
God-Level Swordsman of Online Games
网游之神级大剑师
- Status
- Completed
- Length
- 53k Words
- Genre
- Gaming
- Audience
- Male
- Subgenre
- Virtual MMORPG
- Updated
- 5y ago
- Source
- Qidian
Stats
0Monthly votes
39Recommends
0Fans
18Chapters
Synopsis
Reader comments
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Come on, my writing is very wrong!
Traditional online games are still very interesting! If you like it, give it a like!
The property panel is really troublesome to calculate. If you don't pay attention, you will make a mistake.
As soon as you decide to become a professional player, you give away high-value equipment for free. As soon as you decide to become a professional player, you start to meddle in your own business and lead a group of novice female players to fight against the guild. Brother, you have worked hard to reach level 5. You are already in the first echelon. Those novice female players are also level 5. What advantage do you have? You can still make money while you can't take the blame. Others are not short of money, but they give away equipment for free. I really don't want to complain.
I have actually been putting up with online games for a long time, and I have reached the point where I have to complain about them.
The design of virtual online games is becoming more and more perfect, and the degree of realism is getting higher and higher. Then a problem will arise. The higher the degree of realism, the fewer and fewer professional players will fight. At the beginning of the game, the number of combat players is expected to be 20%. After the Novice Village, it is estimated to drop to less than 10%. Within this 10%, it is estimated that the actual number of combat players is less than 1%. It is estimated that 1% of the total population is a professional combat player. It is already amazing. First of all, the higher the degree of virtuality, the higher the pain. Don't mention pain adjustment, distortion of the five senses, and response sensitivity. Pain adjustment will dissuade many people. Psychological quality, facing monster PVE and player PVP, a wild wolf can probably scare most people to wet their pants. It seems that the wild wolf is a must-have monster in the novice village, and there is a cute girl to kill the wolf. Are you treating it as a computer game? Then the question is, 99% of life players support 1% of combat players. The virtual economy of this supply chain cannot support virtual reality currency exchange. So what does the virtual game economy rely on to consume real currency? Third industry, service industry! For example, red light districts, film and television entertainment, tourism, extreme sports, dating, e-commerce, education and scientific research, etc. This is the most correct way to open virtual reality.