Chapter 812 A mistake is connected to a mistake
Of course, Blizzard’s mistake in wow design is not just because of this transformation toward compromise with players.
Although the ICC period is the time when Wow pays the most players.
But the most of this is because of the attraction of the plot of Alsace. After all, the protagonist in Wa is Alsace, and many Blizzard fans start from Wae3.
It has little to do with the design of crabs, and I don’t know how many of the so-called crab designs are Flor’s design ideas. For example, there is a very classic equipment ornament called ‘The Will of Death’, which was dropped by the son of the old Sarufal in the ICC. Anyone who knows the style of the Wow designer can judge it as soon as possible. This equipment is definitely not the design of the crab.
It should belong to Flor's design.
Because the two of them have completely different equipment design ideas.
You can see that since the crab took power, most of the jewelry in the six large versions after the ICC cannot escape the vicious circle of "the main attribute passive triggering the secondary attribute and the secondary attribute passive triggering the main attribute and the main attribute use is given the secondary attribute and the secondary attribute use is given the main attribute"! Even the last conscience left by Flor, which can be exchanged for t10, was completely cut off in the subsequent version.
This is completely unfriendly to ordinary players, and it is no wonder that the number of people who start wow from ctm has dropped in large quantities.
Specifically, what does the design idea of crab jewelry make this classic equipment in wow look like? That is, it completely kills this very distinctive equipment. The dragon mother's jewelry is cut off immediately after a flash in the pan, and the progress is merged again. The consequence of this is that 25 people are killed.
Then, the feeling of treatment disappears. The priest who used to comfort the to-i era disappeared. The 258 Dead King's Dead is gone. The wizard who is matched with foreign objects is gone. Instead, it is the resident attribute of the death of mortals or the Mirror of Seraleon, which triggers another attribute. The great treatment of the i era is the great treatment. Three mouths are filled with empty blood. Cast about 1.7 seconds, and the rapid treatment is the rapid treatment, casting about 1.2 seconds, and 5-6 mouths are filled with empty blood. Group therapy is the group therapy, casting about 1.6 seconds, and the fast feeling of the team is missing. Instead, it is replaced by a tube of blue that cannot even add a tube of blood. Many times, because there is no blue, you can only watch T die!
This is also the reason why ctm complained about the large number of afks that appeared in Liantian when it was first opened.
Of course. In the final analysis, after all these changes, this game is not as fun as before.
Of course, there are some good things about the old world map and task reset of ctm. After the reset, the tasks became more systematic. Each map's task became a task group with a complete main line. Instead, after each map's task was completed, a piece of blue equipment was given. But IMHO, this design idea is not suitable for rpg games.
The tasks of a good rpg game will definitely not be linear. It should appear like a messy mission group in the old world, so that people can complete it.
But this is ultimately not friendly to newcomers. But the question is, since wow has developed into n expansion packs, why do you still need to consider whether the original content is friendly to newcomers? Cutting off the upgrade experience is friendly enough. How many people are so distressed about experiencing low-level content slowly and slowly experiencing low-level content, and the original low-level content is good, but in the previous time, he has proved his success.
Then there is the daily world starting from the front line of 4.2. This is simply a way to kill chickens and retrieve eggs for the sake of players' online rate.
More importantly, daily life is a good thing, but it has been used a lot before. The error is that the daily life of the fusion front directly leads to the rapid deterioration of the server environment. The PVP balance server is a battlefield of thousands of people. The weak side of the unbalanced server cannot do daily life, and casual players, especially casual players of the weak camp, immediately have no way out.
Then, this part of the players left the game again.
Because of the failure of 4.2 and the difficulty of h Fire Source, Crab launched a bento 4.3 for the player's online rate. The new 4.3 book directly dropped equipment at ordinary fire source level, causing the old copy of Huoyuan to die completely. Because it lost the meaning of brushing, it seemed beautiful but actually made the newcomers lose the team dungeon practice process of fire source, and the attitude of dungeon consciousness dungeon was nowhere to be discussed. This is a degenerate era, and 5% of Dragon Soul is opened very quickly, so high-end players and quasi-high-end players expressed their feelings after fighting Dragon Soul, "What else do I play in this game?" "I opened up H Dragon Soul and quasi-high-end players to do these equipment, and do you want to use 5h?"? High-play and quasi-high-end players were opening up the wasteland and opening the dragon soul, and once again a large number of afks after graduation.
And it is not a temporary afk, but it has not returned after the Pandaman mystery.
In fact, what causes the secondary dungeon to lose its meaning of brushing is not only the terrible attributes to improve installation and so on, but also the problem with accessories mentioned earlier. When the jewelry special effects only activate the main attributes of the secondary attributes or the main attributes to activate the secondary attributes, installation and so on represent everything, because there are more attributes activated in this way, and the so-called jewelry special effects lose their meaning.
Special effects, a equipment designer should think about what kind of things can be called special effects, and the same thing is not worthy of being called special effects.
Think about why low-level dungeons in the 1970s have the meaning of brushing? The power of jewelry special effects played a very important role in it.
In fact, in the final analysis, the original living environment of RPG games should not be like this. It should not be a world where players can have nothing to do because it is a complete virtual world that can interact with the community, and it was indeed the case when World of Warcraft was the most open.
After experiencing the failure of 4.3, Blizzard did not have any thoughts on remedy. It is said that Crab was scolded internally by Mason, the original builder of the Wow world system, Blizzard Creative Director and Executive Vice President. Then, when talking about the 5.0 Panda Man mystery in an interview, Crab said that he needed to correct some errors in the new version.
At that time, more errors were generated when correcting previous errors.
Crab once again underestimated the player's IQ in a way, and attributed all courage and equipment to the need for reputation to buy. The way to achieve reputation is to do daily life. Overall, Crab's game planning has created a dreamy daily world in the early 5.0. This approach brings temporary peace and hypocritical prosperity.
But the good times didn't last long. One day, the players were full of reputation, and finally recalled the fear that once had nothing to do...
So the players found this version of the team dungeon, but the attributes of this version of the courage kit are really bad. The reputation in the first six weeks is not enough to support buying all the courage kits, which causes a breakdown of entry difficulty and copy difficulty. The best equipment that players can get before entering the dungeon in the second progress is 467, and the minimum equipment level of the Mogushan Treasure House is 48~9.
Before this, no version had a 22-equipped challenge level to open the land, so the four stone lions at the entrance of the treasure house became a nightmare for most teams. Players who experienced the early stages of this version must have a very deep impression of the time.
This is a mistake that is almost unforgivable in equipment and level design.
Some people say that the world wave ss mechanism in the 1960s has been restored. Indeed, if you have experienced the world wave ss battle at that time, you will know that the evil spirit at the beginning is definitely not easy to bully. It is common for them to easily kill two groups and escape without losing. Although it was completely suppressed by the huge military force of the four groups, this kind of absolute unfriendly to PVE players directly made a large number of players successful afk.
The crabs here are definitely worthy of their contribution.
Since PVE is like this, what about PVP? The 5.1 patch is also called the Island Seizure, and the big theme is obviously a red and blue battle against PVP.
So Crab and his team slapped their heads. 'We should strengthen the strength of PVP' and then there was a description in the patch: 'Improve the strength of PVP on the weapon', and then Crab felt that it was too much more effective, so there was another line of text: "Now, PVP strength will only increase the amount of healing provided by the healing specialist, as well as the damage output or damage value provided by Tank Specialist."
But it doesn't seem to matter. In the ruins of Aoguda, several resource points around the Lion Port, and even the strong professions in the battlefield have begun to be instantly occupied. Even if the Pve has 20 more equipment than PVP equipment, it will still be picked by PVP equipment players one or two or even three. The pvp player is even satisfied because he has no technical content to beat Pve players who are 20 more equipment and have no toughness and strength. It has to be said that it is the sadness of the real PVP. And this version has introduced the +8 system for the first time. At this time, Pve players are generally Yongchun clothing with 10 people in the whole body. The equipment is between 490-496, which is only 5 more equipment than the 491 vicious gladiator set after the upgrade, and tens of thousands of less toughness and strength.
A full set of vicious +8, even if you fight while standing, you can fight two PVE players of the same level. This stupid move became even worse in 5.2, but that's a later story. Let's take a look at the Black Prince mission. As a transitional version, this version actually requires 6,000 courage points as a transition. As mentioned earlier, the method of increasing the online rate by disguisedly and by any means has never been popular with the public. When the crabs face it, they know that they are wrong and change it to 3,000 points.
In terms of pve, Crab probably finally saw the merger progress being lost and the Pve players were to blame, so they separated the progress of 10 people and 25 people in the national server, and added 8 equipment. The original intention was to save the 25-person group that was killed from tm, but Crab was wrong and was outrageous. The consequence of the separation of equipment and falling without separation was to directly cause the foundation of the 10-person group to collapse, and the 10-person group system established since tm4.03 no longer exists.
This outrageous move has even affected several versions in the future. Players are self-interested and will definitely fight for something higher and stronger. So the 10-person group began to collapse and completely became a vassal of the 25-person group in 5.2. This has to be said to be a cycle of history or a regression in history. The consequence is that the scale of Dunkirk of the pve player in version 5.1 is lost. This matter is even worth writing into the textbook of failed online game design cases. If you look back now, what exactly caused the biggest unjust case in history?
Then there is 5.2.
This version once again reveals how an incompetent designer corrects the error and produces even bigger mistakes.
In the previous version, what were the consequences of their prank enhancement of PVP equipment?
Without any matching level requirements, you will be able to use conquest points to purchase tyrannical gladiator equipment with an item level of about 493. After a season of 7250 conquest points, you will be able to purchase tyrannical gladiator weapons with an item level of about 493. The pseudo-pvp player wears a tyrannical gladiator for several weeks and lies in ambush at various rare refresh points. Just wait for the PVE player to come and take the head with a knife.
The same is true in the battlefield. This version is equipped with PVP equipment to fight against blue-equipped players who have just entered the battlefield or kill PVE players in the wild, just like killing a chicken. This version of the battlefield is still the original one, so you can sometimes even see the domineering monsters and monsters on the battlefield.
Fake PVP players like to say the most, "I won by my skills and you won't accept it." The excessively high PVP threshold and the excessive strength of PVP equipment in the wild have led to more public grievances.
Finally, Crab and his team beat PVP to straighten PV in the next version, but the players who lost this version of PV can no longer make up for it.
The lost players are the lost players.
5.3 is a pleasing pve player, and it can even be said to be a big bet to save pve players. The original intention is to please pve players who are resentful from 5.0 to 5.2. Unfortunately, the modification of the crab design team is based on the theme of "I won't let you enjoy it."
In this way, both sides of the gamble became the King of Thousand Kings, who had no return. There was no winner in this bet, and they all lost! The crab cut off the PVP players with a big knife, and at the same time cut off the fig leaf of their moral integrity. From the backlog of version 4.2 to the two-year PVP rule era of version 5.2, it declared its death. The backlog of PVP and pseudo-pvp players over the past two years almost immediately discovered that the space they depended on for survival disappeared. In the three weeks when 5.3 was just opened, major channels were filled with pessimistic arguments of PVP and pseudo-pvp players.
In this way, after a large number of PVE players were lost in the previous version, a Dunkirk-style major defeat occurred again.
Thinking of this, Jester couldn't help but sigh.
Chapter completed!