Reborn wealth distribution system

Chapter 303 Ingenious Design

Chapter 303 Ingenious Design

"God, are you still bringing the boss?"

"No, no more." Ye An replied one by one.

No way, after the fourth and fifth teams succeeded in opening up wasteland in a row, the seventh and eighth teams also began to emerge one after another.

Seeing that there were no more places in the top ten, Ye An had no intention of continuing to lead the boss.

Anyway, the most profitable money, I have already earned it.

I didn't bother to take the rest of the top 100 places, after all, I made too little money once I took it, and Ye An didn't have much willingness to take it.

However, there are still many people who keep looking for him and chatting with him in private.

In desperation, Ye An had no choice but to reply one by one.

Gradually no one asked, and Ye An restarted his own upgrade path.

After all, it is only level 30, and there is still a long way to go, the next difficult dungeon is the most profitable dungeon.

Since the full level is level 50, after level 40, players usually upgrade very slowly.

Correspondingly, as the first difficult copy after level 40, it is the big money maker.

After all, it will take several months to upgrade from level 40 to level 45. During this period, the level 40 dungeon will be a battleground for all players.

Even if someone reached level 45, it would be impossible to brush it, because the level 45 dungeon had obviously higher requirements for equipment and skills.

If you don't make equipment, it is impossible to clear the level 45 dungeon.

And there is no dungeon at level 35, so all the players in the middle can do is to keep brushing the two difficult dungeons of level 30 and 40.

With the gradual popularization of equipment and the continuous improvement of player operation techniques, by then, the level 30 dungeon will eventually become an ordinary dungeon that everyone can farm.

Therefore, for advanced players, the center will be transferred to the level 40 copy.

And because Ye An took the first kill, after rewarding 40 orange shards, he went to the official website to claim 10 orange shards, adding up to 50 orange shards.

Since 20 orange shards are needed to exchange for an orange outfit, Ye An is still short of 4 orange outfits, so he is still short of 30 orange shards.

Although level 30 dungeons can explode orange shards, Ye An doesn't plan to collect shards by brushing the original.

After all, if something can be solved with money, Ye An will never waste his time to brush up the materials himself.

Whether it was the fragments needed to exchange orange equipment, or the materials needed to upgrade weapons, Ye An didn't plan to brush them himself.

Anyway, this kind of thing can be traded. After a few days, there will be more players who have cleared the level 30 dungeon, and there will definitely be more materials on the auction house.

For Ye An, the fear of doing things like equipment is not the high price of materials, but the fear that the auction house will not have enough materials for him to sweep.

Ye An's goal now is to quickly reach level 35.

Because the difference between Jue of Longevity and traditional online games is that in previous games, especially mobile games and web games, when players first entered the open area, they always instilled a lot of mounts, pets, wings, artifacts, Marriage and other messy information.

These gameplays look very rich, luxurious, and cool, but to put it bluntly, they are just four words, all fancy.

Flashy.

There is no hierarchy or progression at all.

Especially when players first try it out, they have just a little understanding of the game and have not yet formed a subjective awareness. As a result, the game planner forces a lot of messy elements into their minds.

This kind of force-feeding instilling game concepts and gameplay can be said to be a very low-level method, and it is also a method that is very disgusting to players.

The creative philosophy of the Changshengjue team is that a game is a thing for people to discover and explore. A good game should increase its own gameplay in a cyclical and gradual manner, rather than throwing it all at the player, for fear that the player will not know what they are It seems rich in gameplay.

The kind of game concept that comes up and fills in will only make some old players feel the impetuous psychology of game entrepreneurs.

A truly good game is a technical job that requires you to calm down and study with concentration.

From the player's point of view, throw out your own gameplay bit by bit, and in the process, constantly induce players to take the initiative to explore, understand, conquer, and pursue the fun of each gameplay. This should be a Something game teams should be doing.

The formula of longevity is adhering to this concept, so the addition of gameplay will appear to be very slow, and it will leave more time for players to explore by themselves and develop some fun in the game.

For example, level 30 wasteland dungeon is the first fun that game developers give players.

On Yimapingchuan's main line upgrade road, such a non-obligatory side task is suddenly added, and players will feel their eyes brighten.

Hey, this dungeon is difficult.

No longer a BOSS that can be hacked to death with a brainless swing of a knife.

Psychologically, after running the main line for several hours in a row, players will suddenly have a desire to conquer.

Moreover, this mentality of facing up to difficulties will become stronger and stronger as the number of participants increases.

Then, when they study the boss skills in person and design them out, in the end, at the moment they clear the level, all the fatigue and complaints before will be completely forgotten by them, and the joy brought to them by clearing the level will be completely forgotten. Feeling and pride will fill every cell of their bodies.

In the future, when their level is high and their equipment and skills are generally good, they will look back at this dungeon and find out why they were so stupid to open up wasteland for so long on such a simple dungeon.

At that time, the copy that tortured them to death will become a kind of sentiment, an era that they will often remember and commemorate when they stand at the top of the game.

"I think back then, when the game was just being tested, I didn't understand anything at that time. I would open up wasteland with my friends and chat together. It was simple and beautiful. That kind of scene and that feeling can't be found now..."

It is precisely because it understands what players need that Longevity Art can integrate this concept into the game very well.

After experiencing the upsurge of land reclamation at level 30, followed by a long and boring main task.

During this period, players can constantly reflect and experiment based on their previous performance in the dungeon. During the main missions, they can have a deeper understanding and understanding of their skills and occupations.

Then at level 35, another gameplay of the game begins.

According to the experience of the previous life, Ye An knows that this gameplay will be a core feature of the Longevity Art.

And this gameplay is to capture and cultivate pets.

(End of this chapter)

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