Chapter 870: MOD content of riding and cutting (2 in 1)

At the beginning, most players who didn't know much about the game "Horse Riding and Hacking" basically had a fixed game experience.

Go up to conscript and hit the thief, experience the thrill of riding and hacking, and then either have not been beaten and captured as a captive.

Or just bring a group of wounded soldiers, and mixing with money is not enough.

Even if the difficulty is adjusted to the lowest level, it is only slightly better.

When encountering robbers, they can be bullied by the new recruits, but if they encounter hard characters such as forest robbers and desert bandits, with the early batches of soldiers, they can basically declare that they have officially entered the prisoner career, waiting to start wandering around. The captive was born.

Even if you haven’t lived as a captive, you have basically eaten up without a break. The game itself is similar to the medieval background and the MOD Three Kingdoms background.

Cavalry are the most precious arms in the period when there is no firearms, and to cultivate cavalry, not only need a lot of training to accumulate enough soldier combat experience, but also spend a lot of money and resources to upgrade and maintain.

Just like fighting in reality and fighting for the economy, the economic system in "Horse Riding and Hacking" can also be said to be an indispensable content. The lack of money and resources will actually cause a penny to beat the hero.

At the same time, if you want to upgrade infantry to cavalry, in addition to money, you must also have a resource horse.

If you want to cultivate a group of brave and warrior cavalry brigades, it can be said that if you don’t have money, you basically want to eat farts. Once the wages are not paid, the soldiers in the team will gradually start to reduce staff and eventually disintegrate.

It can be said that the economy is very important in the game "Horse Riding and Hacking".

But after all, "Horse Riding and Hacking" is not a game for malicious players, and compared to the T club in the dream memory, Yang Chen also added appropriate guidelines in the game, which can make it easier and easier for players to get started.

So after getting a little confused at the beginning, with the guidance system in the game, basically players can easily find a way to make money.

For example, buying and selling at the beginning, buying an item from one area and selling it to another city, or doing some simple and not so difficult tasks.

Although the return is not high, the accumulation of capital can be slowly achieved by accumulating less.

Of course, there is a relatively simple and crude method, that is Arena SL.

In "Horse Riding and Hacking", each large city will randomly hold competitive competitions. When participating in the competition, you can bet on yourself, and in the end, you can have corresponding rewards for winning the competition.

If you accidentally lose, you can re-read the archive and start over.

While in the game itself, Yang Chen also discussed with the team to do a lot of details above optimization, such as the economic system in the game.

The "Horse Riding and Hacking" in the dream memory is actually not very balanced in the economic system. In the early days, it was really short of money. How to make money is also an important game in the early stage of the game, but in the later period, the whole game is The economy is already out of balance.

From the perspective of the design concept of the T club itself in the game, for example, according to the impact of the dynamic contact of the sandbox in the game, the village chief or some NPC tasks can be completed in "Riding and Hacking" to obtain rewards, and you can pull a branch Small teams fight homes and robs in the village, and can also fight robbers and robbers everywhere.

You can also become a businessman and open up your path to wealth by reselling various goods. In addition to the fact that players can set up factories in the game and set up caravans, it can be seen that the economic system should be a more weighty system in the game. Unfortunately, because of the small workshops, this part of the economic system has not actually created what they wanted to build.

On the economic system, Yang Chen and his team made some optimization changes. Of course, this is not a more strategic aspect, but this part of the economy is combined with the game's combat system.

For example, if the prosperity of a city is high enough, then ceramics and money will be more valuable in this city, and if all the surrounding cities are bandits and the prosperity is low enough, then the price of wheat and weapons will be higher. .

In addition to the captives obtained by defeating the enemy in the game, the price will be different in different regions.

Of course, the economic system in the game, Yang Chen did not make it more complicated, but better combined with the battle in the game.

After all, this game is called "Horse Riding and Hacking", not horse riding and gold coins. The economic system is just to assist players to better experience the content and elements of fighting.

In addition to these, the dialogue of the NPC in the game, and the entire dynamic sandbox world, Yang Chen also added a lot of details.

For example, in the face of different forces, various lines of the NPC in the game will also become different. If the named NPC loses to the player in succession, and the player does not execute it but sells it as a captive in the tavern Too.

Then the next time you meet the opponent, the opponent will walk around the player on the big map, or if the opponent's attributes are not bold but timid during the siege, DEBUFF will also drop in morale.

In addition to this game there are many small details.

Any game that can give players a better sense of immersion is actually not bad in the details.

Especially the role-playing type of "Horse Riding and Hacking", in addition to the player experience war and horse riding and hacking fun, playing a general or a owl is also a very core game in the mainland of Caladea.

In the dream memory, the first work of the T company took several years from birth to later polishing, and the second work took ten years, making players wait for crying, and was ridiculed as Only talents with longevity can play Qigan 2.

In fact, this is still directly related to the size of its small workshop, lack of manpower, and its team is not as courageous as another Polish game manufacturer, daring to put all the profits of its previous game's great success in the net worth. On a game, either a successful reputation rises, or there is no dead body after a failure. There is no saying that even if there is a failure, there are remaining funds to start other projects.

Of course, the reason for not daring to bet like Poland’s stupid donkey is that the T agency is located in Turkey, and the turbulent situation also accounts for a large proportion.

These reasons have led to development for ten years, and the game itself did not add many details above.

It's not that the game itself doesn't need it, it just simply doesn't have enough resources.

If it's an action-oriented game, add strategy gameplay and details to it, then this is undesirable content, and may not become the essence or even add to the snake.

But "Horse Riding and Hacking" is a role-playing game that requires players to have a certain amount of immersion, and it is also a half-open dynamic world. Does it need to allow players to feel more real and immersive game details, The answer is obvious.

Of course, not every player likes "Horse Riding and Slashing", which is a realistic and slightly hard-core battle. Many players who hold a ride as a tens of thousands of people cut the grass and enter the game soon. Then he was forced to persuade and was beaten back.

Especially in the mode of real damage, if you really want to do this kind of thing, it is simply no experience.

Riding a war horse, holding a spear, heading straight to the enemy's camp, and then the sword and axe hand opposite was already prepared. The horse sitting down was dead, and then he was cut by others before he even got up.

Can't survive for three seconds, then the whole person's perspective becomes the God mode and begins the SEE of the whole audience.

And because of these reasons, many players have complained.

Of course, it’s more about the players who figured out the game mechanics and invested in it.

The game "Horse Riding and Slashing" can be said to be completely different from the amazing games like "GTA" and "God of War".

In a certain genre, "Horse Riding and Hacking" is actually a bit like games like "Dark Soul".

Because it requires players to have a certain basic understanding of the game, at least understand its gameplay to be able to feel the fun, and can not extricate themselves.

Just like the player in "Soul of Darkness" who set foot on the road to fire, I just met the ashes of Guda and was chopped into a Muggle with a knife. The horse riding and hacking had no choice. It is a direct real difficulty start. Most players estimate that they will start their first captive career on the journey of an unknown mission, or choose the wrong bandit target.

But also with "Dark Souls", players die after getting started, the entire game experience is a face of stun, but then follow the guidance of the system, and understand the game mechanism under the guidance of their own, and dry up the ancients Da, this breakthrough brings a high sense of accomplishment.

In "Horse Riding and Hacking", when players figure out how to make money, how to train and upgrade to expand their influence, and let their commanding forces grow more and more, after watching themselves change from a lonely man to a lord who controls the army, this kind of The experience brought about by growth is also full.

And unlike ordinary war strategy games, it has the feeling of role-playing "Horse Riding and Hacking" on the battlefield. The soldiers around them are not like RTS type games, just as a simple number of arms. That way, it gives players a real sense of immersion.

……………………

However, compared to ordinary gamers who simply play "Horse Riding and Hacking", there is a special small group of people who stare at the game "Riding and Hacking".

That is the game MOD developer.

Most game mods are basically pure power generation for love.

Because I like a game, and then develop additional third-party content for this game.

Not to mention whether there is a reward for this kind of thing, the difficulty of MOD development alone is enough to make people cry.

For example, in many games, in order to prevent such things as cheating, the MOD can be said to be a killer, and some games are purely for better DLC sales.

After all, your MOD content is out, and the game is so complete, how can the DLC content of the subsequent game come out?

However, considering the attraction of MOD to players and the impact on the life of the game, most manufacturers' attitude towards MOD is quite vague, and they do not support or oppose it.

Not to say that the game manufacturers that are the most open to MOD among game manufacturers are undoubtedly Nebula games.

From the earliest "Isaac's Combination" to the later "The Elder Scrolls: Skyrim" to create a MOD community, and provide corresponding tools for MOD developers, as well as the subsequent "Warcraft" map editor, to the popular MOD cash salary rewards, including maps with a certain popularity, can also be sold separately as game content, as long as players buy it.

It can be said that among the major game manufacturers, Nebula Games is the first to support MOD content.

The current MOD in "Horse Riding and Slashing" has taken all the MOD developers to the town.

Can VR platform develop corresponding MOD?

Is this really a MOD?

Not a brand new game?

All the players who have played "Horse Riding and Hacking" and have done MODs are stunned after seeing the MOD belonging to "Horse Riding and Hacking".

Of course, MOD makers are also aware that this quality MOD is basically what Nebula games can make. After all, the corresponding modeling and corresponding lines in it are all a lot of money.

But from this MOD, many MOD makers have made some discoveries.

Like the modeling of Nebula games, which cost money, they can’t do it, but the simple modeling plus the text of the game is so changed, with the content of the game "Riding and Hacking", they can do it completely. Become something you like!

And looking closely, it's actually not difficult.

This MOD of Fengyun Sanguo is completely based on the content of "Horse Riding and Hacking", including the economic system, combat system in the game, and even the unique fighting system that seems to belong to Fengyun Sanguo~www.novelhall. com~ But isn't it just the heads-up system of the arena and the bandit leader?

In other words, although this MOD looks shocking enough, the actual engineering amount is in modeling and text content.

Does this mean that they can also make mods with such content?

For example, the real battle of Kyle Mohan in "The Witcher: Wild Hunt" is reproduced in "Horse Riding and Hacking", and the world wars in "Battlefield" are also moved to "Horse Riding and Hacking", or "The Ancients" The war between the storm cloak and the empire in Reel: Skyrim was moved to "Horse Riding and Beheading".

And they don't need to do these modeling. They just need to unpack the materials of the Nebula game. "The Elder Scrolls: Skyrim" has maintained enough vitality until now, isn't it because of Nebula game's support for MOD?

For example, the modeling of many of its games can be directly loaded by unpacking and using the MOD editor.

And when many MOD producers thought this way, Nebula Games and Yang Chen's official blog also sent a latest news, so that many MOD producers around the world can't believe their eyes.