This Game Is Too Realistic
CH 94.2
the content of the game.”
The_Escaping_Mole: “Master Ample Time, What do you mean?”
The word master made Ample Time very satisfied.
At present, the two most popular professional gamers in the forum were himself, and this Mole.
After being praised by the Mole, his typing speed became even faster.
“Let’s first talk about the game system itself.
The voices on the forum for developing a simpler attribute interface have always been very loud.
But in fact, you newcomers may not know that in the beginning of this game, let alone the attribute interface, there wasn’t even a level setting.
It is so real that all the elements depended on the players' own exploration!”
“But soon, we discovered that the initial attributes of each player are different.
Some are obviously more powerful, some are more perceptive, and some are faster.
After asking the dev, we learned that players have attributes and level settings!”
“It was said that for the sake of being realistic, it didn't have an interface, but being too realistic is also a burden.
Under our strong suggestion, the development team held a few days of meetings and finally integrated the attributes and level settings into the game in the form of data.
The property panels you see now were actually implemented later.
It didn't exist before.”
“Then there is currency.
In the beginning, there was no concept of currency at all.
The rewards for tree felling were all settled using contribution points.
Around the time the alpha 0.3 version came out, the mission system and economic system were greatly improved, and we now have silver coins, and the concept of citizenship and private territory.”
“In fact, players who have been playing can feel that Wasteland Online's rules are being improved bit by bit.
The development team is also exploring, balancing the lever between reality and gameplay.”
“At present, the currency system has been developed and perfected.
I estimate that the development team will find ways to improve the operation interface of the players in the game, such as 'making the accumulation of genetic sequence development progress more intuitive’.
It is best to give 'skill proficiency' a progress bar, so that it can provide a more fulfilling feeling when playing the game.”
“Furthermore, the content of the game! This part is also what I am most looking forward to!”
“A lot of people should have noticed that this time after we captured the stronghold of Bloodhand Clan, we not only took over the equipment of these marauders, but also liberated a large number of prisoners held by the marauders!”
“Most of these people are survivors of marauder's persecution.
But they are not just random NPCs.
They have different identities; some are from shelters, and some are from other survivors' strongholds…
For example, the places we have been to; Brown farm, even Bett Street, Boulder City, and so on.”
“In their hometown, they may have their own social relationships, or even have relatives somewhere in this wasteland.”
“The identities of these NPCs may become clues, unlocking more side plots for us.
So how to properly arrange them and establish relationships with these NPCs will also be a brand new test for our 'virtual community'!”
“So, I boldly speculate that after this expansion.
The next expansion will probably focus on this!”
Ample Time's views have been recognized by many people.
Including professional players such as The_Escaping_Mole.
At this stage of the game, the number of players has far surpassed that of NPCs.
If the number of players was doubled again, it was obviously difficult to complete all the interactions with only the administrator and his assistants.
If Wasteland Online's ambition was to create a game world that was close to the real world and build a human-machine-friendly virtual community in the virtual field, then the next expansion would definitely revolve around the relationship between NPCs and players.
And these poor people who were rescued were undoubtedly a good opportunity.
There were also the nearby survivors' strongholds that had escaped the marauder's harassment.
They must be grateful to them as well.
Ample Time felt that he had fully figured out the idea of the development team.
Thinking of this, he, who sat in front of the computer with sleepy eyes, couldn't help smiling from ear to ear.
As expected of me!
Such a genius!
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