3, to pay
we know that the national implementation of anti-addiction r l The purpose is to allow players, especially young players (energy, money, time) to pay less.
Fatigue, players whether it is ( energy, money, time) to pay more, or less? how much the pay is for the purposes of a game, or are against him playing all the games in terms of what?
fatigue how we make l r objective was achieved, while allowing players (energy, time) decrease, while the pay (money) increased it? Oh, to analyze.
can be seen from this figure, the state is for the red line in the MMORPG players before introduction of the anti-addiction l r system. So they designed a green line, to force manufacturers with. But in fact, the player's choice is diverse.
1, players can continue to select the red line, as long as the non-MMORPG ( leisure, PW, single, TVhh) the game either.
2, the player can choose more than the blue line, in the same game to a MMORPG.
3, players can also choose the yellow line, at different MMORPG game to continue.
4, players choose the green line, to achieve a l r.
fatigue with the present, the internal split of the game allows players to not many companies, so the purpose of this paper is the first for the players 2 choices (in the same game to a MMORPG), to take not only allows players to fatigue r l, and at the same time (money) to pay will not reduce, and even more countermeasures (or designed to allow players time to try to and energy reduction).
Detailed:
players do not care benefits come to define what is income: the anti-addiction system is defined as experience points and treasure drop rates, which can be understood as money + items, that is, the game production.
conventional MMORPG game, experience, and economic output is probably the following:
1, monster drop.
1-1, money
1 - 2, various items
2, the task was (the total of each task based incentives + bonus = bonus)
2-1, money
2-2, all kinds of items
3, collection < br> 3-1, raw materials, access to
3-2, production and processing
4, working
4-1, for the system to work
4-2, for the players to work (self-loop)
4-3, gang wages (from the circulation)
5, PK, victory in warfare, the city awards
6, pet
6-1, to sell the system
6-2, to sell the player (since cycle)
7, to explore
7-1, the main scene of the random chest
7-2, battle scenes and the hidden treasures obstacles
7-3, a copy of the scene (big battle scene ) in the random chest and hidden treasures
8, online activities
9, mentoring system (or other similar award system)
return 0 if all of these outputs, then, is bound to seriously affect to the fun of the game and system mechanisms. it must be the output into light and dark 2. out of all return 0, dark or delayed rewards are greater rewards (remember the 1.5 / hour?), in the player 5 When a child to give on-line again.
so players do not care benefits, in fact, do not care (currently out gains) of the players. He will care about winning PK, care XX probability of success, access to care about the reputation and use of these hh property values in the normal period of time, to exchange or return for the next.
four measures discussed
Master:
1, to avoid the general account, the account registration process optimization
2, support for dual open, more open
3, the maximum number of expansion server, and to develop off-line detection mechanism
4, built-in plug in the exit option
5, the internal streaming player, set the integral consumption (the same company , a variety of game content like game, or mutual concession between the game allows players to form a company for no change in the form of the game.)
6, 5 hours, leveling gain experience, swap rate adjustment
7 , 5 hours after the new rules (new expansion point play, and strengthen PK, exploration, competitions, awards as fatigue r l beyond the items on the line again, doubling and other incentives)
8, fee changes ( lower prices on many accounts can offer)
9, attention to the interests of individual players (players = N a single account)
10, re-definition of the content revenue (an increase of indirect benefits)
11, regular, quantitative engage in more online activities
12, hh
other discussions:
1, in addition to the impact of the mission system, which system also created a shock? how to adjust and change?
2, anti-addiction and Free games, have in common? design can also be considered?
3, anti-fatigue system in order to experience the value of equipment as the main fun of the game may have an impact, such as stressed that co-influence game takes a long time, such as br> 4, how to deal with different time players out Rate?
5, l r the changes of time and money to increase the budget, how to balance? how to estimate?
6, for other companies, changes in r l How do we change r own l l do not perform to upgrade to a high return r it?
7, the future of the MMORPG market structure? consumption object how to define?
8, fatigue, and the real name system be implemented, how reunification? real name what they would make changes? how to cope?
9, hh
No comments:
Post a Comment