Almighty Video Game Designer

396 Chapter 395 Alliance

"Uh ... So formal?" Zheng Hongxi was lazy and didn't want to join, but considering that he had to play the game seriously, he could communicate more with the players after entering the chat group, so he still joined.

After joining, Zheng Hongxi found that there were quite a lot of people in the group, more than 80 people.

"So many people?" Zheng Hongxi was a little surprised. There were only 10 people in the Alliance, so how could there be more than 80 people in the chat group?

The Alliance master was a man called "peace conquering general." He explained,"Yes, because the Alliance can only add 10 people in the early stages, we have many sub-leagues. In the future, when the main league's level is higher and there are more positions, everyone will join the main league. "

Zheng Hongxi took a look. It was true. Some of the players in this group were in the Dragon battles the world Guild, some were in the Dragon battles in the wild Guild. In short, their names all started with the word dragon battles.

After chatting with the people in the chat group, Zheng Hongxi quickly understood that these people had been playing this kind of World War game together for a long time. This time, they were collectively playing "leading the land".

There were also some country war games in China, such as "Heavenly Sword of the Three Kingdoms." These games basically used guilds as units for country Wars, so these players naturally formed small groups.

Obviously, the Dragon War Guild had already existed in other world war games before this. Moreover, these players were very sticky and had good relationships. They all spontaneously obeyed the orders of this League leader and changed games as soon as he said so.

Zheng Hongxi typed: "I just started. I'm not good at it."

General jianpingtu: "it's fine. We're all new to this game. There are still many things we don't understand." However, I feel that this game is quite novel. I can look forward to the World War in the later stages. "

"By the way, everyone, remember to hit the ground more in the early stages. That way, the Alliance will level up faster."

Obviously, for these war game enthusiasts, their evaluation of "leading the land" was completely different from those passer-by players.

For players like Zheng Hongxi who had not come into contact with world war games before, the lack of guidance in the early stages of the game and the lack of enjoyment were enough to dissuade him.

However, for the players of Dragon Wars, these shortcomings would not make them give up the game. This was because the land of the leading earth had already shown the content related to the World War at the beginning of the game. These players were looking forward to playing the World War part.

How could he hit others? How to attack the city? How could they occupy the 13 state capitals, attack Luoyang, and unify the world?

Obviously, the game had provided such a mechanism. This was something that was worth looking forward to for these war country game enthusiasts. With such a strong sense of honor as a stimulus, they would ignore the dullness and boredom of the early stages and focus on some numerical goals, such as land area, building construction, and so on.

Moreover, as the game progressed, there would always be various small functions reminding the players: Many people were playing this game.

For example, after other players drew five-star generals, they would send an announcement to inform all players. In particular, some rich people drew several five-star cards at once and refreshed the screen continuously. The effect was still very shocking.

In the world Channel, Alliance channel, and state channel, many players were chatting as they played, discussing the world's trends, making the game very lively.

In addition, there would be a special game called "general trend of the world" in the early stages. In this game, the game process of the entire server was divided into many stages, such as the chaos of the yellow Turban, the decline of the Han Dynasty, the chaos of the world, the fierce preparation of troops and horses, the division of warlords, and so on.

The final trend of the world was the establishment of the Three Kingdoms, the invasion of the Central Plains, the sweeping of the world, and the unification of the three.

These major powers all had very clear goals. For example, the [Three Kingdoms] required the capital of three states to be occupied, and the [three parts to one] required all 13 states to be occupied by the same Alliance.

After these stages of the world trend were achieved, there would be some special rewards for all players in the server. For example, everyone could receive Jade talismans (top-up currency), open exclusive card packs for a limited time, and the appearance of a bandit gang stronghold on the map, etc.

These playstyles reminded the players that this was a World War game. Ordinary players might not feel much about it, but to the players who were keen on world wars, it was very novel.

……

It had to be said that with the foundation of other world war games, the people in the Dragon War group quickly picked up the game.

Moreover, the division of labor for these people was very clear. Some of them were responsible for researching how to play the game, including the rules of the organization, the combat system, and so on, writing strategies for the members to see; Some were in charge of setting the rules of the Alliance, such as not being allowed to fight for land, not fighting with other alliances, and letting the Alliance's dedicated diplomats decide and deal with it; Some tycoons were only responsible for providing high-end combat power, charging money and drawing cards in the early stages, and working hard; There were also people in charge of recruiting, sending invitations, emails, and recruitment messages on the world Channel.

Soon, Zheng Hongxi felt like he was playing the game.

"Leading the land" was similar to other war games. It was boring to play it on a single player, but once you joined a more active League and met a group of players who liked the game, the players 'loyalty would be greatly increased.

Moreover, after playing for a while, Zheng Hongxi could clearly feel the fun in the early stages of the game: Land snatching.

The fun of "leading the land to shore" was roughly divided into several stages. In the early stage, it was about snatching land, in the middle stage, it was about fighting cities and unifying the forces in the state, and in the later stage, it was about breaking through and fighting the state war.

It could be said that the game only became truly fun in the middle stage.

However, it did not mean that the early stages were boring.

The fun in the early stages of "leading the land" was mainly to fight for territory and increase one's resource production and power points. This was a relatively simple numerical stimulation. Through some in-game goals, one could build a cycle of "building, land farming, obtaining resources, recruiting, and then continue to build and land farming."

There was no concept of combat power in "leading the land". Players were ranked according to "power points." The so-called power points referred to how much land you occupied. The more land you had and the higher your level, the higher your power points.

Therefore, when the players had a clear goal of 'power points', they would focus on how to seize more land in the early stages.

This was because the high-level lands in the game were limited. The higher the level, the fewer the lands on the map. If you were slow, these lands would be taken by others first.

Therefore, driven by the pressure of resources, many players would choose to constantly adjust their combat techniques, improve the strength of their troops, upgrade their buildings, and challenge higher-grade lands to complete the expansion of their forces as soon as possible.

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