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Guan Leiming

Technical Director | Java

Ni Shui Han version update: the mystery behind the players' domination of the dungeon

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In this new version, players' dominance in dungeons has been significantly improved. Instead of simply following the set process, players can control the situation based on their own strategies and teamwork. This change brings more challenges and fun to players.

The realization of player-dominated dungeons is not accidental. Game developers fully considered the needs and expectations of players during the design process and continuously optimized the game mechanism. They carefully created a rich and diverse dungeon scenes and tasks, allowing players to give full play to their wisdom and abilities in exploration.

From the perspective of the game economy, player domination of dungeons also has a certain impact. As players can obtain resources and rewards more independently, the in-game economic system has also changed. The value of some precious props and equipment may fluctuate, and trading between players has become more active.

However, this also brings some potential problems. For example, some players may over-pursue victory in the dungeon and use unfair means to gain an advantage, thus undermining the fairness of the game. In addition, for novice players, the difficulty of dominating the dungeon may be too high, making it difficult for them to adapt in the early stages of the game, thus affecting the game's retention rate.

In order to deal with these problems, game developers need to continuously strengthen supervision, crack down on cheating, and provide more guidance and support for novice players. Only in this way can the model of player-dominated dungeons continue to develop healthily and bring better gaming experience to the majority of players.

In this process, we can also see some phenomena related to part-time development. Some game developers take on external development projects in their spare time to earn extra income. This part-time behavior may affect their energy investment in their main work to a certain extent.

For game companies, if a large number of employees take on part-time development work, the progress of internal projects may be affected. After all, human energy is limited. When developers allocate part of their time and energy to external projects, they may not be able to devote themselves to the development and optimization of internal games.

In addition, part-time development work may also bring risks in terms of intellectual property rights. If the developer uses the company's technology or ideas in the part-time project, it may lead to legal disputes, causing unnecessary troubles for both the company and the individual.

However, we cannot deny the behavior of part-time developers taking on jobs in a general way. Within a reasonable range, part-time development can allow developers to get in touch with more projects and technologies, accumulate experience, and improve their abilities. This may also be helpful for their innovation and development in their main jobs.

In short, part-time development work is a complex phenomenon that needs to be regulated and guided within the legal and ethical framework to maximize its positive effects while avoiding possible negative effects.

Back to the topic of players dominating the dungeon in Against the Cold, the success of this model not only depends on the design and mechanism of the game itself, but is also closely related to the quality of the players and the health of the game environment.

Only when players can consciously abide by the rules of the game, participate in the game with a fair and just attitude, and game developers can continuously optimize and improve the game, can the player-dominated copy model play its greatest value and inject new vitality into the development of the game industry.

I hope that there will be more innovative attempts like Against the Cold in the future to bring a more exciting gaming world to players.

2024-07-27