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The disgusting statement of dual currency system is just to make more people understand.
Officially, it is to stop the studio. In fact, in my opinion, dual currency is completely aimed at ordinary players.

On the harmfulness of dual currency (to players):

In fact, I think many people will say that I am a studio after this post is written. . . . But unfortunately I'm not. I'm just a bitter B who has been cheated by Jiuyin Zhen Jing for a long time.

Straight to the point.

What is the biggest problem of dual currency system for players?

Inconvenient? In fact, this is not the most fundamental. The most fundamental problem is that the dual currency system will lead players to survive between the official and the studio.

1, what are the advantages of the studio?

The problem is actually very simple, endless labor. Endless trumpet hang-up time leads to enough labor force in the studio for basic collection. Even if it is officially closed, they can still register more, which brings a bad result. It is conceivable that the collection point is completely occupied by the studio, and the average player can't collect it at all, so he can only buy and sell it from the studio, and the studio can raise the price together, so it may not be full of cheap materials. If there are other new forces (maybe studios, maybe players' chambers of commerce), studios can use their massive low-priced materials for dumping, making it unprofitable, and making the players with higher labor costs and the new groups unwilling to cooperate make ends meet.

To put it bluntly, this is a monopoly in economics.

Therefore, the non-circulation of gold coins will not lead to the disintegration of the studio, but will lead the studio to make more money by taking advantage of the loopholes here.

To put it bluntly, it is to use monopoly position to exchange cheap goods at hand for valuable precious gold coins for sale.

2. What role will the government play in this regard?

The studio is still "illegal" in essence, but the studio monopolizes the material market, so what if a large number of players can't get the currency? This is not simple? Buy it from the official. Then the official collects money to release precious game coins, and then the studio exchanges these game coins for materials and sells them to players, but the official still seems to make little money. Here, the illegality of the studio came from the beginning.

In order to increase the loss of money in the game, why not simply block the bank numbers of several studios? Moreover, there are property taxes, and the construction of the guild area of the big guild also needs a lot of taxes to maintain it. In the end, the player becomes a lamb that can be slaughtered everywhere.

Of course, games make money, but what if you can't make money by selling fashion, appearance, entertainment props, labor and members? That only means that your game is really not played. Now it seems that the government intends to make this game into a game where a few people can make a lot of money. But what is certain is that the per capita contribution rate can be really high, but the actual income geometry is only clear to you psychologically.

Dual currency lacks fun:

1, real estate manor construction:

This game is a sand table game. To put it bluntly, it is a beautiful and more complicated minecraft, so it is like the slogan "Change the world this time". Construction is a very important link, but taxing unbound gold coins will cut it clean. The big guild will definitely not pay taxes with a large number of bound coins, and individual players will feel that they can't afford to play with attributes, so the fun of building villages and even cities will almost disappear.

2. Operators (including economy):

Many people think it's like brushing money. . . It is estimated that people who think so haven't played a few games: stand-alone version of the Great Navigation Age, New Era Series, X3 Reunion, online game version of Giant, Great Navigation, Century Navigation, EVE.

Making money in these games is not only to buy things, but also to travel around and capture various business opportunities in the case of price fluctuations.

Just give it to shells. You can think about it. If more people are too lazy to participate in this economic system, the monetary output of the economic system will actually become lifeless. What are the benefits of pirate players and traders? What will those traders do with a stagnant economic system?

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I'm not sure about one setting, so I won't say it. I hope people who have seen it can also answer me.

It is said that merchants on Liberty Island give gold coins. If so, isn't Liberty Island and Jiuyin Kidnapping a system now?

Do you want to learn from Jiuyin's cheating plan?

Harmfulness of dual currency (to the official):

Why did you put this at the end? It's simple. Finish it.

Before it's too late, let's get down to business.

As far as officials are concerned, there are only three ways for a game to make money, namely, quick cost recovery in the form of fast food, big swallowing in the form of big meals, and a long stream of water for dinner. Now there is only one journey, and everyone who gets a fast food with a big meal pays, and the miracle of the journey will not appear again (because of fear. )

As far as the setting of this game is concerned, the first one does not belong to fast food, because it is too complicated to be simple and fast enough. Can you really recover the cost of a big meal? Therefore, judging from the content and environment of this game, only dinner-style operation can be adopted.

And the so-called dual currency system you plan is the money for a big meal. To put it bluntly, your customer base should be a middle-class consumer group, and it is to provide particularly high-quality services to high-class consumers. But you are going to abandon middle-class consumers and devote all your energy to high-end consumers, but who will pay for you? How many high-spending people really think they will use the internet for entertainment?

Finally, the asymmetry between your own consumer groups and your actual consumer groups.

Solution:

1, cancel the dual currency system

Dual currency system is definitely not a way out, but a dead end. Tencent has a large number of potential customers, so there is no need to use this charging scheme to kill the goose that lays the golden egg. Therefore, dual currency system is not necessarily a good way for players or officials.

2, improve the preferential membership system, reduce the content that non-members can experience.

1, no member will ban self-building (but can help others build), material collection (all basic collection), shipbuilding (can help others build), shopkeeper, talent change (that is, let others practice more), and cannot be a judge or jury, and will be sentenced to double penalty time and double evil value. No matter what forces, they can't rob the shopkeeper or create an expedition. However, if the membership expires, you can't manage the expedition. Horse running 1 min can gain 300 experiences, and you can't use the composition function, play other people's compositions, and use the player's self-built facilities (including others).

Reason: Almost everything is the in-depth experience of the game, and it is forbidden not to buy members.

2. Members have a hierarchy.

Members are divided into ordinary members and VIP members, and VIP members are reward packages.

Ordinary member (30 months): open all functions, give priority to the server (lower than the highest VIP), increase the horse's experience by 800 points every 2 minutes (not running, but calling out to hang), increase the normal evil value, expand two rows of backpacks and two rows of warehouses, and increase the production proficiency by 0.3 times (rounding), such as a prop+1 point.

Senior VIP(30 months, after purchasing ordinary members): the highest priority (subject to VIP), all gold coin outputs are adjusted upwards 1.2 (rounded), that is, the tasks originally given to 100J are directly given to 120J (less than 1T) According to 65438), the experience output will be increased by 1.2 (same as above, the evil value will be reduced by 65,438+00%, the mount experience will be 65,438+0200 (summoning) every 2 minutes, the store commodity price will be reduced by 5% (excluding trade commodities), and the trade income will be increased by 65,438+00%.

3. Advanced drawings and honorary mounts are open for direct purchase in RMB (excluding siege equipment and warships).

To put it bluntly, it is a dual-track system. If you want good drawings, you can choose them yourself, without spending money or time. However, because warships and siege equipment will affect the fighting capacity of the guild, it is not recommended to open direct RMB purchase.