When "Rate of Kingdoms" was first launched, it was actually on the new game list, but it just didn't make it to the top.
It’s not that the data is bad. When it was first launched, a large number of players flocked in and the game’s performance was still very good.
But at that time, there were buyout games launched by other manufacturers.
Therefore, "Rate of Kingdoms", which relies on long-term income, naturally cannot compete with these buyout games in the early stages.
Therefore, "Rate of Kingdoms" was severely suppressed and did not make a few attempts to advance.
As for the external data of "Rate of Kingdoms", no one has any idea about it.
However, now they all understand, because after "Rate of Kingdoms" reached the first place, a comparison shows that the game's daily revenue exceeded five million on that day alone.
This made everyone a little unbelievable. Wasn't he still in a low position before?
Why is it suddenly taking off now?
With this doubt in mind, everyone began to look through the updated content of "Routuzhibin".
But after watching it from beginning to end, everyone felt even more depressed.
Because of these contents, the updates are all small details, such as fine-tuning of values, interfaces, etc.
There is no new krypton gold scheme as everyone imagines.
So, why did the daily revenue of "Rate of Kingdoms" suddenly surge?
Moreover, the increase was not just a little bit, it directly jumped to the first place.
"Wait a minute, why are the ratings for Rise of Kingdoms so high?"
Suddenly, many game producers discovered a new puzzle, that is, the rating of "Rate of Kingdoms" is very high.
Moreover, in the comment section below the official game platform, the length of game time commented by players is also very scary.
An interested producer did some calculations and found that most people who left comments played the game for an average of about five hours a day, and the longest time could reach ten hours.
It's like being immersed in a game.
Although this is just a game that fragments time, this time is really terrifying.
Could it be that something happened when they weren't paying attention to Rise of Kingdoms?
Many game producers, players, and game media are all confused.
Of course, all these doubts are just the beginning, there is much more to come.
......
If those who don't have a deep understanding of it are deeply puzzled by the leap of "Rate of Kingdoms", they will feel puzzled.
But for Tian Boxun and some people who have experienced the game in depth, it is normal for "Rate of Kingdoms" to perform well. It can even be said that it would be strange if it didn't perform well.
Because this game is different from other games, it is a game with a very accurate positioning.
From the very beginning, Wang Chuan launched the Three Kingdoms theme propaganda, to the in-game cutscenes, to the game's combat system, gameplay rules, and various settings...
All of these things are prepared for SLG enthusiasts, and can make these veteran players unable to leave the game from the first moment they enter the game.
Moreover, when the game entered the middle and late stages and large-scale state wars occurred, players like Tian Boxun were able to quickly feel the difference of "Rate of Kingdoms".
I also understand why Wang Chuan repeatedly said that this game is different from all other SLG games.
Because, he has a completely different game mechanism.
In "Rate of Kingdoms", every player has a necessity to exist, and every player has his own meaning of existence.
In large-scale state wars, players can organize at least three troops: a main force, an auxiliary force, and an exploratory force.
The pathfinder troops do not need to lead troops when attacking the city, because when attacking the player's main city, the pathfinder troops cannot defeat the opponent's main force, so they only need to demolish the land.
Moreover, in this large-scale state war, different players can play different roles.
For example, high-end combat power players can attack the opponent's main force and serve as their own military force.
Of course, it is unrealistic to want to spend a lot of money to improve your combat power like in other games, and then rush in.
Because it is easy to be targeted by the enemy and then crippled, so it is also necessary to conduct reconnaissance in advance.
Players with high-end combat power not only have an offensive role, but also a defensive role.
If the alliance captures some key locations of the enemy, then high-end combat players can defend these locations to prevent the risk of losing them.
Ordinary players can carry out some demolition tasks.
According to the game settings, as long as the siege value is greater than 100, you can attack the city.
Therefore, as long as ordinary players have a troop with a siege value greater than 100, they can help allies capture cities.
In addition, ordinary players can also perform reconnaissance missions.
This mission is mainly about exploring the way and gathering intelligence. It does not require strong combat capabilities. As long as you run fast enough, there will be no problem at all.
To sum up, it can be said that in "Rate of Kingdoms", everyone is very important.
The big spenders have their own importance, and the ordinary players have their own importance.
They all have different functions.
In fact, players also know this before playing the game. After all, there is no absolute fairness in SLG games.
Similarly, if you are a freeloader and want to defeat all the big spenders, it is impossible.
Although this seems a bit unfair, "Rate of Kingdoms" as a free game with in-app purchases has achieved a good balance.
Here, the big spenders can fight their way in and out of the battle, but when the battle reaches a certain scale, the test is no longer about personal strength.
It's a collective sense of honor and the power of alliances!!
This is also the core of "Rate of Kingdoms" in developing the national war game. Ordinary players can also exert their own strength.
The big guys who spend money can certainly improve their combat power, but the resources in the game cannot be purchased and they still need to grab them themselves.
The time for conscription and deployment is fixed and cannot be accelerated.
All of this is to maintain balance so that ordinary players don't lose their advantage.
However, in key local battles, the big spenders are very important.
However, no matter how important it is, the scale is so large that it can avoid high-end combat forces and use a roundabout way to completely make the big spenders lose their way.
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