Zou Zhuo was so confused that he didn't even realize what had happened when Mograine's hammer hit his head …
Five minutes later, everyone returned to the entrance of the church and looked at Mograine who was in the depths of the church.
An awkward silence ensued …
The boss fight was like a rollercoaster ride, full of ups and downs, it was so exciting …
Zou Zhuo took a bite of his magic bread unwillingly. "So, why can they revive in the middle of the battle and not be interrupted …"
Lin Xue added, "Plus, they revive with full health."
Zou Zhuo said, "Reminds me of the Rebirth Ankh in the Heavenly Kingdom. I thought it had the same effect as Faith in Brother Spring …"
Lin Xue said, "But these two bosses don't need any materials or cooldowns to revive …"
Old P was silent for a moment. "Maybe … they're dogs …"
Lin Xue, "(??? ̄??? ̄??) "
…
…
On the fourth day, the first batch of players were all above level 40, and new players were joining.
The server Zou Zhuo and the others were in, Deathwing, was obviously more popular than the other servers because of its name.
After more than thirty hours of playing, the first batch of players had a good understanding of the basic mechanics of World of Warcraft. There wouldn't be any more jokes like Rogues wearing cloth armor or Hunters not catching pets.
With the popularity of the first batch of players, more and more people were attracted to World of Warcraft. The players who were on the fence also made up their minds.
World of Warcraft had its own official forum, but people preferred to discuss it on the official website of the World of Azeroth, especially the National Geographic of Azeroth.
This was because the NGA in this world was created a long time ago. It could be seen as a gathering place for the earliest fans of Azeroth. There were Doujinshi novels, paintings, official historical research, discussions about other games, and so on.
Since the NGA started researching the World of Azeroth in the era of I Am MT, it had the best foundation and the overall atmosphere was more harmonious. That was why there was a huge influx of players when World of Warcraft was released, and they treated it like an official forum.
The players were posting all sorts of posts, discussing what they had encountered in the game over the past few days.
"I'm addicted to farming Scarlet these few days! As for me, the only thing missing from the Scarlet Crusade set was a pair of pants, so I refused to drop it! I'm going to vomit blood … "
"Why are you doing Instance Dungeons? Level 40 Blue equipment is going to be thrown into the shop sooner or later! I haven't reached the max level yet, so I should focus on completing quests to level up! "
"Hehe, when you get chased by a Warrior with a Whirlwind Axe while you're doing a quest, you'll regret not grinding dungeons properly."
"Seriously, there are so many Instance Dungeons and Quests. It feels like planning a reasonable leveling route is so difficult."
"Yeah, I'm at Level 40 now and I'm a little lost after killing Bloody. Where should I go to level up next? Which big brother can tell me? "
"Arathi Highlands, Tanaris, there are quite a lot of choices."
"Is there a place with fewer tribes? But now, we have to fight every time we meet. How annoying … "
"It's a PvP game after all. If you think it's too crowded, you can go to a more remote place like Desolace, Feralas, Hinterlands, and Swamp of Sorrows. There might be fewer hostile players there, but not by much. "
"Have you guys learned how to ride? Have you bought a horse? I've been killing monsters so much that I'm about to throw up. It's so hard to earn 100 gold … "
"If you don't have it, you can borrow it. Oh, you can earn money by learning professional skills."
"I've been so addicted to the battlefield lately that I can't stop dreaming of running home with Warsong's flag …"
Most of the players felt the same way. Although they felt like they were leveling up fast and understood the game's mechanics, they still felt like they were missing out on a lot of content. They could go back and savor it in detail.
Compared to other MMORPGs, World of Warcraft had two very obvious advantages. In this aspect, the game's design was more than 10 years ahead of its time.
First, World of Warcraft spared no effort in creating a world view and quests.
To put it simply, in World of Warcraft, you had at least three leveling maps to choose from when you leveled up from 40 to 50, and it was the same for leveling up from 50 to 60. This meant that the number of quests you needed to level up was far less than the number of quests that existed at that level.
This meant that even if you threw up from doing quests, you might not be able to complete all the quests at that level.
It sounded easy, but in reality, many MMORPGs in Chen Mo's previous life didn't do this.
Instead, these MMORPGs preferred to use main storyline, side quests, and other things to fill in the playstyle. For example, when players reached level 20, the system would notify them that the next main storyline would be activated at level 30. Players could only do side quests and other activities from level 20 to level 30.
Of course, this method usually calculated the experience points very accurately. For example, after completing the Main Storyline at Level 20, doing three more side quests and three more activities would be enough for you to reach Level 32. In reality, you could do the Main Storyline Quest at Level 30. As long as players played according to this method, they would definitely not be stuck.
Were there any benefits to this method? Yes, it saved a lot of trouble. Since the main storyline couldn't support the players' gaming experience, there was a need to separate the main storyline to forcefully extend the leveling process for the players. At the same time, there were some side quests and activities that didn't provide any value. This was so that the players would feel like there was a lot of content at first glance.
But in reality? They were slacking off.
What was World of Warcraft's method? In order to create a huge world, it purposely made more maps, quests, and dungeons than the players really needed.
If it was like other games, they would only need to do three maps from level 40 to 60: Tanaris, Un 'Goro Crater, and Silithus. These three maps would be enough for the players to level up from level 40 to 60.
What if there wasn't enough time in the middle? They could add in some daily activities and some side quests that didn't provide any value. They could have the players dig dung in the crater, carry sand in Silithus, and then run Zul 'Farrak a few times. Wouldn't that be enough?
But how did World of Warcraft do it? These weren't the only maps that were level 40 to 60. There were also Plaguelands, Felwood Forest, Winterspring, Cursed Lands, Burning Steppes …
Moreover, each map had a large number of quests and dungeons.
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