Chapter 395 Alliance
"Uh...so formal?" Zheng Hongxi was lazy and didn't want to join, but considering that this game still needs to be played seriously after all, she could communicate with the players more after entering the chat group, so she still joined.
After joining in, Zheng Hongxi found that there were quite a lot of people in the group, with more than 80 people.
"So many people?" Zheng Hongxi was a little surprised, because there were only 10 people in the alliance, so why did there be more than 80 people in the chat group?
The leader of the alliance is a man named "General Jianping Tu". He explained: "Well, because the alliance can only add 10 people in the early stage, we have many alliances. This chat group is full of buddies from the same alliance. In the future, the main alliance will be higher and the positions will be more, and everyone will join the main alliance."
When Zheng Hongxi saw it, he found that some of the players in this group were in the [Dragon Battle in the World] Guild, and some were in the [Dragon Battle in the Wild] Guild. In short, they all started with the words [Dragon Battle].
After chatting with the people in the chat group, Zheng Hongxi quickly understood that these people had played this national war game together a long time ago, and this time they were collectively moving to "Rutuzhibin".
There are also some national war games in China, such as "Yizhe Three Kingdoms". These games basically engage in national wars based on guilds, so these players naturally form such small groups.
Obviously, the guild of [Dragon War] has existed in other national war games before, and these players have high stickiness and good relationships. They all spontaneously obey the orders of the leader and say that they will change the game immediately.
Zheng Hongxi typed: "I just played and I'm more delicious."
General Jianping Tu: "It's okay, we all have just started playing, and there are still many things we can't understand. But I feel that this game is quite novel, so I can look forward to the later national war."
"By the way, everyone remember to fight more land in the early stage, so that the alliance will be upgraded quickly."
Obviously, for these heavy national war game enthusiasts, their evaluation of "Rutuzhibin" is completely different from those passers-by players.
For players like Zheng Hongxi who have not been exposed to many national war games before, the game has less early guidance and lacks pleasure. These two flaws alone are enough to persuade him to get rid of it.
However, for these players in the [Dragon War] Guild, these shortcomings will not make them abandon the game, because "Rutuzhibin" has already displayed the content related to the national war at the beginning, and these people are very much looking forward to playing the national war part.
How to attack others? How to attack the city? How to occupy the capitals of the Thirteen Prefectures, conquer Luoyang, and unify the world?
Obviously, these mechanisms are provided in the game, which is something that is worth looking forward to for these heavy national war game enthusiasts. With this very powerful sense of honor as a stimulus, they will ignore the boredom and boredom in the early stage and focus on some numerical goals, such as land occupation, building promotion, etc.
Moreover, as the game continues to advance, there are always various small functions to remind players: many people are playing this game.
For example, after other players draw five-star generals, they will send broadcast messages to all players, especially some local tycoons who draw several five-star cards to continuously swipe the screen, and the effect is still very shocking.
World Channel, Alliance Channel, and State Channel, many players are playing and chatting while discussing the general trend of the world, which also makes the game very lively.
In addition, a special gameplay called [The World Trend] will be activated in the early stage. In this gameplay, the game process of the entire server is divided into many stages, such as the Yellow Turban Rebellion, the decline of the Han Dynasty, the chaos in the world, the preparation of war, the division of heroes, etc.
The final trend of the world is the three kingdoms, the three kingdoms are in power, the Central Plains, the world is sweeping, and the three parts are united.
These world trends have very clear goals. For example, [Three Kingdoms] requires that the capitals of the three states be occupied after they are occupied, and [Three-point unity] requires that all 13 states be occupied by the same alliance.
After achieving these phased world trends, there will be some special rewards for players across the server, such as everyone can get jade talismans (recharge currency), open exclusive card packs for a limited time, and there will be a thief clone on the map, etc.
These gameplays have been reminding players that this is a national war game, which may not feel much for ordinary players, but for these players who are keen on national war, it will feel very novel.
...
I have to say that after all, there is the basis of other national war games, and the people in the [Dragon War] group are very quick to get started with "Rutuzhibin".
Moreover, the division of labor among these people is also very clear. Some are responsible for studying gameplay, including power rules, tactic systems, etc., and writing strategies for members to see; some are responsible for formulating alliance rules, such as not being able to grab land, and not starting a fight in disputes with other alliances, and letting special diplomats in the alliance decide and deal with it; some local tyrants are only responsible for providing high-end combat power, recharge money in the early stage, and draw cards, and hitting the ground with silence; some are responsible for pulling people, sending invitations, emails, and sending recruitment information on the World Channel.
Soon, Zheng Hongxi felt like she had played this game.
"Rutuzhibin" is similar to other national war games. It has no meaning when playing it alone. However, once you join a more active alliance and meet a group of players who also like this game, the stickiness of the player will be greatly enhanced.
Moreover, as long as you persist in playing for a while, Zheng Hongxi can feel the early fun of this game more clearly: grabbing the land.
The fun of "Rutu Bin" is roughly divided into several stages, with fun grabbing land in the early stage, fun fighting the city in the middle stage and unifying the forces in the state, and fun breaking the pass and fighting the state war in the later stage.
It can be said that this game will only become really fun until the middle of the game.
However, it does not mean that there is no fun in the early stage.
The fun of "Rutu Bin" in the early stage is mainly to grab territory and improve its own resource output and power value. This is a relatively simple numerical stimulus. Through some in-game goals, a cycle of "raising buildings, fighting land - obtaining resources - recruiting troops - continuing to upgrade buildings, fighting land" is established.
There is no concept of combat power in "Rutu Bin". Players' rankings are based on "power value". The so-called power value means how much land you occupy. The more land you occupy, the higher the level, the higher the power value.
Therefore, when players have a relatively clear goal-driven drive of "power value", how to seize more land becomes the main strategy gameplay in the early stage.
Because the high-level plots in the game are limited, the higher the level, the fewer the land on the map. If you fight slowly, these lands will be occupied by others first.
Chapter completed!