Page 206
Page 206
With this option, the number following the smallest unit, "Copper Coin," among the three currency units in the upper left corner of the interface—"Jade," "Gold," and "Copper Coin"—immediately decreased by 20.
These three units actually correspond to the game's economic system.
Copper coins are the most commonly used currency in the game and are also the circulating currency in the open world gameplay.
The main ways to obtain them are through the main storyline, various casual gameplay modes, and side quests in the open world.
For example, in the farming gameplay, you can sell vegetables.
For example, in the economic simulation gameplay, there's the option of setting up a stall.
After crafting items, you sell them, receive rewards for completing side quests, and so on.
All transactions were settled using copper coins.
At the same time, copper coins are also the basic currency in the character development system.
Players can upgrade, break through, and even acquire materials for character development by either farming monsters or purchasing them in the Human Realm using copper coins.
This economic system is both complex and simplistic.
The complexity refers to the fact that there are many ways to obtain copper coins.
"Single" means that most of the character development process can be done using coins.
This way.
This also revitalized other gameplay elements such as side quests, life skills, and experience points in the main world.
Whether you fish to sell, do side quests, or grind monsters in the wild.
You can obtain copper coins, which can be used to buy all character development resources except for a very few special materials.
Of course, if players want to save money, they can also go to the corresponding locations to farm monsters.
After all, buying with copper coins costs money.
You don't have to spend money to kill monsters.
Chapter 257 Card Drawing and Simulation Management
In short.
The purpose of this economic system is to free up most players' time from farming materials, allowing them to do what they want in the open world.
Players farm materials, run dungeons, and attempt breakthroughs.
It has become about doing what you want in the big world.
Although both take time, one is done for the sake of doing it, while the other is an extra benefit beyond the fun.
At the same time, this mode is also a deliberate strategy by the development team to draw all players to the open-world gameplay.
~~~
Besides copper coins, which are a common form of currency.
"Talisman Jade" and "Gold Jade" are part of the in-game purchase system.
Gold is the currency that players obtain through real-money purchases. It can be used to buy skins or converted into Jade Tokens, but it cannot be converted into copper coins.
Jade is the currency for gacha pulls. Besides spending real money, it can also be obtained through the main storyline and events.
Another innovative point is...
It's a money exchange within an Eastern fantasy world, where players can exchange copper coins for silver and gold coins.
You can also exchange copper coins for jade at a certain ratio.
Simply put, let's take Genshin Impact as an example.
You can exchange Mora for Primogems.
Of course, there is a limit to this exchange rate.
Players can earn redemption quotas every day they log into the game.
This system is the core of the pay-to-win system in "Eastern Fantasy World".
Exchange copper coins for jade charms.
This can be seen as a way of integrating the daily and weekly gameplay elements into a single system that provides players with gacha resources.
It looks a bit like taking off your pants to fart.
But that's not actually the case.
This model gives players a choice.
In daily and weekly modes, players complete tasks solely to obtain gacha currency.
Doing daily and weekly tasks is like going to work; there's not much fun in it.
It can be exchanged for copper coins, which means that players can do whatever they want and get gacha currency along the way.
Those who enjoy farming can farm every day they log in.
Those who enjoy grinding monsters will spend their time grinding as soon as they log in.
Those who enjoy experiencing the storyline can also earn coins within the story.
A single exchange system revitalizes the entire game world.
This also reduces the burden on players.
Players can grind the game like crazy on a certain day to get enough coins.
After finishing the grind, you can log in every day for a while to exchange for Jade Tokens so you don't fall too far behind in terms of gacha resources.
At the same time, Lin Li can also release benefits and control the online rate of players by adjusting the daily exchange rate of the money exchange.
For example, during a certain period of time, the money exchange could yield more talismans.
Let's have a massive construction event and empty the players' pockets of copper coins.
For example, the exchange rate at a certain time bank can be adjusted. Originally, it was 1000 copper coins to exchange for 1 talisman jade, but now it can be exchanged for 500 copper coins.
Just tell me, do you want to go online or not?
There are many things you can do with a money exchange.
But it also put a lot of pressure on the production team.
This pressure is numerical design.
The core of the economy in all games is production and recycling.
How to produce resources when players need to upgrade their characters in the early stages, and how to produce resources when players are in a downtime later in the game?
Specifically, in the world of Eastern fantasy.
The output ratio of various gameplay modes should be roughly balanced according to the time spent by players, but it cannot be balanced entirely by the time factor.
For example, in farming, it's obvious that the harvest from low-level crops and high-level crops will increase in a curve.
Maintaining a balance during this period is very difficult.
However, Lin Li still chose this path, since what the Eastern fantasy world needed to grasp was the large map.
In addition, this economic system is also an exploration for Galaxy Paradise.
Even if the data balancing model is difficult, we must still do it.
This is also one of the key points of this test.
This is also why players were only given 1000 copper coins.
The goal is to incentivize players to participate in different gameplay modes and earn coins during these 48 hours, in order to conduct extensive data collection.
of course.
Guo Qingqing, who was enjoying herself, didn't notice any of this. She took out 20 copper coins to pay the bill.
I've gone on to focus on the animation performance.
From collecting coins, returning to the stall, to food preparation, and finally serving the dishes.
Mystia completed a complete animation performance.
The figures in the scene then begin to eat, taking rice balls and drinking tea, their movements very fluid.
After eating, several random buffs appeared above the character's head.
In other words, in this game, eating can temporarily boost attributes, just like in Monster Hunter?
"That's so meticulous."
"It's making me a little hungry just looking at it."
After a hearty meal.
Guo Qingqing triggered another task, a business model task, issued by Mystia.
"We're currently hiring shop assistants. Are you interested?"
Guo Qingqing accepted the mission.
After that, I unlocked the job system and accompanied Mystia to gather some things outside the city. I learned my first dish and got a basic understanding of the Night Sparrow Diner side quest.
"Hehe, if I prepare the ingredients myself, cook the food myself, and then sell it, I can get a share of the profits?"
"Does a larger store mean higher revenue?"
"It's quite interesting."
Although she found the simulation gameplay somewhat interesting, Guo Qingqing only tried it briefly.
After all, time is limited.
She also needs to buy a fishing rod, buy chicken legs to find Meiling, and go to Hakurei Reimu to report on the weather.
I didn't expect that I hadn't been in the game for very long.
There is so much more for her to explore.
~~~
Leave the stall in Mystia and walk outside.
The town has a very unique style, with a two-story shopping street on the main street and luxurious courtyards where wealthy people lived.
In addition, there were temple houses for teaching children to read and write, longhouses for teaching Qimen Dunjia (a form of divination), open-air snack shops with refreshing scenery, newspaper offices, and so on.
Numerous buildings are distributed in various areas according to their functions, arranged in a sparse and orderly manner.
Moreover, you can occasionally witness events that are very much in the style of Gensokyo here.
For example, Guo Qingqing saw Lumia being punished by standing outside the temple.
The main reason is that Rumia is in a dark place, making it hard to miss. If you go up and talk to her, you can get some interesting stories.
"My name is Rumia, and my ability is to control darkness."
"who are you?"
"You're really good at math!?"
"I'm even smarter than Cirno!"
"Let me test you."
These seemingly ordinary details in the dialogue are actually carefully designed by Spark Games.
In the entire world of Eastern fantasy.
Spark Games has prepared a first encounter story for all the collectible characters who appear.
The initial encounter scenes vary in length, but the core logic is as follows.
This allows players who have no prior knowledge of the game, or only a superficial understanding of Eastern culture, to quickly form an impression of the characters through a short storyline.
Chapter 258 Wenwen News
A fantasy world of the East.
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