A period of time to participate in the invitation of the "Fairy duct" in beta. Pick 25 questions a day. Below is a week later, "Fairy duct" The second time I invited me, I wrote to their letter. I've been in the game for more than a year, and I don't want to get deeper ...
"Fairy duct" does need to improve. However, according to the General game development cycle, now this stage is not convenient to change the play law ...
I think it's important to hide most of the buttons that are not open when you just log in to the game. I've already told you that before. Next, it's a game-playing problem. "Fairy Duct" operation, there are previously reported the first skill can not control the problem, this is sure to change. But after the first skill can control, the game operation is really good.
As we all know, the online game can seize the player's element for a long time, in the equipment can collect, refine, build what, this accumulation, let the player give up not too easy. At the same time, the network game in a short time to seize the player's elements, in the PvP moment on the players to create the mental tension. "Fairy air duct" does not have a special cultural output and the idea, then only in the accumulation and spiritual focus here.
Is there a way to combine the two? My advice is that higher order equipment can carry additional skills. This requires planners to prepare a batch of skills. This skill will only be attached to the equipment.
So, what can be done to attract the player's mental tension through additional skills. The answer is that each skill can be manipulated to play a more powerful effect than automatic fighting. Example. The artisan's individual skills can add damage, and everyone has skills to repel. Then can be made, additional damage to the monomer skills, need to hit first, and then after 1 seconds to add damage. Then if the skill user is repulsed during this period, the additional damage will not take effect.
This is just an example. This kind of "point" that can summon the player to manipulate desire and interest, can think of a lot. After retouching and then counting the players ' existing needs, you can develop a billing point that fits the needs of the player.
These adjustments need to change the program, do not know the game developers there is no such size modification plan. But I always feel that planning, in order to suck money, excessively simplified the skill system, resulting in the player will not be attracted attention in wartime. In this way, it is better to do the game of the type of Fairy Tao. Since the player is able to manipulate the specific behavior of the character, it should be an advantage to attract players who are interested in the operation.
Well, my advice is over. Hope that the "Fairy wind tunnel" producers can have some faith, the "Fairy duct" do a little better. As we all know, game developers can not afford a large-scale long-term game development, people are not hired, the risk can not afford. But the "fairy duct" this micro-innovation game, still can be micro-innovation point of difference. We all know that quality determines the "lower limit" of income. This difference is not a profit risk, but rather than the income "lower limit" of other games. If the "low" level of income is high enough, the better SP will be encouraged to increase its investment to operate.