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Why can't SLG studios be flooded? Official inaction, or collusion?

author:SLG knife pencil

Today I would like to talk to you about the flood of SLG game studios, which is not only for the current mainstream game Three Kingdoms Strategy Edition, but also for the Three Kingdoms Strategy Edition and the Three Kingdoms that are currently preparing to be launched. Of course, there is also a whole host of SLG games, big and small.

From playing the shore of the land to the Three Kingdoms Strategy Edition, from the Three Kingdoms Strategy Edition to the Three Kingdoms Plotting the World, I have experienced almost all SLG games. Almost every game is inseparable from the existence of the studio, and the studio is increasingly influencing the ecology of SLG games.

The studios that have undertaken the distribution business, account trading and other types are relatively conscientious studios, and it is understandable to earn some living expenses based on information, and they cannot pose a threat to the current SLG game ecology. The real threat to SLG games is some studios that undertake paving command and account hosting business.

Why can't SLG studios be flooded? Official inaction, or collusion?

The existence of such studios is a fatal factor that directly leads to the involution of SLG gamers, and it cannot be solved by reducing the burden on the liver. The existence of this kind of studio is a 24-hour existence, once the account is hosted, it is 24 hours online, and it is a second-pressure attack.

Even if the game is reduced to eight hours of online time, these studios will still run non-stop for eight hours. Compared with some conventional SLG games that rely on paving to win, such as Three Kingdoms Strategy Edition and the Shore of the Land, the game strategy has basically become unplayable.

Is it that the Three Kingdoms have decided that if there is an automatic paving in the world, they can get rid of the fate of being entangled by the studio? How can it be? How can it be?

Sanmou's automatic paving only makes the cost of the studio lower, and the alliance paving also needs to be grounded, because it has a certain automatic paving range, and after the range, someone needs to take over. Relatively speaking, the cost of studio operation has become lower, and if there is a script, you can directly set up several accounts to link and pave the way.

How do you know if your alliance is being controlled by the studio? A very simple way to do this is to see if the resource state paving has players involved.

Most studios have their own scripting systems that accurately grasp the grounding time, and once a player participates, it will disrupt such an automation process. Therefore, after signing an agreement with Pave Studios, the general alliance will not allow its own players to participate in paving.

Why can't SLG studios be flooded? Official inaction, or collusion?

Why is the studio so arrogant? Most games are the default studio, at least not enough pressure on the studio.

I once participated in a player exchange meeting in a certain game, and I won't specifically say which one it is here, as long as you know that it's not a three-game game. The planner directly proposed the setting of using mobile phone scripts to automatically pave the road and automatically lay the ground at the exchange meeting.

Therefore, some games support the studio, only the studio continues to roll in. It will stimulate more players to spend, which is the basic routine of SLG games and most games.

Take Three Kingdoms Strategy as an example, almost all the alliances I've stayed in have been able to hold on, and now basically leave things like paving the way to the studio.

And the Three Kingdoms Strategy Edition is the game that has suppressed the studio most thoroughly in the SLG game, and even so, it still can't be eliminated, but the needs of the players themselves.

Why can't SLG studios be flooded? Official inaction, or collusion?

The demand for the studio is not the problem of the game, but the actual demand of most alliances for the studio in the process of involution, that is, there is a market, and SLG games are precisely the Hermes in the game industry, and the player's money is too easy to earn.

Is it hard to put an end to the studio? It's not difficult at all. I believe that any game company can make a game as long as it can make a tool to detect scripts, and then ban a large number of accounts.

Use technical means to force the studio to use manual training and paving, increasing the cost of the studio. At the same time, a reasonable assembly gameplay is set up in the game, such as adding a mobilization order for alliance strategy, which can be used to mobilize all alliance members, and the members can automatically choose whether to participate in the assembly, which directly solves the problem of fixed-point projects.

Regarding the paving setting, you can also set up the corresponding alliance strategy - infrastructure mobilization. The commander or leader of the alliance calculates the number of paving required from the beginning to the end of the paving, and then recruits alliance members to participate in the paving.

Only when the players do not have this need, there will be no soil for the existence of the studio.

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