Game development begins with destroying Girls' Frontline.

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Page 220

Hurry, hurry, go buy a lottery ticket!

[The streamer is so lucky!!]

[Now even dungeons drop Shadow Gear?]

[So you guys didn't read the daily update log? I suggest you check out the log for day three; it contains detailed explanations.]

Chen Yuzi had been busy preparing for the audition these past few days, so she hadn't actually looked at the log.

Upon seeing this comment, I initiated a conversation.

I only found out after we talked.

The entire equipment system in the Seven Days City has undergone a major overhaul.

On the one hand, there are more ways to obtain equipment. On the other hand, all the drops, like in Diablo, are random rarity drops.

Finally, due to a significant increase in the production of Shadow Gear.

Therefore, the equipment's synthesis system was retained, but some minor adjustments were made.

The game incorporates rare "fixed image" items into some gameplay elements.

Normally, when synthesizing Shadow Gear, four pieces of Shadow Gear of the same grade are required. After successful synthesis, the grade of one of the pieces will be increased.

After the Shadow is finalized, players can designate a Shadow item to complete the upgrade.

This synthesis system is inherently problematic.

But after adding monster drops, the whole system actually became more fun, just like a grinding game.

Although the synthesis system has a random element, the act of betting on probability is itself an exciting thing.

Lin Li used a fixation tool to guarantee a minimum return.

At the same time, by increasing output, players are constantly given more chips, reducing their sense of disappointment after losing.

After all, even if this deal doesn't work out.

You can keep playing, and you'll be a hero again tomorrow!

"Hey!! Time's up!!!"

"sky!!!"

Having just experienced the combat and equipment, Chen Yuzi quickly discovered something new.

In the original system, starting from the third playthrough, the in-game and out-of-game time are the same.

That is to say.

Once the events of one day in the game are over, if you want to play the events of the next day, you have to actually wait until the next day.

But now, even after the third playthrough, as long as the new stamina system is sufficient, there's no need to wait for the next day in reality; you can directly enter the next day.

The new stamina system provides enough stamina each day for players to complete two to three days of normal content.

However, the system is explained in detail in the development logs and the game itself.

During this period, time synchronization will still occur when players update to the latest playthrough.

Essentially.

Actually, they're the same as the Girls on the Frontline.

When the production team is short of resources, they will limit the time players can experience the story.

Players who have played Girls Frontline will be very familiar with this system.

Essentially, they are the same as the Girls on the Frontline.

This system allows new players to quickly catch up, while veteran players can use their extra stamina on side quests and other gameplay when they run out of resources.

of course.

Chen Yuzi is currently affected by the game's progress.

I haven't experienced that much yet.

For her and many other new players, the biggest feeling was pure enjoyment.

It's important to know that the immersive experience of playing games is the best way to enhance emotional value.

Before today, in the old version of Seven Days City, players would often be just getting into the game when it would tell them, "To find out what happens next, come back tomorrow."

This feeling is really uncomfortable.

"No, let me do a few more quests... I'll do one more time, then I'll go to the new server!"

Chen Yuzi said this in the afternoon, but she didn't get to change into a new outfit until she was completely exhausted.

Because her original progress was on the sixth day of the fourth playthrough, after using up her stamina, she directly arrived at the first day of the fifth playthrough.

Chen Yuzi then discovered a very obvious difference between the new version and the original version.

Favorability is inherited.

The discovery of this system stemmed from Chen Yuzi's entry into a short storyline involving An.

Basically, after smelling the protagonist's scent, An felt inexplicably at ease, so she would always want to get closer to the player in a daze, and then the player would ask her why.

An replied, "Hmm? I always feel like I want to get closer to you... Maybe this is what they call fate?"

Following this brief event, the system notifies the player that their oath value with Anne has increased by 1.

"Oath value? What is that?"

The value of the vow needs to be clearly stated.

First, we need to understand the original 7 Days of the City's affinity system.

In the original version.

Affection level resets to zero each playthrough, starting at 0 and reaching a maximum of 100.

In the new version of Spark, in addition to retaining the normal favorability system that is cleared on weekends, an oath system has been added.

The introduction of the Oath system solved a major problem in the original game.

That's in theory.

In the storyline, whatever the player does in the previous playthrough has no impact on the next playthrough.

This is actually quite an outrageous thing.

In roguelike games, there's even a system where players gain skills and attribute bonuses after each death that can be carried over to the next playthrough.

Of course, equipment and characters will not be reset in the Seven Days City.

Perhaps it's because equipment and characters don't reset.

It made the developers forget something very important.

Yes, in the next playthrough, my equipment and my character will still be there.

But the question is, what about the emotional connection with the players?

In the original game, a character that a player spends a week of real-time completing will be completely forgotten the next time they play through the game!

If you want a walkthrough, you'll have to start all over again.

If you want to romance other characters in the next playthrough, you'll have to abandon your wife from the previous playthrough.

This system has a problem.

It's easy for players to feel that everything they did was meaningless after the initial novelty wears off in the first few playthroughs.

Especially when players play through the game five or ten times and see that the characters they've pursued several times still treat them like strangers.

To solve this problem.

In the new version, Lin Li proposed this oath system.

The oath is essentially proof of the player's efforts throughout the playthrough.

The affinity points a player accumulates during a playthrough will be converted into Oath Points at the end of the playthrough.

The level of oath will affect the initial affinity of characters towards the player in a new playthrough, as well as trigger certain oath-related events.

For example, the event with [An] just now was a vow-related event, so after the event ended, the increase was in vow points rather than affection points.

At the same time, after this system is implemented.

The development team is actually supporting players by allowing them to max out their Oath Points by pursuing the same character in multiple playthroughs, and then...

Naturally, it's the ring, the wedding dress, and the storyline...

This kind of storyline, which has already been successfully implemented in Girls Frontline, will naturally be included.

Even in the settings.

A ring is a magical thing.

It won't disappear even in the next playthrough...

~~~

In short, although Qin Nan raised concerns multiple times during the implementation of this system, wondering if it might be too abrupt, Lin Li also mentioned it.

"You finished your playthrough, your equipment is still there, your character is still there, so why can't you get the ring again?"

In the face of rebuttal, it was ultimately preserved.

In this way, the connection between players and characters becomes closer.

Furthermore, if players play for a long time...

Later in the game, at the start of a new playthrough, many characters may have their affinity maxed out immediately.

Besides using Oath Points to guide players in pursuing different characters in each playthrough.

One particularly annoying pay-to-win element in the original version has also been removed.

In the original version, it was all about spending money.

NetEase has come up with a brilliant idea.

In the original version of Seven Days City, a very strange thing often happens.

When you look up a guide.

You'll often find that some character guides include a sentence at the end: "[Requires XXX]"

The requirement XXX means that to successfully complete this character's run, you need to have another character's card.

what?

Didn't you hear me clearly?

I'll say it again.

To win over this character, you need to have another character first.

what?

You say you don't have it?

If you don't have one, then go and get one!

Is this system outrageous?

It's too ridiculous.

In an effort to force players to spend money, the game's storyline and strategy elements are deliberately fragmented.

They didn't even bother pretending; they just robbed people outright.

can only say...

It has to be you, NetEase.

But did this money-grabbing approach actually generate revenue in the end?

The answer was already revealed by the flowing water of the seven-day capital in the previous life.

Chapter 274 Magic Trick


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