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Home > Fantasy > Almighty Game Designer > Chapter 392

Chapter 392

Words:1642Update:22/06/20 13:06:42

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"Uh … so formal?" Zheng Hongxi was a bit lazy and didn't want to join. However, considering that he still had to play the game seriously, he could communicate with the players in the chat group, so he decided to join.

After joining, Zheng Hongxi realized that there were quite a lot of people in the group. There were more than eighty people.

"So many people?" Zheng Hongxi was a bit surprised. There were only ten people in the guild, so how could there be more than eighty people in the chat group?

The guild leader was called Peaceful General. He explained, "Yes, because the guild can only add ten people in the early stages, we have many sub-guilds. This chat group is made up of brothers from the same guild. When the main guild level is higher, there will be more positions, and everyone will join the main guild. "

Zheng Hongxi took a look and realized that it was true. Some of the players in the group were from Dragon Battling the World, and some were from Dragon Battling in the Wild. In short, their names all started with Dragon Battling.

After chatting with the people in the chat group, Zheng Hongxi quickly understood that these people had been playing this kind of nation war game for a long time. This time, they were all switching to Shores of the Unyielding Earth.

In China, there were a few country war games, such as [Righteous Swords: Three Kingdoms]. These kinds of games basically used guilds as a unit, so these players naturally formed these small groups.

Obviously, the guild [Dragonbattle] had existed in other Nation War games before. Moreover, these players were very loyal and had good relationships with each other. They all obeyed the orders of their guild leader and switched games immediately.

Zheng Hongxi typed, "I just started playing, so I'm a noob."

Peaceful General: "It's okay, all of us have just started, and there are still many things we don't understand. However, I feel that this game is quite novel. We can look forward to the nation war later on.

"Oh right, remember to farm more in the early stages. This way, the guild will level up faster."

Obviously, for these serious nation war game enthusiasts, their evaluation of Shores of the Unyielding Earth was completely different from the casual players.

For players like Zheng Hongxi who hadn't played many nation war games before, the lack of guidance in the early stages and the lack of excitement were enough to dissuade him from playing.

However, for the players in [Battle Dragon], these flaws weren't enough to make them quit the game. This was because "Shores of the Unyielding Earth" had already shown the content related to the Nation War at the start of the game. These players were looking forward to playing the Nation War.

How to attack others? How were they going to attack the city? How was he going to occupy the capital of the 13 states, capture Luoyang, and unify the world?

Obviously, the game provided these mechanisms. This was something worth looking forward to for these hardcore war game enthusiasts. With such a strong sense of honor as a stimulus, they would ignore the dullness and boredom in the early stages of the game and focus their attention on some numerical targets, such as occupying land, upgrading buildings, etc.

Moreover, as the game progressed, there were all sorts of little features that reminded players that this game was being played by many people.

For example, after other players drew a five-star general, they would send a broadcast message to all the players. In particular, some tycoons would draw several five-star cards at once and continuously flood the screen. The effect was still very shocking.

In the World Channel, Alliance Channel, and State Channel, many players were chatting as they played, discussing the world's situation. This made the game very lively.

In addition, there would be a special gameplay mode in the early stages called World Trend. In this gameplay mode, the progress of the game would be divided into many stages, such as the Yellow Turban Rebellion, the decline of the Han Dynasty, the world in chaos, the training of soldiers, the separation of warlords, and so on.

The final World Trend would be the establishment of the three states, the domination of the central plains, the unification of the world, and the unification of the three states.

These World Trends had very clear goals. For example, the establishment of the three states required the occupation of the capital of the three states. The unification of the three states required the occupation of all 13 states by the same alliance.

After these stages of World Trend were achieved, there would be some special rewards for the players. For example, everyone would be able to obtain jade talismans (top-up currency), be able to activate exclusive card packs for a limited time, and have pirate strongholds appear on the map.

These gameplay modes constantly reminded the players that this was a nation war game. This might not feel much to ordinary players, but to these players who were passionate about the nation war, it was very novel.



It had to be said that, with the foundation of other nation war games, the people in the Dragon Battle group quickly got used to Shores of the Unyielding Earth.

Moreover, these people had a clear division of labor. Some were in charge of researching the gameplay, including the faction rules, combat system, and so on. They would write guides for the members to read. Some were in charge of setting the rules of the alliance, such as not fighting over land and not fighting with other alliances. They had to let the alliance's specialized diplomats decide and deal with it. Some rich players were only in charge of providing high-end combat power, topping up money and drawing cards in the early stages. There were also people who were in charge of recruiting people, sending out invitations, emails, and recruitment messages on the World Channel.

Soon, Zheng Hongxi felt like he was immersed in the game.

Shores of the Unyielding Earth was similar to other nation war games. There was no point in playing it alone, but once you joined a more active alliance and got to know a group of players who also liked this game, the stickiness of the players would greatly increase.

Moreover, after playing for a period of time, Zheng Hongxi could clearly feel the joy of the early stages of this game: fighting for land.

The joy of Shores of the Unyielding Earth was roughly divided into a few stages. The early stages were about fighting for land, the middle stages were about conquering cities and unifying the factions in the state, and the late stages were about fighting in the state war.

It could be said that the game was only really fun in the middle stages.

However, that didn't mean that the early stages weren't fun.

The early stages of Shores of the Unyielding Earth were mainly about fighting for land, increasing one's resource production, and Influence Value. This was a relatively simple numerical stimulation. Through some in-game objectives, a cycle of "raising buildings, conquering lands, obtaining resources, conscripting troops, continuing to raise buildings, conquering lands" was established.

There was no concept of combat power in "Shores of the Unyielding Earth". Players were ranked according to their "Influence Value". The so-called Influence Value referred to how much land you occupied. The more land you occupied, the higher your level, the higher your Influence Value.

Therefore, when the players had a clear goal of "Influence Value", how to occupy more land would become the main strategy in the early stages of the game.

This was because the high-level land in the game was limited. The higher the level, the fewer the land on the map. If you were too slow, these lands would be occupied by others.

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