Chapter 282 Complex Mechanics and Rebirth Gameplay
March 4, Wednesday.
Shengjing Group's new test version of "Star World" "Spirit Ascension Mode" is officially open!
This time seems a bit rushed. In fact, it took less than two months from the official development to the online test of this test version of "Star World". Even if the entire project team of "Star World" is working overtime, the system still inevitably has many bugs that have not been fixed.
But Kang Yong still forced the decision and asked to launch the new "Spirit Ascension Mode".
The reason is simple. They must launch this version at this time to grab the most popularity!
If they don't grab it, the market environment may change.
During this period, "Shadow World" continued to be popular!
Unlike the speculation of the bug faction on the Internet, the game against the heaven did not respond to this bug at all, and even did not officially admit that it was a bug.
In the first week, players played with fear, fearing that one day when it went online, it would be fixed in a snap, and then everyone's mailbox would have a little compensation like drizzle.
In the second week, players played with trepidation. Although they had vaguely felt that the official would not fix it, they were still worried that they would suddenly give it a big one.
In the third week, everyone had begun to play recklessly, because all signs showed that the official should definitely not fix it!
In the process of in-depth experience, players soon discovered more interesting aspects of this gameplay.
First of all, this system is much deeper than players imagined!
Each profession has three systems, each system has more than a dozen different skills, and more than 20 different talents. And each skill has four different rune effects, which can change the attributes of the skill or the specific form.
The construction method generated after arranging and combining them will be an astronomical number.
The most important thing is that players cannot determine whether they can interact with each other just by skills, talents and descriptions.
Some linkage effects are written on the surface, such as the talents of holy priests and holy knights, which have descriptions of increasing the healing effect of holy spells. This kind of brainless point is definitely correct.
But there are also many talents of other departments. Before actual testing, it is impossible to determine whether they can increase the damage of holy spells, or how much their specific improvement effect is.
For example, some talents convert intelligence into spell strength, some talents convert spirit into intelligence, and some talents convert intelligence into spell crit, etc.
Some of these different conversion effects are additive, and some are multiplicative. How to maximize the benefits? This requires a lot of complex tests.
The same is true for skills. Although they are skills of the same department, the effects of these skills on talent damage increase are also different.
Except for a few legendary skills that must be selected at first glance, the specific selection of other skills needs more in-depth research.
Some skills are used to maintain their own gain effects, some skills are used as a means of output for single or group, and some skills may have some other uses.
For such a large and complex system, even if all players are studying and testing every day, only three or four relatively strong and complete BD constructions have been released for the time being.
This does not mean that there are no other BDs in the game, but that the players' tests have not been completed and are still being explored.
So, if the player has figured out all these skills and talents, has the optimal solution been found?
No!
Because there is something very important in the game, called the set effect.
The current game is version 60, and three large team dungeons are open, and each team dungeon has its own set. Although these sets are all professional sets, now everyone is a full-class, which means that you can choose from the sets!
Each set has three-piece, five-piece and eight-piece effects.
Generally speaking, the eight-piece set has the strongest effect, but there are also some strange sets, where the three-piece and five-piece sets are more useful than the eight-piece set.
For example, the Druid's set "Woodland Hurricane", its three-piece effect is to increase the spirit attribute by 20%, which is a real attribute improvement. And the eight-piece effect is to reduce the cooldown time of the skill "Natural Storm" by 30%.
Everyone agrees that this eight-piece effect seems to be useless.
Because "Natural Storm" is a skill similar to a big move of Druid, after it is activated, it will cause damage to all hostile targets on the screen, and at the same time, it will cause healing effects to all friendly targets on the screen.
The initial cooldown of this thing is 8 minutes, and the mana consumption is very high, and about one-fifth of the mana will be used up at once.
Moreover, because "Natural Storm" damages monsters, it is not a pure healing skill, so its value is relatively conservative. It is okay as a rescue skill when the whole group is losing blood, but it is impossible to expect that no one will die once the big move is activated.
Even if the eight-piece set effect reduces the cooldown by 30%, this thing still has about five minutes of cooldown. It is still difficult to use it twice in a battle, so it is not practical.
In comparison, the eight-piece set effects of other healing professions, whether it is direct healing to shields or extended continuous healing time, are much more useful than this thing.
In short, even if players have roughly understood the skills and talents, as their group progresses, they will find that these set effects can still be linked with skills and talents, and this linkage may allow some of the original skills or talents to turn over and become the master.
In other words, scientific research is endless!
Even if the players finally find the strongest BD, the process is also endless fun.
At least before the players really complete the development of the final group "Boneyard", it is difficult to study this complex system thoroughly. And if you want to complete the challenge of the final group, it will probably take at least a year.
And this period of time is enough for the game Against Heaven to develop subsequent versions.
In addition, players found that the experience of trumpets 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 high, but the psychological expectations of players are different, and they have gradually adapted to this environment and intensity.
As players deeply study and explore some systems in the game, they have found some simpler ways to upgrade.
First of all, there is a special gameplay in the game, called "Rebirth".
As the name suggests, when the player reaches the maximum level, he can choose to rebirth at a specific NPC, return to level 1, and practice again.
After reaching the maximum level, you can get a treasure chest, which can open 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., and some of these things can also be traded in the auction house in the game.
Lilith's original idea was to let players suffer twice and suffer twice through this method.
Because in Lilith's view, once the player reaches the maximum level, the negative emotions contributed will inevitably be greatly reduced.
After all, the main activity after reaching the maximum level is the team dungeon, and the difficulty of the group dungeon is originally high. Everyone will get used to it soon, and the negative emotions produced will inevitably gradually decrease.
But after turning on this rebirth mode, players will upgrade again driven by rewards.
In this process, they will forget the high-level skills they have learned, and they will be forced to be dragged down by novices. Won't the negative emotions come again?
However, with the emergence of the full-profession gameplay, the gameplay of "rebirth" has completely changed!
Although players forget 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 visit trainers of different professions at a low level and point out some specific builds in advance!
Of course, the strength of low-level builds is definitely not comparable to that of high-level ones, but compared with the original professions, it is already very powerful.
These reborn full-level players, because they also have the need to upgrade, naturally start to lead new players, team up to clear tasks, or command new players to enter dungeon challenges, which improves the game experience of novice players.
While being led by the big guys, novice players see the power of the full-profession gameplay, and they are more and more looking forward to entering the Lava Pass to unlock all professions after reaching the maximum level, which has become their motivation to persist in practicing the maximum level.