2. Significantly shorten the life of the game. Items that would have taken a lot of time to obtain were skipped because of the existence of the studio.
3. The existence of substitute training in competitive games destroys the game experience of other players.
4. The core is that the existence of the studio makes many money that the original players were prepared to pay to the operators "steal" away.
Design principles of strike studio
Only when there is demand can there be a market. There are indeed many players who don't have time to play games and want to get one-stop satisfaction with money. Is there any way to control the existence of the studio besides detecting plug-ins in the design?
In addition to these technical means of script plug-in, you will find that many studios will participate in PK activities such as the national war, just like individual players' trumpet, which usually brushes resources on the trumpet, and will also come up to participate in PK activities when there is a copy of the national war. At this time, it is actually difficult to determine whether this account is a player or a studio.
Therefore, in the face of this situation, the design principle we need to pay attention to is "PK can, but not gold".
How to put this principle into practice? The first is the binding of resources. The resources obtained by the suspense account are all bound and cannot flow into the market, so there is a gold binding.
But for the studio, it is entirely possible for human flesh to team up to brush the material. In this case, it is almost impossible to judge whether it is a team or a studio. We can only consider the output level and control the daily output limit of each account, such as setting a limit on the number of copies. As long as the money earned by the studio is not enough to pay wages and is not profitable, there will naturally be no studio.
But strictly controlling the output will affect the game enthusiasm of ordinary players and make them feel "working".
Therefore, we can also consider the circulation channels of resources, increase the circulation restrictions of resources, and do not allow peer-to-peer transactions.
For example, in Fantasy Journey to the West:
1, cooking, medicine refining and other common resources cannot be freely priced.
2. The exchange can't accurately search the seller's name.
3. "Treasure" equipment and treasures can be freely priced and traded.
4. Treasures can only be purchased after a period of "publicity period". At this time, it is necessary to compete with the owner of the whole service.
5. The number of transactions is limited. A "rare" piece of equipment/baby needs to be traded again 1 month.
6. A single character can only exchange 2,000 yuan of gold coins every day, and each district service also has a daily gold exchange limit.
The main idea revolves around
1. It is difficult to find the other party during the transaction.
2. It is not convenient to transfer money in large amount.
Starting from these two ideas, we should try our best to cause enough trouble for gold coin trading, as long as it does not affect normal players to buy cheap things.
Another design idea exists in gambling games such as SLG and fishing.
For example, the semi-open trading system in the kingdom era is called semi-open because:
1, users must recharge 648 to enable the gift function (tickets).
2. Only users with high combat effectiveness can give gifts to users with low combat effectiveness, not the other way around (you can't raise a trumpet with a bunch of trumpets).
3. You can't give the crystal directly, you can only use the crystal to exchange props for each other (to curb inflation).
4. Both parties must be in the same alliance to use this function.