Almighty Video Game Designer

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Some players might be very curious. Were Team Dungeons in the 1960s really that difficult?

Isn't this nonsense ...

Of course, in the original World of Warcraft, the difficulty of the team dungeon in the 1960s was due to many factors.

First of all, there were very few plug-ins at the time, and many players did their quests without any plug-ins. The official quests did not have any location or regional hints, and they had to search with their eyes. For many quests that were hidden too deeply, players simply gave up on them.

There were 40 people in a team, and only a few of them had plug-ins. Even in the early stages of the game, the team didn't have voice software and relied on typing and commanding. This efficiency was really impressive. In the end, almost every player who participated in the exploration had a team plug-in and a brainwashing voice prompt of "fire wall, fire wall, fire wall, fire wall". This increase in efficiency was not just a little.

Secondly, there were many people, and 40 people were very difficult to command. In the 1980s, when clearing the Lich King, 25 players were enough to give the commander a headache. Even hiding in the black water would take a lot of effort, not to mention clearing the enigmatic boss, C 'Thun, in the 1960s.

Furthermore, the players 'tactical literacy and understanding of their classes were not high. Without plug-ins, many players did not know how to cycle damage, nor did they know how to add talent or equipment to maximize their damage output. Many leaders did not open the damage statistics and did not know who was slacking. It was difficult to guarantee the efficiency of the exploration.

Of course, another more important reason was that the network wasn't very good. It was normal to be disconnected in Dungeons, especially when the level 60 naxxxramas was clearing the Electra. Many teams would wait until the network was stable after two in the morning before starting.

In order to let the new players experience the classic team dungeon experience of the 1960s, Blizzard specially arranged a level 100,40-man Molten Core for the 10th anniversary of World of Warcraft to remind everyone of the old days ...

Many players had entered the random party dungeon to get the molten Hound mount point, but when they entered, they found that it was too original.

Back then, the door Gods were wiped out in one night, and now, they were wiped out in one night again ...

Many players found it unbelievable that they could enter the dungeon within seconds when they used their DPS. This was because other Team Dungeons required tanks and healers to enter within seconds, while DPS classes had to wait for 5 to 10 minutes before they could enter. After all, the first two characters were even rarer.

But as soon as he entered, he understood what had happened. The molten core's door God was no longer there, but half of the team had just resurrected.

In other words, this random team had paid the price of a team wipe to defeat door God. Many players couldn't take it anymore and directly left the team. There were too many people running away, so the strange scene of DPS being able to enter in seconds appeared.

Then, when they reached the boss, tragedy struck.

Old players all knew that the five dogs of the molten core had a special mechanism. The boss would bring a large group of followers to patrol back and forth, but these molten hounds had to die together within a certain time limit. Otherwise, they would keep resurrecting. However, many new players had never experienced the molten core, so they didn't know this mechanism at all.

As a result, people kept coming in and out of the party. A group of people couldn't stand the grievance and left the party, while a group of new players came in and continued to fight the low-HP molten hounds. Then, they watched as the molten hounds resurrected again and again, and the players came in and out one after another ...

Just like that, the five dogs fought for five to six hours, and no one knew how many times they had tried, but they still couldn't take it down.

At that time, although the members of the random party were also noobs, they were much better at playing than the players who had just entered the team dungeon in the 1960s. If they were still wiped out like that, then one could imagine the tragic state when everyone first explored the molten core in the 1960s.

However, there was one good thing about the players at that time, and that was that they were very persistent.

Whether it was a 5-man dungeon or a team dungeon, from the lowest-level howling caves to the high-level Molten Core and Blackwing's nest, everyone was proud of persevering in battle and ashamed of missing out halfway. Many of the seemingly simple small instance dungeons kept getting destroyed, but they didn't blame each other. They all worked hard to do their own things, encouraged each other, and persevered for a few hours until they passed.

Sometimes, the 40-man Molten Core and Blackwing's nest would take an entire night to clear out the small monsters, to the point where the main tank had to repair his equipment many times until he was broke. However, no one complained at all. Many reserve players would come online on time with the main force players and stand by at the dungeon entrance. They would stand by for several hours a day. Only after one or two weeks or when they encountered an individual member's problem would they get the opportunity to enter the dungeon.

As time went on, there were more and more fast-food games, and the players 'patience became worse and worse. Many five-person Dungeons could be wiped out by two or three people, and the players' mentality became more and more impetuous. That was why many old players especially missed the days when everyone worked together to clear Dungeons.

……

The Alliance and horde in the various servers had entered the exciting exploration phase. This was because at this time, the first batch of players had basically reached the maximum level and the five-person instance dungeon was almost done. The scattered time was used to do missions, clear small instance dungeons, and earn money. The large amount of time was used to clear Team Dungeons and organize guild activities.

However, a large number of new smurf accounts were also adding new blood to World of Warcraft.

Many people thought that the foreshadowing of World of Warcraft would be the peak of the sales of the matrix gaming pods, but they soon found that they were wrong. This was not the peak at all, but the beginning.

The game World of Warcraft had pushed the sales of Matrix's gaming capsules far more than any other means.

At the end of the day, it was the difference between online games and single-player games.

At the end of the day, humans were social animals.

When World of Warcraft was popular all over the world, people found it hard to resist the temptation.

On the internet, all the forums and websites were full of discussions and comments about World of Warcraft. Everyone praised this epoch-making game, and many people even described it as an "immortal work of God."

Yes, almost all the elements in World of Warcraft were praiseworthy.

Excellent cinematics.

A grand world structure.

It was a class with a variety of characteristics.

It was a very complicated and story-based mission plan.

The ever-changing game design.

Opposing factions.

Rich battlefield and PVP skills.

To sum it up in one sentence, World of Warcraft created a whole new world, and all the players were immersed in it, unable to stop.

What's more, this game was an absolutely fair time-charging game. Sleeping mode allowed most players to get enough game time, so for all players, it was equivalent to a Second Life, and everyone was standing at the same starting line.

In the face of such a divine piece of work, the hesitant players finally could no longer resist the temptation of the matrix gaming cabin.

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