Chapter 282: Complex mechanics and rebirth gameplay

Chapter 282 Complex Mechanism and Rebirth Gameplay

 Wednesday, March 4th.

  Shengjing Group’s new beta version of “World of Protoss” “Spirit Ascension Mode” is officially open!

This time seems a bit rushed. In fact, the test version of "Protoss World" took less than two months from official development to online testing. Even though the entire "Protoss World" project team is working overtime, there are still inevitably many bugs in the system that have not been corrected.

However, Kang Yong still made the decision and demanded that the new "Spirit Ascension Mode" be launched online.

 The reason is very simple, they must launch this version at this time to grab the most popularity!

 If we don’t grab it, the market environment may change.

 During this period, "Shadow World" continues to be popular!

Contrary to the speculations of bug fans on the Internet, Nitiantian Games did not respond to this bug at all, and did not even officially admit that this was a bug.

 In the first week, the players were all playing with fear, fearing that one day it would be fixed as soon as it went online, and then everyone would receive a small drizzle of compensation in their mailbox.

 In the second week, the players were all playing with trepidation. Although they had vaguely felt that the official would not fix it, they were still worried that it would suddenly be a big issue.

 In the third week, everyone has started to play unscrupulously, because there are various signs that the official will never fix it!

As the players went deeper into the experience, they quickly discovered more interesting aspects of this gameplay.

 The number of construction methods produced after arranging and combining them will be astronomical.

 Because there is another very important thing in the game called set effect.

The same is true for skills. Although they are skills of the same series, the effects of talent damage enhancement on these skills are also different.

 The most critical thing is that players cannot determine whether skills, talents and descriptions can interact with each other.

Except for some very few legendary skills that must be clicked at a glance, the specific points of other skills require more in-depth study.

 First of all, this system is much deeper than players think!

Each profession has three departments, each department has more than a dozen different skills, and more than 20 different talents. Moreover, each skill also has four different rune effects, which can change the attributes or specific form of the skill.

But there are also many other talents. Before actual testing, it is impossible to determine whether they can increase damage to sacred spells, or what their specific improvement effect is.

 These different transformation effects, some are additive and some are multiplicative, how can we maximize the benefits? This requires a lot of complex testing.

For example, some talents convert intelligence into spell power, while some talents convert spirit into intelligence, and some talents convert intelligence into spell critical strike, etc.

This does not mean that there are no other BDs in the game, but that players’ testing has not been completed yet and they are still exploring.

 Some skills are used to maintain their own buffing effects, some skills are used as a means of output for a single target or a group, and some skills may have other uses.

 Such a large and complex system, even if all players are researching and testing it every day, only three or four sets of relatively strong and complete BD structures have been produced for the time being.

 Some linkage effects are written on the surface. For example, the talents of holy priests and holy knights have descriptions of increasing the healing effect of holy spells. This kind of brainless point is definitely correct.

So, if players explore all these skills and talents, will they find the optimal solution?

no!

 The game is currently in version 60, with three large-scale team copies open, and each team copy has its own set. Although these suits are all professional suits, now everyone is a full professional, which means you can choose from the suits!

 Each set of suits has the effect of three-piece set, five-piece set and eight-piece set.

Generally speaking, the eight-piece set has the strongest effect, but there are also some weird sets. The three-piece set and the five-piece set are more useful than the eight-piece set.

For example, the Druid's set "Woodland Hurricane" has a three-piece effect that increases mental attributes by 20%, which is a real attribute improvement. The effect of the eight-piece set is to reduce the cooldown time of the "Natural Storm" skill by 30%.

 Everyone agrees that the effect of this eight-piece set seems to be useless. Because "Natural Storm" is a skill similar to the ultimate move of Druid, when it is turned on, it will cause damage to hostile targets in the whole screen, and at the same time cause healing effects to friendly targets in the whole screen.

The initial cooldown time of this thing is 8 minutes, and the mana consumption is very high. About one-fifth of the mana will be used up at once.

Moreover, "Natural Storm" does damage to monsters and is not a pure healing skill, so its value is relatively conservative. It is okay as a rescue skill when the whole group loses blood violently, but it is expected to be healed as soon as the big move is launched. No one died, that was impossible.

Even if the effect of the eight-piece set reduces the cooldown by 30%, this thing still has about five minutes of cooldown. It is still difficult to use it twice in one battle, so it is very impractical.

Comparatively speaking, the eight-piece set effects of other healing professions, either directly healing the shield, or extending the duration of continuous treatment, are much more useful than this thing.

In short, even if players have a general understanding of skills and talents, as their group progresses, they will find that the effects of these sets can still be linked to skills and talents, and this linkage may make some of the original skills Or talent turns over and becomes the master.

  In other words, scientific research never ends!

 Even if players find the strongest BD in the end, the process is still endless fun.

 At least until players actually complete the development of the final group version "Boneyard", it will be difficult to study this complex system thoroughly. And if you want to complete the challenge of the final group version, I'm afraid it will take a year to start.

 This period of time is enough for Nitian Game to develop subsequent versions.

 In addition, players have found that the experience of the trumpet does not seem to be as bad as it was at the beginning!

Of course, the gameplay of the game has not changed, and the values ​​of wild monsters after level 6 are still relatively high, but players’ psychological expectations have changed, and they have gradually adapted to this environment and intensity.

 As players conduct in-depth research and exploration of some systems in the game, they have found some easier ways to upgrade.

 First of all, there is a special gameplay in the game called "Rebirth".

As the name suggests, when the player reaches full level, he can choose to be reborn at a specific NPC, return to level 1, and reach full level again.

 After reaching the full level, you can get a treasure box, which can contain gold coins, group equipment and some special currencies.

These special rebirth coins can be used to purchase specific appearances, pets, mounts, large-capacity backpacks, etc. Some of these items can also be traded on the in-game auction house.

 Lilith’s original idea was to use this method to make players suffer and suffer twice.

 Because in Lilith's view, once a player reaches full level, the negative emotions contributed by the player will be greatly reduced.

  After all, the main activity after reaching the max level is the team copy, and the difficulty of the group copy is already high. Everyone will get used to it quickly, and the negative emotions produced will gradually decrease.

  But after turning on this rebirth mode, players will upgrade again driven by rewards.

 In the process, they will forget the high-level skills they have learned, and will be forced to be dragged down by novices. Isn’t this negative emotion coming back?

  But with the emergence of all-professional gameplay, the gameplay of "rebirth" has completely changed!

Although players have forgotten all the skills and talents they have learned after rebirth, they are still in the state of "all professions unlocked", which means that they can click on them in advance by visiting trainers of different professions at low levels. Some specific builds!

Of course, the strength of low-level construction is definitely not comparable to that of high-level construction, but compared to the original profession, it is already very powerful.

These reborn players with full level, because they also have the need to upgrade, naturally start to bring new people, form a team to clean up tasks, or direct new people to enter the dungeon challenge, which in turn improves the gaming experience of novice players.

While being led by the bosses, novice players saw the power of the all-professional gameplay, and they also looked forward to being able to enter the lava mountain pass to unlock all professions after reaching the full level. This also became their motivation to persist in reaching the full level.

 (End of this chapter)