Almighty Game Designer

Chapter 397 Alliance

“Uh... so formal?” Zheng Hongxi is lazy and doesn't really want to join, but considering that the game still needs to be played seriously, after entering the chat group, he can communicate more with the players, so he added it.

After adding in, Zheng Hongxi found that there were quite a few people in the group, more than 80 people.

“So many people?” Zheng Hongxi is a little surprised, because there are only 10 people in the alliance, how can there be more than 80 people in the chat group?

The leader of the Alliance is a man called "General Jianzhu" who explains: "Well, we have a lot of affiliates because the Alliance can only add 10 people in the last period. The chat group is all brothers of the same alliance. In the future, the Alliance rank and position will be higher, and everyone will join the Alliance. ”

At first glance, Zheng Hongxi really, the players in this group, some in the [Dragon Wars in the World] Guild, some in the [Dragon Wars in the Field] Guild, all started with the words [Dragon Wars].

After talking to the people in the chat group, Zheng Hongxi quickly realized that these people had played this national war game together a long time ago. This time, it was a collective battle to "Lead the Land".

There are also a number of national war games in the country, such as The Three Kingdoms of Righteousness, which are basically national wars carried out in guild units, so these players naturally form this small group.

Obviously, [Dragon Wars] this guild already existed in other war games before, and these players were very sticky and had a better relationship. They voluntarily obeyed the orders of this alliance master, saying that the game would be changed immediately.

Zheng Hongxi typed: “I just played, compare dishes. ”

General Jianping Jianzhu: “It's okay, we're all just starting to play, there's a lot of places we can't understand. However, I think the game is quite novel and I can look forward to the late National War. ”

“By the way, everyone remembers to hit hard in the first period so that the Alliance can be upgraded quickly. ”

Obviously, for these heavy war game enthusiasts, the Rating of Leading the Grounds is completely different from those of the passersby players.

For players such as Zheng Hongxi, who had not had much contact with the National War game before, the pre-game guidance was small and not pleasant enough. These two flaws alone were enough to discourage him.

But for these players in the Dragon Wars Guild, these shortcomings don't make them abandon the tour, because "Toshihama" has already shown the war related content at the beginning, and these people are very excited to play the war part.

How? How? How to occupy the capital of the thirteen states, capture Luoyang, unite the world?

Obviously, these mechanisms are provided in the game, and this is something to look forward to for these heavy war enthusiasts, who have this very powerful sense of honor as a stimulus to ignore the boredom and boredom of the previous period and focus on some numerical goals, such as landscaping, building lifting, etc.

And as the game progresses, there are always a variety of little features that remind the player: a lot of people are playing this game.

For example, when other players draw five star warlords, they send broadcast messages to all players. Especially when some millionaires smoke several five-star cards in a row, the effect is still shocking.

World Channels, Alliance Channels, and intrastate channels, many players play side by side to chat about the world and make the game seem very lively.

In addition, a special method of play will be opened in the early stages called [Mastery of the World], in which the process of fully clothed games is divided into many stages, such as yellow towel mess, Han room fading, world mess, strong soldiers horse, crowd male slice and so on.

The last great power of the world is the founding of the Three Kingdoms, the entrance into the mainland, the sweeping of the world, and the trinity.

These great momentums all have very clear objectives, such as [the founding of the Troika], which needs to be achieved after the occupation of the capitals of the three states, and [one-third], which requires all 13 states to be occupied by the same alliance.

Once these stages are achieved, there will be some special rewards for full-service players, such as jade tokens (top-up currency) for everyone, limited-time access to exclusive card bags, and the appearance of thief army villages on the map.

These plays are a constant reminder that this is a war of nations game, which may not feel very good for the average player, but it feels very novel for those who are passionate about war of nations.

……

It has to be said that after all, there are other bases for the game of national war. [Dragon Wars] The people in this group are very quick to get on with "Toshiba".

Moreover, the division of labour between these people is also clear. Some people are responsible for studying gameplay methods, including rules of power, war law systems, etc., and writing strategies to show them to their members. Some people are responsible for formulating rules of alliance, such as not being able to rob land, not fighting disputes with other alliances, and letting specialized diplomats in the alliance adjudicate and handle them. Others are solely responsible for providing high-end combat forces, charging cards in the previous period, and puffing their heads. Others are responsible for pulling people, sending invitations, emails, and sending recruitment messages on world channels.

Soon, Zheng Hongxi felt like he was playing this game.

"Toshihama" is similar to other war-type games. It's not interesting to play alone, but once you join a more active alliance and meet a group of players who also like the game, the player's stickiness will increase significantly.

Moreover, Zheng Hongxi can feel the fun of the pre-game more clearly after playing for a while: grabbing the land.

The fun of Toshiba is roughly divided into several stages, with the pre, mid-term, and late fun breaking through state battles.

You can say that this game is only really good if it goes into the middle of nowhere.

But it's not to say that there was no fun in the first period.

The fun of the early days of Toshiba lies mainly in grabbing land, boosting one's resource output and power value, which is a relatively simple numerical stimulus that builds a cycle of "building, grounding - acquiring resources - conscripting - continuing building, grounding” through some in-game goals.

There is no concept of combat power in Toshiba. Players rank according to the "force value”. The so-called force value means how much land you occupy, the more land you have, the higher the rank, the higher the power value.

So when players are driven by the more explicit goal of "force values," how to grab more land becomes the primary tactical play of the previous period.

Because premium plots in the game are limited, the higher the level, the less on the map, and if you beat slowly, these plots will be occupied by others first.

So, driven by this resource pressure, many players will choose to constantly adjust their tactics, increase the strength of their troops, upgrade their buildings, challenge more advanced plots, and expand as soon as possible.