Looking at the endless happiness value and resentment value, Chen Mo has no fluctuation in his heart, and almost laughs.

Although we can't see the players' faces, Chen Mo can still feel their struggles and pain.

"In order to pacify everyone's injured soul, it's almost the 11th of the double year plan. We're going to open another half price activity. We have a good plan." Chen Mo smiled, "don't thank me, please call me * *."

It has to be said that "world of Warcraft" for the collection of grievance value, the effect of the crowd.

Previous 3A masterpieces were collected by one person, which was too inefficient. Moreover, in hard core games like soul of darkness, many players are happy + 1 and then throw them there. They don't play at all. Moreover, even those players who play customs clearance, the higher the threshold of suffering, the less they can collect any complaint value.

But as soon as world of Warcraft comes out, it's very much in its mouth.

You can collect 40 players' grievance values at once, and as long as you play this game for a long time, it is impossible to not participate in team activities or play team based games, right? As long as we fight, we will get the proper value of complaint.

Even if some players really don't play team, you have to brush the battlefield, right? Even if you don't brush the battlefield and meet the enemy camp in the field, you still have to PVP?

Not only that, world of Warcraft is constantly emerging in the "three crops of rice" and other characters. When killing trumpets, they never feel soft, making outstanding contributions to the cause of Chen Mo's collection of grievance values.

However, Chen Mo is not going to really pull the whole time of world of Warcraft that long.

If it's really long, the 60 version will last for one year, and the 70 version will last another year. It will be more than two years later when the players call king Wumao.

This time span is too long.

It has to be said that some of the original world of Warcraft's boss battle intensity is relatively high. Many of the bosses, such as Oro, kesun, mulu, etc., can't fight at all when they are just designed. Some teams simply go around and don't fight. After Blizzard weakens many of the bosses, the players can successfully get through.

If we don't weaken it, we can't beat it. It can be seen that some bosses are on the high side in difficulty design.

For Chen Mo, the reason why he wants to release one version after another is not to lengthen the game time of the players, but mainly to enable the players to get consistent game experience and experience the wonderful part of world of Warcraft as completely as possible. Otherwise, as soon as wrath of the Lich King comes out, who will do Angela's task of opening the door.

However, this does not mean that the longer the version lasts, the better.

World of Warcraft players in this world have a huge base from the very beginning, and with the help of sleep mode, their game time can be guaranteed. With more reasonable team copy difficulty, they can basically play through the current mainstream team in a few months.

Although the original version of world of Warcraft is a classic work, as a time charging game, there are still some contents in it that burn time deliberately, and many playing methods are mainly based on brush, which is not so pleasant game experience.

Many of the more liver playing methods, such as brush prestige, are essentially the same as the stupid running ring playing method of the domestic inferior page games, but they are all repetitive work. In this regard, Chen Mo also plans to "reduce the burden" for the players, try to let them experience the best side of the game, and make every minute of the card count worth more.

Of course, most players are using monthly cards now.

In addition, there is a very important thing.

That's double 11.

Oh, that's wrong. It's not a double 11, but a new activity to be launched during the double 11.

In addition to the daily half price promotions and other activities, there is also a milestone level event for Chen Mo, that is, "oasis 1.0" version, to be officially launched.

In November last year, the "oasis project" was officially launched, and more than 200 independent game designers joined in the oasis project, contributing to this epoch-making game.

They have obtained many internal resources of thunderbolt entertainment, including art resource base, physical system created by Pangu engine, the latest artificial intelligence system, etc., and obtained the right to use numerous super large IPS in thunderbolt entertainment, only to create a huge, complex, closely connected parallel universe, and also to exert their imagination and creativity day and night 。

In this year's time, each designer will develop an independent game unit for oasis plan, at which time, players can freely enter more than 200 game units to experience different games.

One year later, the total number of game units reached 319. Of course, the capacity of many game units is very small. Maybe the game duration is only a few hours. Not all game units can provide players with more than 20 hours of experience like a new game.

But in any case, the preliminary game content is already available, and you can launch oasis 1.0 for preliminary testing.Although oasis has existed for a long time, strictly speaking, it is not a real oasis, just a prototype, so until now, it can be regarded as an official version.

If the current oasis 1.0 is measured by Chen Mo's ultimate goal, it is still very naive, but for players, it should be a quite novel game experience.

Oasis 1.0 has eight modes by default, which is very balanced.

They are single adventure mode, multiple adventure mode, single survival mode, multiple survival mode, competitive battlefield mode, unfair competition mode, free exploration mode and entertainment mode. Each mode has 20 to 40 game units.

Among them, the adventure mode is equivalent to the traditional single player game; the survival mode is equivalent to the escape, to avoid the pursuit of AI as much as possible; the unfair competition mode is different camps with different combat power, the weak camp needs close cooperation; the entertainment mode is some brain opening play units.

Of course, these game units are different from stand-alone games.

Single player games basically need to ensure that players have more than 20 hours of game time, and players can play intermittently; these game units are basically controlled in about 2-6 hours, and some game units with a long time can be archived if they are in single player mode, and if they are in multi player mode, they need to confirm with players in advance whether the game time is appropriate.

In addition, in order to avoid the repetition of game units and let players quickly touch the tricks of customs clearance, all game units have done dynamic processing.

Under the function of advanced AI, these game units will be different every time they enter the script, such as the starting position, NPC IQ and character, prop position and role, etc., all of which will be quite different. Even if the player passes a certain game script several times, he needs to use his brain when he enters again, which is easy to sink.