It needs to be polished, but the potential is good.
How are the new challengers of the Soil Likes performing?
The domestic SLG track is no longer like the melee situation of leading the soil like and cok like a few years ago. Now the rate of the land like is dominant, and the world is divided into three points, which is a foregone conclusion - one point and three battles, one point of the land, and one point of others.
However, in such a slg environment that seems to be a pool of stagnant water, there are ripples. At the time of the three wars and the narrow meeting of the two tigers, the Three Kingdoms (hereinafter referred to as the "Three Plans") found a different way and planned to take a completely different path.
How does this new game based on the Rateland Like gameplay framework perform, we will briefly observe this new challenger of SLG through the perspectives of new and old players.
Rate the soil like the youth version?
Although the game follows the model of the local like in the gameplay framework, perhaps the characteristics of the game promotion are too distinct, even marginal players like the author who have been SLG for many years can know the characteristics of this game.
Compared with the previous rate products, especially in the transformation of social experience, on the basis of rate of soil like, the identity (occupation) as a resident system, in addition to reducing the social threshold of players, also gives players the choice of games to focus on experience.
In order to achieve this effect, it is not as simple as adding identity division, as a key part of social drive, whether the functions of different identities can be coordinated is the most important. Among the six identities of the game, the author prefers the two identities of Sicang and Chizo, among which Sicang is more suitable for farming players, in addition to having the buff effect of increasing production and sitting on a large number of resources, it can also transport food resources to the frontline battlefield to assist players in other identities in long-term combat.
As for Chizo, in addition to enacting policies to accelerate the growth of the lineup, he can also use various tactics (such as: setting traps, conducting fire attacks, etc.) to break the stalemate between the two sides with "skill" and create greater advantages for friendly forces in the battlefield. Of course, some of Chizo's tactics (fire attacks) are indiscriminate effects, and a careless accident may also cause a "friendly siege", and naturally the friendly army's "Ah Minos" is indispensable.
This kind of functional coordination may not be unfamiliar to players who like the soil, and the characteristics of these classes are all derived from the rich basic settings of the "like of the land", such as the urban construction content of the production gain or the seasonal gameplay setting. Or to put it bluntly, "Three Schemes" is more like deconstructing and splitting out the original "rate like" diverse basic gameplay, and at the same time adding and strengthening the characteristics of a single gameplay and the interaction design between players, it has become the identity system of the game.
What are the benefits of this? That is to greatly reduce the threshold for players to get started. The reason why the cost of getting started is not only that the player's execution and liver degree far exceed the requirements of other types of games, but also the complex elements such as urban construction, teaming, resource management, and the use of light real-time strategies, which also make many players at a loss when they first get started.
This is also the pain point of the current rate of local likes, the game is becoming more and more difficult to recruit new ones, no matter how many new areas are added, most of them are always playing over and over again in that group of players. From this point of view, we also seem to be able to understand the intention of this system, through the split of the identity system, simplifying the player's early goals and game experience, and then lowering the threshold of the experience of the rate of the local like, so that more players can feel the charm of the rate of the local like.
At this point, it is reasonable that Station B will choose this game, that is, it has a low threshold and is oriented to pan-SLG users. In the game, designs such as the inner city tuntian design, which can automatically pave roads, and even offline automatic training can indeed reduce the burden on the player's liver.
It can automatically train troops and does not consume copper coins, which can be described as a blessing for vegetable players.
However, whether this can directly conclude that the ownership of farming players, SLG can also provide for the elderly, and legal farming is still up for debate.
That's right, at this point, you may have to pour cold water on everyone. As we all know, even in RPGs, there is a combination of "tactics and pastors", and the functions of each performing their duties require players to work together. Although this kind of identity setting can greatly promote the social relationship of players, the author is also worried about whether the social pressure brought by this kind of collaboration will become an obstacle to the experience of farming players. Or to put it another way, will this way of emphasizing cooperation make farming lose the joy of "living in a corner of peace, chic and fast", and under the operation of the alliance system, it will become a "firepower farming king" who delivers materials to the front line, works diligently, and is reluctant to work day and night?
But in any case, "Three Schemes" can choose to connect with players in the new era and embrace players in the Z era, which does conform to the inevitable trend of the development of the SLG category, which can make more players feel the charm of SLG, and perhaps this will also help "Three Schemes" gain a firm foothold.
Of course, the design of the game with a decentralized threshold does not completely mean that "Three Schemes" is not suitable for veteran players, and for many SLG veteran players, perhaps nothing can bring more freshness than a "lineup combination reshuffle". Especially under the trend of "Three Wars" and "Leading the Land" gradually solidifying the lineup iteration mode in the long-term operation, "Three Schemes" may be able to become a "new paradise" for old players.
For old players, "Three Strategies" may not be unfamiliar with the lineup, first of all, in the setting of the troops, in addition to the cyclic restraint of horses, shields, bows, and guns, in the combination of the lineup, it does not adopt the setting of "Three Wars" to strengthen the lineup restraint by unifying the lineup of troops, but adopts the design of the existence distance of "Rate Soil".
Specifically, there is a distance setting in battle, and in addition to the difference in attributes, different classes also have a fixed attack range. Through this mechanism, the generals with more suitable functions and types of troops are arranged in the front, middle and back rows, and at the same time combined with various formation buffs, which is the basis of the lineup combination of "Three Strategies".
However, compared with the setting of the unified class of the team in "Three Wars", the performance of this design in the restraint of the class is weaker. Perhaps the same is true, and the importance of the lineup's tactics (skills) system naturally highlights itself.
In terms of tactics (skills), "Three Strategies" adopts the classic "rate like" system of assault, active skills, and passive skills, in which the performance of different lineup systems is shown in the figure below, and will not be repeated here.
Focusing on different systems as the core construction idea, with strong generals as the core of the lineup, under the constraints of elements such as military generals' bonds, faction gains, functional complementarity and battlefield environment, based on the player's current box, gradually trial and error optimization, and then explore the expected lineup, is the core charm of the "Like" lineup.
Although in the Internet era, players can "copy homework" from blockbuster raiders to save the cost of trial and error, it is undeniable that the players who like the soil are more or less with the vision that their own teams can kill all sides, and the new construction environment of "Three Schemes" also provides this kind of stage.
Of course, the buying point of "Three Schemes" for old players is by no means just that, in addition to the elements of free marching, terrain strategy and other elements in "Three Wars" and not one-touch battle reports, but such as "Return to the Empire" has a battle process, giving players more time for strategic layout and thinking, and collecting these excellent designs that release strategy, and part of the setting of "Three Schemes" in alliance operations also restores the ancient battlefield. For example, players cannot move cities at will, but use them as frontline strongholds by building fortifications or occupying surrounding cities, which also makes the game fundamentally eliminate the unsolvable situation of infinite city blockade and city heads, and prevent the season journey from entering the retirement stage early.
It can be seen that "Three Schemes" did not choose to compromise on strategy due to the lower threshold, but further strengthened the strategic nature of the game. Even during the closed beta phase, officials kept making balance changes to the lineup, with the aim of preventing the emergence of absolutely detached teams from ruining the game's strategy.
However, due to the limitation of identity settings, "Three Schemes" may not be able to please all the old players, and the high-intensity development of the wasteland in a high-pressure environment, so as to stand out among many players and open up a bigger gap, may also be what many SLG old players are keen on.
A real killer, friendly to the average player**
Of course, the various things in front of you cannot become the real foundation of "Three Schemes", and you still need hard goods that you can really get your hands on in order to gain a firm foothold under the two mountains.
In response to this, "Three Schemes" chose to knock down **. The first is the game's card drawing** reduction, the game will reduce the card drawing to 8 yuan a draw, five consecutive draws of 39 yuan, 20 draws of the bottom. At the same time, the official also ensures that the game does not lock the core card (the core general of the strong lineup), and with the good benefits of the game, even monthly card players can have a lineup that can be pulled out to fight in a short period of time.
However, unlike the three-battle rate, the tactics of "Three Schemes" are not obtained by decomposing generals, but need to be drawn from the card pool. In terms of the extraction of generals and tactics, "Three Strategies" chooses a mixed pool design, and players who want to pursue "high red" also need to pay a certain amount of monetary cost, especially in addition to the generals who can "rise to red", and the tactics can also "rise to red", which further increases the monetary cost of extreme players.
The benefits of this approach are also obvious, as it is easier for ordinary players to have mechanics to improve the mainstream team, while those who want to further improve need to repeat the draw with higher randomness to increase the value of the general's "red". If this set of logic is translated into the way of "second game", it is easier for players to draw the version of the character, and the "constellation of life" will only bring a numerical increase, and there is no additional mechanism.
The second is the decentralization of the high-intensity lineup, in this test, the first rush gift package, the next day reward, and the sign-in reward can get three very powerful generals, and these three generals can just make up the test version of the T1 strength of "Sun (Sun Ce), Da (Da Qiao), Sheng (Xu Sheng)", so that players can have a team that has the power to fight any enemy at a low cost in the early stage.
The word lipstick effect may not be unfamiliar in 23 years, and under the premise of quality assurance, products that choose to fight are often more likely to be favored by players. Although "Three Schemes" will not completely defeat the ** of SLG, at least it will delegate the threshold to more players who can get a good experience. This may be the big killer of "Three Schemes" in the face of "Three Wars" and "Leading the Land".
Of course, this is not to say that "Three Strategies" currently has the strength to shake the status of "Three Wars" and "Leading the Land" in SLG, whether it is the balance of military generals, identity, or the content operation of subsequent seasons, these are very challenging for a young team like Dongfeng Studio.
can launch a ** war, perhaps it is precisely because Dongfeng Studio is young enough that it dares to do what others dare not do and knock SLG's ** down.
Of course, in the end, whether the ripples of "Three Schemes" stop at the ripples, or can they converge into a storm that shakes the SLG track, or it still depends on the final landing of the product. We are also looking forward to this young team and creating miracles.