A review of wow commercial systems

Source: Internet
Author: User
I agree with you very much. You can refer to the following blueprint:


Http://www.wowar.com/experience/profession/2007-02/37_35652.shtml

There is no doubt that commercial skills are a different sign from other online games when wow was launched. Prior to this, the production system usually emerged as a profession rather than a ancillary skill. For example, in magic baby, there are repair engineers, swords, and bows. In Ro, there are merchants who are transferred to the blacksmith/alchemy (I am very sorry ...... Online games do not have much experience. Just understand what kind of career is, and do not know what production is ). When the production system is a profession rather than a skill, there is a big problem that limits its development-the combat capability of the production system is seriously insufficient. For example, in magic, the total number of production and combat skills can only be 10, rather than the first skill level. In Ro, production involves the success rate, and the success rate is directly linked to the property. To have a high success rate, the DEX and Luk attributes must be pushed to 99 ...... In this way, the characters in this attribute are not fighting, and even the use of plug-ins depends on other roles. In wow, we get rid of the above routines. First, commercial skills, as affiliated skills, are not associated with the profession, so as to avoid the dilemma that production cannot be graded, BLZ places the concept of success rate-as long as there is raw material, it must be created successfully-Because attributes cannot be assigned by themselves, in fact, it cannot be used to determine the success rate. If a random success rate is used, obviously, it will combat the enthusiasm of the production system and make production skills a weakness. Since the launch of wow, such a production system design has basically become a standard for online gaming production systems ......

Another thing you have to mention is the auction house and email system. The Games launched after wow basically contain these two systems. Prior to the auction, a mature trading system should be a stall system, that is, the individual players sell items as shopkeepers. But the disadvantages of this system are also obvious-take Ro as an example: First, you must be a businessman, not all players have merchant accounts. Second, during the period of the presentation, in addition to chatting, you cannot do anything else. In the end, it is also the most inconvenient thing. You must go online when setting up the stalls-without a doubt, typical interests-maybe you say you have a monthly card, however, not every person consumes the starting monthly card, nor does anyone have a 24-hour online shopping schedule. The spread also has a certain impact on the game environment-the pop-up box full of screens after entering the main city, and the eyes are dizzy when you see more ...... What's more, some people will use these permanent bubble boxes to publish advertisements and cursing people. There are also too many people in the main city, and the degree of cards will not be unusual. The auction system makes it easier for the market to enter the self-regulation-the stalls do not have large-scale comparison and search functions, the amount of effort and time spent on shopping is not the average-and the auction makes it easier to find and compare what you want. Emails further improve the entire business system-in previous games, buying is a very troublesome thing-you can minimize the game and then do something else, the game system will automatically help you complete the transaction-and the acquisition obviously requires you to make a face-to-face transaction. The payment-based credit acquisition solves this problem easily. As long as there are fixed suppliers, the acquisition can be solved during their respective launch times. It was these two systems that broke the previous business system in the game and became the standard for later games to learn from one hundred times.

Wow's current business system review:

1. A review of wow's Economic Development

Wow's economic system can be divided into four periods: initial development period, rapid development period, stable period, and expansion period.

Initial Development: When a server is just open, everyone is standing on the same starting line, and everyone is helpless. In this period, the market has basically no consumption power. The production major selected in this period is usually used together with the collection major to achieve self-sufficiency. Collect unnecessary materials, which are usually processed by the NPC, to help the skill trainers who are "bloodsucking without blinking. I remember when I received a blacksmith task during the Public Beta, I found a group of copper ingots were missing when I arrived at the lakeside town. When I shouted "20 s to receive a group of copper ingots" in the channel, A dwarf came to trade with me from the other side of the chiji mountains. During this period, the availability of the auction was basically zero, and some people did not even know the auction was such a thing during public beta.

Rapid development period: During Public Beta, due to the limitation of 45 levels and familiarity with tasks, this period has taken a long time (at least I think ), currently, the new server is very short in this transitional period due to the speed and other reasons. In this period, some people have usually reached a higher level and become richer, while most people are still in a medium level and belong to producers. Because there are only a few senior people, it is clear that going to the advanced copy is not the main activity. So PVP and the trumpet became the choices of those people. What follows is the need for professional repairs and low-level sophisticated equipment. At this time, prices are in a fast rising stage, and production skills are also starting to make something of commercial value. But the most important thing is to start to have a large demand. At that time, if you had a certain business mind, then the 40-bit pony would not be a problem. (I rely on four real-silver badges to break the three-digit number of assets ...... But I didn't buy a horse in supal ~)

Relatively stable: when most players reach level 60, the economic system begins to enter a stable period. Various items start to have a stable price due to the Spontaneous Adjustment of the market, in addition, the number of production skills reaches 300. At this time, whether or not you can accumulate wealth quickly depends on whether you have a rare recipe. When you master a rare drawing without competitors, the monopoly will let you know why Bill Gates is so rich; and when your opponent has a rare drawing, you will also know why Microsoft proposed to sell ie separately from windows. At this time, the collection system began to show up, and there was a clear demarcation between Farmer and professional producers. Many supply-for-sale relationships are established in this period.

Expansion period: this is the final situation of a mature service period. When there were two, three, or even five, six to 60 gold coins, and 20 s were not receiving a group of copper, it marks the arrival of this final period. In this period, the price of servers will not change much unless a deliberate copy or version change is made. The popularization of rare recipes also leads to increasingly fierce competition. At this time, the production department is making money, and luck is an indispensable component: the so-called customer can meet and cannot be sought ~ If the items produced are sold well, then someone will join the competition within three days. At this time, the days of the collection system are the most moist, and the advanced materials are a small amount of hair, there are common materials to ensure food and clothing. The increase in the total number of gold coins will always lead to inflation. Although advanced hard currencies do not increase much, however, there will be obvious appreciation of various low-level materials-even more expensive than advanced materials when there is a large demand.

In fact, wow's economic development is somewhat similar to the real economic development, but wow is more vulnerable to external influences, A simple copy of an individual can increase an item in a short period of time, and there is no authority to carry out macro-control. (High School Economics is generally not deeply analyzed) In addition, in order to avoid violent inflation due to excessive currencies (in fact, inflation is inevitable, the process of delaying inflation is one of the ways to prolong the life of the game. Auction tax and repair fees, as well as a large number of boss who need to rely on agents to k have become the ultimate means of BLZ.

2. Review of various business skills

Mining, herbs, and skinning: Three collection skills that are not brilliant but indispensable. The only strange thing about me is why the grass pharmacy does not need a shovel ...... We need collection tools, which makes our already tense package space more tense ...... This advantage of herbs is really unbalanced ~

Forging: forging is my old journey, with deep feelings ~~~ Forging for the current version is a design comparison failure. Before the opening of MC, forging was undoubtedly successful-a common problem in the production system-If something produced is much worse than what can be obtained in the copy, but the cost is several times the number of copies. Who will do it ......)? If one business skill does not reflect its commercial value, it must be said that the design of this business skill failed. So after MC was opened, a large vote of the weapons master was suspended ...... Ar and the holy sword have become memories ...... Of course, BLZ won't sit down on this failure, so in one path, they release a new recipe-but this leads to a second failure: first, originally, the Branch was selected to be more refined in the production of a product. However, in the new formula released by one version, almost all the defense tools are universal-first, the "Dark Rune" series, then there are the Prestige drawings of ZG and the fortress, and five epic black rock series. The only thing that needs to be refined is the titanium leg guard ", maybe they want the weapons masters to make money by forging, but they didn't take into account the feeling of the masters-we don't even have excellent weapons. Secondly, although weapons are refined by introducing the "blade of the prophet" and "Persuaders", there are still few finished products. What's more, as a master of the sword, a DPS cannot be used as a sword, sorry. Master ax? Master ax has been forgotten ...... Maybe BLZ thinks that night is of great value ......

Skin Preparation: The Skin Preparation design is not successful. However, I always think that BLZ's branch design is not satisfactory: the dragon scales are fine, but the boundaries between elements and clan skins are not obvious-let's say that the tribe is dominated by the legal system, and the magic dragon suit is blank; let's say that the element is suitable for thieves, and the life set is refuted. Is it the eyes of the designer? Of course, the ultimate cloak of the 3 series is still very good, especially the wild skin, and it is still the best equipment for the treatment profession. However, compared with the blacksmith, there are still too few Shi-level equipment that can be made ......

Project: The project should be relatively successful. Those who are keen on PVP know how much engineering helps PvP. However, the commercial value of engineering is too low or too low ...... Nothing except firearms can be sold ...... Well, maybe you can sell your feedback shield to the pal, Sm, and war majors-engineering is needed to use it, which is the bottleneck of business value. In addition, it must be admitted that the engineering design is very good, each series has the characteristics of each series, each has a corresponding product, but not the same. For example, Rocket shoes and gnomiters need to be used by engineers, but there is no accident; the ground is excellent but can be used by outsiders, but the quality is not guaranteed. For example, with the same control helmet, the gnomiters are brainwashed, the essence of the land is silly. Such distinctive precision conversion should be available in all branches, but it is obvious that skin preparation and forging are not as good as they are.

Tailor: the tailor and the skin are basically the same. Because there are no branches at present, there is no problem in terms of features. However, I think the design is not reasonable. The original tailor made the package and the pipier made the bullet pack. The division of labor was clear. However, after several versions, the pipier was still standing in the same place, there is no change in the 16-grid bullet pack. The Hunter wants to be bigger and better, either by task or by dropping it. However, the tailor starts to be angry with the birds-Soul pack, enchantment pack, 18-grid bottomless package ...... I remember that the tribe's Picker had a task and made a 6-grid codo package. Why didn't they go into the advanced package? If you are afraid of repeated designs, you can take apart the soul package or the magic package, which is made separately by two specialties. In addition, the tailor's finished products are not irreplaceable-for example, the forged "Lion Heart helmet" is still needed even for soldiers fighting in naxx. Why? There is no better violent helmet, and there is no other alternative to the attribute of 2 hits. What about clothing? I can master the master's belt and spell, but until now, there are only a few sold-the belt sold 3, gloves are the fire method of a crazy pursuit of violent attacks, I want to do, because I am a friend of mine, I also sent a monthly cloth (the drawing is what he said he would only pay for it ......). Why is it hard to sell? On the other hand, this problem also reflects a phenomenon of BLZ design equipment. t (n) is designed for T (n + 1. So the warrior's equipment is getting more and more sandbags, And the DPS equipment is getting more and more DPS, which is why the warrior cannot have a good helmet and is still so favored for a 56-level endurance, the mage is not interested in one + 2 violent glove for any reason-the warrior is not better, And the mage is only installed with DPS, and it will not be much worse than anything else.

Alchemy: the design of alchemy should be very successful. Because alchemy is fully integrated into the entire economy, it is an indispensable part. If all fortinet and others are AFK, it will be inconvenient at best (instead of others ), however, if all the alchemy members are AFK, the current high-end raid will not be able to continue-the impact is immeasurable. In addition, the role of gold coins to be recycled is also very good. As the most consumed product at present, alchemy has played a major role in restraining inflation.

Enchantment: enchantment can be said to be the most failed design in the profession ...... Of course, the design failure does not affect the commercial value. The current commercial skills still generate great profits. Why did the enchantment design fail? It's very easy. Let's see why TBC is going to learn gemology. In my opinion, gemology means BLZ thinks that the enchantment has failed to be irretrievable, and they give up restructuring the enchantment to make it happen. Face-to-face transactions have always been the pain of all the magic experts-cursing the designer, and I don't know who wants to pay attention to it. So BLZ came up with the idea of launching the "***" method, but it is clear that players do not buy accounts ...... Therefore, in order to solve the problem in a simple way and satisfy everyone's D2 plot, they combined the old maging jewelry that they planned to give to the enchantment and the enchantment with face-to-face transactions, gemological Learning (these are only personal YY), but it is certain that the original jewelry production and separation from face-to-face transactions are intended to be possessed by the magic, the "Heart of the smoke Mountains" and "***" are good proofs.

The final conclusion is that the design of business skills is not successful as far as the current situation is concerned. Many of the skills and settings did not achieve the goal of BLZ, so where is the solution? Continue to the next section ~

 

Outlook on wow's business skills and economic system in the future:

1. Outlook on the overall economic architecture:

In the current economy, CD plays a significant role in stabilizing prices. Without CD, many things will not be the current price, and many things will flood up. However, when TBC comes, CD will be the first problem BLZ needs to solve. If you still maintain the current system, some products in the production system will never appear again-if you can wash the original monthly cloth, will you wash the monthly cloth again? If you can point to the original void, will you feel wasted if you click ogin? Well, the root cause of this problem is: although it is also CD, it is used for different materials and produces different values. Then, it is easy to solve the problem: let them generate the same value. I heard that TBC uses the following rule: When you do not switch from branch to final, a CD can only generate one product at a time, but different conversion methods have different effects, or several items are produced by a CD, or the CD cycle is shortened. When you can wash the original monthly cloth for 10 months at a time, you may consider whether to wash the original monthly cloth.

The second is the balance between the production product and the copy drop. As mentioned above, the opening of MC has led to the decline of a generation of named ax ar. If the same cost (such as the same time for data collection and raid) is paid, if the benefits cannot be the same, the design fails ...... Obviously, BLZ has also noticed this, and the upgrade system now seems perfect to solve this problem-the upgrade prevents producers from losing their enthusiasm for professionalism due to the dropping of copies, in addition, raid materials are required to make the upgrade not so easy as not to actively combat the raid crowd.

Let's talk about the division and binding of current experts. The current version of specialization is not well divided, and some majors may even feel a little confused. However, according to the known TBC data, TBC's specializations have the requirement of "specialization in the industry. There cannot be too many specializations, as long as a rough classification can be achieved. The result of too much detail is that it is difficult to reflect the commercial value-the weapons master in the current version is. If there is no subdivision of hammers, swords, and axes, the days of weapons masters will be much better. However, this does not mean that you do not need to be specialized. to make proper division, you need to look at BLZ designers. Binding: here is just the binding on the formula. No error. The Prestige formula should indeed be bop, and the boss drop should also be bop, but the world drop formula is also bop, and it cannot be said ...... A lot of resentment is generated ...... But it is better to design the world's drop BOP recipes than to design them into a few specialized ones-for example, as I will mention below, so that skin makers and tailors can learn the recipe together, this effectively avoids the waste of formulas due to the inconsistency between the professional and bound formulas ......

Finally, we need to go back to the system: the current auction has been relatively complete, but there are still deficiencies. The category is not detailed enough-for example, there is only one item for products and consumables, and you cannot perform a detailed search. However, some items do not belong to any category (such as magic silver board armor) and are not easy to search; another example is that the scope cannot be defined for good items, and the excellent search and the epic will also appear. If the auction owner cannot be searched, the online shopping may not be guaranteed in some cases, is it possible to enable an unlimited auction at a certain cost (until someone starts bidding), and so on ...... Furthermore, on the basis of the auction house, can we design a purchase house to provide a solution for gamers who are eager to go offline when the auction house fails to acquire things; or is it possible to enable players to repair their own equipment (by using the tools sold by the NPC, the system can continue to recycle the currency) to improve the efficiency of solo, or, opening up more although not helpful to combat, but can bring more fun business skills to other aspects of the game (such as dividing various pet projects in Engineering )? It may seem impossible now, but who knows about it in the future? Isn't it possible to put some TBC stuff at the beginning of Public Beta?

Outlook on various skills:

Collection: The collection tool problem has been improved in TBC, but this is obviously not enough. At present, all the items collected need to be produced for processing. Let's design a direct exploitation: A boss of a copy is not as good as hiding it in a hole, and the cave is buried by mineral deposits, it needs to be dug up to enter. In some places, it can be disguised by the animal skins that have been peeled in front to quickly pass through. A boss is allergic to some herbs, so they gave their teammates a copy before the war. There may be more places for the collection to directly help the battle ~

Forging: There is a major loophole in current business skills-not all of which are produced. No production skills are available for bows, crossbows, flags, and boxing covers. In particular, because the crossbows and boxing covers are scarce and cannot be made, many gamers have a corresponding skill set of 1. So since there are weapons masters forged, why not grant them the right to make them? Experts can be divided like this-master blade, mainly making swords and dags; Master blunt weapon, mainly making hammers, flags, and boxing covers; Master long handles, mainly producing axes and long-handled weapons; master remote, make bows and crossbows. At the same time, various types of weapons should also be complete-for example, a hammer should not only have a DPS type, but also a therapeutic type, the rod also needs to be able to create a violent rod that is suitable for soldiers like "drive slaves. Armor can also have further specializations: "large armor masters" that make heads, shoulders, chests, and legs, and "Small armor masters" that make gloves, belts, shoes, and shields ". This not only improves the quality of finished products in each series, but also gives you more equipment sources in addition to copies. In addition, a wide range of general-purpose sophisticated weapons/Defense Equipment drawings can be introduced, while the history class still needs to be specialized ~

Leather: I'm wondering, why is the cloak made from Leather? From the RP perspective, this is unreasonable ...... But there is nothing wrong with the system: the cloak is only a cloth. In this case, can we design it like this boldly: all cloak recipes, unless specialized, are used for Skin Preparation and tailoring. (I'm not sure whether the tailor can learn the "gorokok Food & man magic suit" (the tailor's level is not enough), but the voice of the NPC seems to be acceptable. If I do not guess it is wrong, it is also feasible .) Of course, materials need to learn about the food and magic, both skin and cloth. In addition, a variety of packages that are not currently available can be transferred to the picker. Otherwise, the skill of the picker will be unfamiliar-I am eager to look forward to the mineral package now. From the RP perspective, leather is obviously better than cloth wear resistance, suitable for packaging minerals.

Tailor: it is not enough to launch an enhanced version of each equipment only. There is no doubt that the tailor made all kinds of decoration with clothes is also very good. Can there be more such things? For example, the combination of "Dress jacket" and "Dress bow tie"/"Dress tie" at the necklace; for example, the manufacture of "simple tent" with "fire" and so on. In fact, the charm of these gadgets is infinite.

Alchemy: how powerful is the Alchemy in war3 ~~~ Why? Because the potion he brought can not only be used for himself, but also for friends and enemies. My lovely friend, the Evil Lord of Light, once boldly imagined how nice it would be if the potion could be used to hit people ...... Acid bombs, range-based treatment potions, and even those that affect the environment and terrain-for example, "Odor potion ", after throwing, debuff, which causes similar fear to the objects in the range, stinks and makes them run for three seconds at random. Isn't that interesting?

Enchantment: enchantment requires great revolutions ~~~ I think no one will complain about the current enchantment interface-it's inconvenient to find it, it's a waste of consumables once, it's inconvenient to trade, and so on. If every enchantment can be created as ***, if the enchantment is created, the "all enchantment" button is available. If the enchantment interface can have a search menu like other specialties, when you need to attach a glove, simply select the glove area. Then I think you will also laugh at it. In addition, the creation of the magic wand is obviously ignored now. Simple creation of newer and more powerful magic wand is not enough. We can design it like this: the magic wand made by the enchantment can change the magic wand attributes through the enchantment. To change attributes, you only need to pay the appropriate materials. In addition, the enchantment of special parts can also be made available through advanced recipes. It is very tiring to change the reputation ......

Project: As mentioned above, the project is relatively successful. However, obviously, the power of technology is infinite, and the expectation for engineering is also the most miraculous spring. Tanks, helicopters, and even battle ships and nuclear bombs ...... Engineering can bring the most fun and unexpected things. Personally, I hope that less things will be used for PvP. The more things I want to play, the better.

Business skills are an important part of wow society. Every version update will bring about a change, and TBC is a revolution. New business, new materials, and new products. Let's let it go. Maybe there will be something you have designed in the next patch ~~~

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