools?

Later, I posted a discussion post on the forum with "casual play", and there was a definite answer to this question:

This matter is inseparable from the relationship between the two players of "Immortal Board" and "ZA".

Because these two players promoted the main story in the previous version, the final mission rewards were not distributed until this version.

This makes the two people move up a level as soon as they go online.

In the last version of the main quest, the main reward is the honor points required for upgrading, and whether the resource submission is suitable or not depends on the income ratio of "upgrading".

According to two players, the honor level is level two, the backpack space is expanded, and the use of the storage function area is opened.

In terms of combat effectiveness alone, there is actually no improvement, but his blood bar has visibly thickened with the naked eye.

Of course, for this kind of sandbox gameplay game, combat effectiveness is definitely not the only evaluation criterion, especially since a version has passed, and only some beasts with combat effectiveness that cannot be seen in the game have appeared.

So far, the player has not seen a single death.

Therefore, the method of judging life orientation occupies the mainstream.

The expansion of the backpack and the emergence of the warehouse undoubtedly have a great attraction, especially for some players who like to collect, and when they see a beautiful stone on the road, they have to pick it up and collect it, and the backpack is the size of a place, and nothing is enough.

Moreover, according to the board, the player's own warehouse can be renovated, and no one cares what it looks like, as long as you have the materials, you can grow vegetables in it.

When many players heard this, they immediately changed the concept of "warehouse" to "home".

What could be more appealing to life gamers than growing vegetables in their homes?

So, the discussion about the main quest and hoarding resources has also come to fruition.

The pure player strength party of "casual play", based on everyone's discussion, gave a relatively fair evaluation: whether it is specializing in the main quest or hoarding resources to make equipment, it is an investment in the future.

The early stage of any game, as long as it is an investment in the future, is not a loss.

As for the economic system, everyone knows that it is a major update to the game mechanics in this version, but the mechanics will always give players a "moisturizing and silent" feeling.

The appeal of the game content update to players is "immediate".

All the old players of the first version ran out like a canteen because they saw the quest hints.

[Your main quest "Resource Gathering" has been updated to "Explore Ruins"]

[Please view the detailed description on the task page]

"Explore the Ruins: In order to repair the fortress, the awakened warriors gathered resources everywhere, but they soon discovered an unexpected surprise - a war relic belonging to the Rhine Empire, the ruins contain the resources needed to repair the fortress, and there are also historical secrets about why the Rhine Empire is fighting, warriors, pluck up your courage and explore!"

【Ruins Exploration Progress: 0%】

"All players will progress in exploring resources, unearthing the wreckage of war, and discovering historical secrets to improve their progress."

[Sum of personal resource collection value: 0]

"Rewards are awarded based on the sum of the value of the mission (honor points, cash, etc.)."

Updates to game content often mean more advanced materials and equipment.

Like wild dogs, all the veteran players rushed towards the war relics marked on the map.

There are only a few newcomers left, quietly and carefully experiencing this game in the true sense of the word, across the ages.