Thinking about it, Lin Zhaoxu decided not to change it.

In the game circle, the first lesson every game designer has learned is not to change their design ideas because some players are dissatisfied.

(of course, this article can also be applied to all creative activities.)

Because for most games, the players who don't like to play do complain, which is normal, but there are more players who play well, they won't complain.

If only the complaining players are noticed, there will be a "survivor bias". According to this, making changes to the game will not only destroy the design ideas and characteristics of the game that have been continued, but also make those players who have no opinions dissatisfied with it, which will cause greater losses.

Lin Zhaoxu is well versed in this. At present, the "ancient catastrophe" is far from the situation where heroes are needed. It still keeps growing, but the growth rate has slowed down.

Moreover, taking care of the experience of high-end players is contrary to the long-standing research and development idea of "ancient catastrophe". It is meant to harvest the games of middle and low-end players, and high-end players do not like to play.

What's more, the ancient catastrophe is highly praised because it is different from the hero League. If we follow the hero League to change it, where is the core competitiveness?

Lin Zhaoxu thought about it for a long time and said: "for the time being, we will not change the game playing method, and we will have several more operation activities, first of all, we will pull up the data and heat.". In addition, we will continue to pay attention to this matter and report to me any situation at any time. "

Jin Jie nodded, and Lin Zhaoxu's idea coincided with him, which is indeed the safest way at present.

……

At the end of June, the data of the ancient catastrophe suddenly began to fall precipitously.

All of a sudden, in a dozen days, the number of active users and the game duration of the ancient Holocaust began to plummet, even the players in the game clearly felt the loss.

In the official forum of the ancient catastrophe, many players are posting and discussing.

"How do you feel that there are fewer people playing recently? In the past, the match was very fast. Now sometimes it's only a minute, and it's also a master whose combat power is obviously higher than the average level. "

"I also feel that the number of online people in my friends list seems to be getting fewer and fewer, and the several good black engine oils haven't been online for several days."

"Me, too. My friend was online five days ago."

"Our group of players in" the ancient holocaust "haven't talked about this game much recently, many of them talk about mobile games and" hero League. "

"Is it because it is still under test and hasn't been officially launched? It's time to launch the game officially. The quality of the game is so good. Emperor Dynasty should promote it quickly. It can't be delayed any more! "

"Yeah, I think it's because it's not officially online, right?"

"This game is so fun. Why don't you like it? Let's go and get some cute new players in. It's such a good game! "

"Don't make a fuss, OK? The fluctuation of the number of players is a normal thing. How can there be few players in the game of emperor dynasty? Wait for the online push, it will definitely be hot! "

……

In fact, what players don't know is that the designers of "ancient catastrophe" and Jin Jieguang are much more flustered than the players, because the players can't see the background data, but they can see clearly.

Such a sharp decline in activity can no longer be ignored, which has endangered the life of the ancient catastrophe game.

If you can't guarantee that these old players will stay in the game all the time, it's useless to promote and attract new users.

The algorithm and result of one valve for water inlet and one valve for water drainage have been known since primary school.

Everyone was wondering what was going on?

Wasn't it good at the beginning of the internal test? The player retention rate is also good, and the satisfaction is also good, which well meets the needs of low-end players, and also makes a difference with the hero League.

Are you all satisfied?

How in a short period of a month, even the internal test is not over, I feel cold?

This kind of precipice like falling speed has never appeared in so many games operated by Emperor Chao mutual entertainment, except for some serious operation accidents.

However, at present, "the ancient catastrophe" is still in the test stage, and has not dared to open too many operation activities, let alone operation accidents.

What happened?

Emperor Dynasty mutual entertainment sent out a large number of questionnaires to abandoned pit players, and the most replies were: this game is good everywhere, but not fun.

What's the problem of "no fun"?

The scope of this problem is too broad to be located at all!

The designers and operators of "the ancient holocaust" are also struggling to do activities, change playing methods, and put the game back on track, but it is useless.

The heat of "the ancient catastrophe" has cooled day by day.……

"It's all right. It's just not fun."

This sentence should be the biggest insult to a designer.

Because the implied meaning of this sentence is that there is no problem in the picture, quality and feel of the game, that is, the playing method is not good.

The problem of the ancient catastrophe is just here. The key to its playfulness lies in its playing method.

Of course, strictly speaking, Jin Jieguang and di Chao were given a pit by Chen Mo, but the pit was not obvious, and it didn't look like a pit at all, so Jin Jieguang stepped in without hesitation.

At the beginning of the test, the feedback from the players was very good. By reducing the difficulty of starting the game and clarifying the goal of the game, the game really took care of the feelings of the novice players and made it a certain success in the early stage of online.

But the key problem is that novice players will not always be novice players.

When the first batch of novice players grow into veteran players, this game mode is to dissuade them naked.

Therefore, there needs to be a delicate balance among the three players: novice, veteran and expert. Cog pays too much attention to the experience of experts, while "ancient catastrophe" pays too much attention to the experience of novices, which causes an imbalance.

In contrast, COG pays too much attention to the experience of experts, but it is better. It is nothing more than to turn the game into a hard core minority game, and it is no problem to survive safely.

But "the ancient catastrophe" attaches too much importance to the novice experience, resulting in the loss of hardcore players, which is very fatal. Because it's hard core players who really support a game, novices are all dependent.

Novices gradually become hard core players, and hard core players accelerate the loss of players, novices will slowly no longer enter the game.

When a rookie grows up to be a hardcore player, he goes back to see the game settings that once attracted him very much in "the ancient holocaust", which are all disgusting things.