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Chapter 67

Words:1978Update:22/06/20 13:05:24

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Chen Mo chuckled, "Yep, you're right. I have to get the first ten draws before I leave."

Jia Peng opened the shop and placed his hand on the ten draw button, feeling a little nervous.

As someone who had always been unlucky, Jia Peng was actually quite worried about these types of lucky draws. He would feel nervous every time there was a probability involved.

"I'm drawing!"

Jia Peng clenched his teeth and pressed the ten draw button.

Chen Mo laughed to himself. No wonder you're unlucky. You didn't even wash your face and hands before drawing the card. You're obviously not sincere.

Whoosh whoosh whoosh …

Ten cards appeared on the screen and were flipped over one by one. Jia Peng licked his lips as he stared at the borders of the cards.

"God bless me, give me a purple card …"

Blue card, blue card, blue card, shards …

Jia Peng felt a chill down his spine. He felt like he was going to quit the game in the next second, but the second last card flipped over. Purple Brick!

"Ah! Purple card! I got a purple card too! "

Jia Peng wanted to cry tears of joy. As someone who was unlucky, it was the first time he was on the same starting line as Wen Lingwei.

"Who is it?" Chang Xiuya and Wen Lingwei came over.

Jia Peng said, "Brick, the human mage with the square head."

Wen Lingwei said, "Tsk, not bad. You got a purple card too?"

"Hehe, luck always turns on my side!"

Jia Peng delightedly opened Uncle Brick's card details to check out his skills.

"Blizzard? That's pretty good, let's level it up. "

Jia Peng still had a bunch of useless monster cards in his bag, so he used them all to level up Brick. He only stopped when it was purple +.

"Hmm, I'll need another Brick to level it up. Whatever, I'll just leave it at that."

Jia Peng delightedly looked at his new card, then adjusted the lineup, and went to challenge the new checkpoint with anticipation.

The others had also collected enough runes and drew ten.

"Mine's purple MT. Hmm, it doesn't seem to do much?"

"Purple rogue. Seems like it's good for instant kills."

"Should I increase the stats of the purple card in the beginning? I'll focus on training it. "

Everyone drew a purple card and happily swapped it into their own line-up.

Chen Mo smiled without saying a word.

In fact, this was all set up. The first ten consecutive draws would definitely produce a relatively good purple main character card. There was no difference between an unlucky person and a lucky person.

However, if he were to draw ten more times in a row, there would be a certain fluctuation in the probability. Although he had a guaranteed purple card, there would be a certain probability of drawing the Ambassador, Death Rider Rivendell, and the mayor. There wasn't much value in nurturing them.

If he accumulated ten consecutive draws to a certain number, he would definitely get some rare cards, such as Sis Cannon, Notosuke Shinsuke, and so on.

This was all a trick.

For the first ten consecutive draws, if the players did not draw a good card, there was a high chance that they would lose it. Therefore, adjustments had to be made to increase the overall drop rate of the ten consecutive draws. There was also a drop bag that guaranteed the main character's purple card.

In the following ten consecutive draws, the speed at which players obtained Rune Stones would slow down. Moreover, players would have to keep their cards safe so that the probability of obtaining Rune Stones would return to normal. If the players wanted to get more good cards, they had to top up their money.

For the rich players who topped up a lot, there had to be some sort of guarantee to ensure that the money they spent was worth it. This was to prevent the unlucky players from being dissatisfied.

This was basically the unspoken rule of Chinese mobile card games. Of course, there were some that were more willful and didn't do this, such as Onmyoji.

Onmyoji didn't seem to have any sort of guarantee. Whether you got an SSR or not depended entirely on luck. This was the reason why there was a lot of problems in the early stages of the game.

Of course, the quality of Onmyoji was too high, so they had the right to do this. Chen Mo's 3D art was still far from Onmyoji's level, so he didn't dare to be so willful in a card game like I Am MT.

Jia Peng had already added Uncle Brick to his line-up.

The small monsters in the Instance Dungeon basically had no chance of fighting back. Uncle Brick raised his hand and cast a Blizzard, which basically killed all of the small monsters. Even if they encountered a Boss, the other cards could kill it with a single hit. The Instance Dungeon progressed quickly.

"This feels great!"

Jia Peng finished chapter by chapter, receiving rewards for every chapter. There were treasure chests, quests, and achievement rewards. When he couldn't continue, he would use the rewards to level up his cards. After levelling up a few more cards, he would continue on to the next level …

"Uhh, looks like I can level up again, but I don't have enough monster cards. Whatever, I'll just do another chapter …"

Jia Peng started the next chapter.

Chen Mo looked at everyone's reactions.

Su Jinyu had her eyebrows furrowed. She didn't want to, but she kept playing.

Jia Peng on the other hand was addicted to the game, engrossed in the game.

Wen Lingwei didn't keep progressing, but looked through the card guide, evidently thinking about the line-up.

Up until now, the three strategies of Chinese card games had been working quite well.

IP to attract players into the game.

High level card battles to showcase the abilities of the cards.

Simple new player guides to the game.

Multiple playstyles to get players tired.

Giving out runes to get players to draw good cards.

Beating dungeons with good cards to give players a sense of growth.

With this combo, within two hours, the players would be able to get enough satisfaction in the game, as well as develop a sense of recognition towards the virtual assets in the game.

This sense of satisfaction and recognition towards virtual assets would motivate the players to continue playing the next day, chasing after better cards.

The most important aspect of IP for card games was the first step, attracting players. The better the IP, the more loyal players it attracts, and the larger the player base.

As the player base increases, so will the profits.

However, would the IP decide the fate of a card game? Not necessarily.

Under the premise that the number of players attracted is about the same, the next day retention, long term retention, and per capita payment all depend on the quality of the game, the IP doesn't add much.

Everyone says that IP is important for mobile card games, but that's in comparison to other mobile card games. What they mean is that having an IP makes it easier to differentiate and stand out from the rest of the mobile card games.

What about mobile card games compared to other mobile card games? Even if you take away the IP, the mobile card game will still win.

In the mid to late stages of a card game, it's basically just AFK and completing quests. The gameplay itself doesn't have much of an attraction for the players, almost negligible. But the numerical stimulation, card drop rate, and virtual assets of card games make it harder and harder for the players to give up, making them even more addicted.

Numerical stimulation: New levels every day, new rewards, the main character card can level up and level up again …

Probability of getting a card: I've collected enough money for another ten draws. I should be able to get a good card this time …

Virtual assets: I've already spent a few hundred RMB on this game, a perfect line-up, and now you're telling me to quit?

At this stage, the influence of IP is almost negligible.

These three tie the players tightly to the game, as well as top-up events to trick them into topping up.

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