Chapter 1218 Fallen from Grace?

Chapter 10 Monday

September 10th, Monday.

Yan Qi sat down at his workstation, still yawning.

He had spent some time over the weekend and finally managed to complete all the updated content of "Eternal Reincarnation."

Based on the information currently available, the entire game progression of "Eternal Reincarnation" highly overlaps with "Turning Back is the Shore," and the large scenes are basically the same. The only changes are in the monster appearances, skills, and the art style and routes of the scenes.

The entire scene process of "Turning Back is the Shore" can be roughly divided into the initial village, Haunted Town, Gates of Hell, Road to the Underworld, Sanzu River, River of Oblivion (Bridge of Helplessness), Gazing Home Platform (Three-Life Stone), Yama's Main Hall, Six Paths of Reincarnation, Avici Hell, and a few scenes from the previous DLC updates of "Eternal Reincarnation."

"Eternal Reincarnation" starts directly from the Road to the Underworld, with the first part of the content updated to the Bridge of Helplessness.

The end of the Bridge of Helplessness is still used as the Boss battle scene, but after defeating Boss Meng Po, you cannot continue forward. Although the teleportation point is activated, the white mist door behind Meng Po does not open, obviously waiting for the next update.

This new version of Meng Po caused Yan Qi a lot of suffering.

The Boss's changes are similar to other small monsters: compared to the original version, the new version of Meng Po is no longer set to be in a frenzied state, and the desire to attack is reduced. She maintains rationality according to the setting, but her AI seems to have been adjusted higher, making combos and instant-death throwing skills more threatening.

Yan Qi's feeling is that the current combat experience of "Eternal Reincarnation" is difficult, but the fun has not been improved, but has declined instead.

He couldn't say for sure whether it was because the numerical values ​​were not well done this time, resulting in the damage of the Martial God being a bit weak, or because he was actually tired of the combat mode of "Turning Back is the Shore," and this weariness completely erupted in "Eternal Reincarnation."

After all, "Eternal Reincarnation" is reusing all the game scenes from "Turning Back is the Shore."

If it were brand new game scenes and brand new monsters, even reusing the previous combat system could still provide a brand new combat experience.

But now it's all the same old stuff over and over again. Even if the appearance of the monsters has changed, it still gives people the feeling of playing a second playthrough, which is quite boring for many old players.

Yan Qi's idea was obviously not an isolated case. This weekend, players online also had a fierce debate about "Eternal Reincarnation," arguing endlessly.

The conflict between hardcore players and ordinary players instantly erupted.

In fact, this contradiction had already begun to emerge when "Turning Back is the Shore" was first released.

Hardcore players want to pursue more difficult challenges. They hope that their superb skills can be distinguished from ordinary players, so the more difficult the game, the better, and the fewer people who can beat it, the better. The higher the challenge, the more it can highlight their skills.

Ordinary players do not have that kind of patience. They just want to have limited challenges while maintaining the game's playability. Once the difficulty of this challenge is too high, they will lose patience and become irritable.

So, this situation often occurs: ordinary players feel that the difficulty is too high and complain online. Hardcore players satirize that the game was not originally intended for those with clumsy hands, and the two sides start arguing.

When "Turning Back is the Shore" was released, there was already an argument once, but that argument was resolved by Qiao Laoshi's video.

"Players with clumsy hands can better appreciate the true meaning of the game, because struggling and sinking in the sea of ​​bitterness can better unite with the protagonist's feelings."

This sentence gave ordinary players a reason to continue playing, so "Turning Back is the Shore" was able to bridge the demands of the two types of players and become a classic.

But "Eternal Reincarnation" seems unable to use this reason to perfunctorily get by anymore.

Because the numerical difficulty of "Eternal Reincarnation" has actually exceeded the tolerance threshold of ordinary players, and they no longer have the patience to experience the so-called true meaning of the game.

As a result, ordinary players who complained about the game's numerical design problems and hardcore players who wished the game was more and more difficult began to argue.

Ordinary players believe that games serve the masses. If most people cannot enjoy it, then this is undoubtedly a failed game. The former success of "Turning Back is the Shore" was because it balanced the relationship between difficulty and fun, but "Eternal Reincarnation" failed to do this.

Hardcore players believe that the "Turning Back is the Shore" series of games was originally a difficult action game. Under the premise that the main body has already taken care of ordinary players, it is understandable for the DLC to increase the difficulty and give players higher challenges. Those with clumsy hands and fragile hearts can simply not play it.

The two types of players argued red-faced and neck-thick.

In addition, there are other players researching that special parry mechanism.

Many players have discovered that a special parry mechanism will indeed be triggered in the game, but only after taking only one Demon Sword and dying frequently many times, there is a very small chance of triggering it.

After triggering, there will be a certain damage reduction effect, but it cannot completely eliminate damage. Because the damage of monsters in the game is extremely high, the meaning of this damage reduction is really insignificant.

However, this automatic parry mechanism will change with the advancement of the game process: the probability of parrying becomes more frequent, and the damage reduction effect of parrying gradually increases.

However, because the entire process has not been fully opened yet, it is not yet known what it will become at the highest stage.

So players speculated that this parry mechanism might be related to the new combat system?

For a time, the update content of "Eternal Reincarnation" caused huge controversy and gained extremely high discussion and attention online.

Yan Qi sat at his workstation, eating melons online while checking the work reports and plans submitted by various departments.

"Tengda is really a company with constant popularity. It's incredible that even a sure thing like releasing a DLC can be so thrilling."

"It's a sight for sore eyes."

"It can always repeatedly jump on the edge of self-destruction. The key is that until the last second, you can never tell whether it is really courting death or playing performance art for everyone."

"Forget it, let's eat melons rationally."

"It's just a DLC, it's not enough to make Tengda fall from grace."

Logically speaking, if the game itself is already successful, as long as the DLC's pricing is not too outrageous and it's not too badly made, it will basically not be scolded.

But the current situation of "Eternal Reincarnation" is obviously different from ordinary DLCs.

Recently, there have been many comments online saying "Tengda is falling from grace," which shows that the update of "Eternal Reincarnation" has not pleased enough "Turning Back is the Shore" players.

Some of these people are stirring up trouble, and some are really disappointed with this highly anticipated DLC.

But no matter what, this is just a cheap DLC after all. Yan Qi felt that it seemed a little too early to say "falling from grace."

Having seen many of Tengda's crazy operations, Yan Qi felt that it was better to wait until the entire DLC was updated before analyzing it carefully to draw a final conclusion.

At this time, Yan Qi saw a new announcement on the Chao Lu Games platform.

"Hmm? Game Appraiser?"

When Yan Qi first saw this announcement, he didn't think too much about it.

After all, the concept of "appraiser" exists on many game platforms and even movie review websites, and it is not uncommon.

The so-called "appraiser" is nothing more than giving high-quality users certain rights, allowing them to become opinion leaders and influence other users' first impressions of a game or movie to a certain extent.

The job of these appraisers is to write reviews and enrich the content on the platform.

As a platform where players have a high degree of autonomy and can even remove games from the shelves, it is perfectly normal for Chao Lu Games to launch this appraiser system.

Yan Qi originally thought this was normal, but after carefully reading the content of the announcement, he was shocked.

Because this appraiser of the Chao Lu Games platform is completely different from the appraisers of other platforms!



The announcement clearly stated the detailed rules of the entire appraiser system.

First, the number of appraisers: one ten-thousandth of the monthly active players on the entire platform.

If the monthly active users are 500,000, then there are 50 appraisers; if the monthly active users are 2 million, then there are 200 appraisers.

In the future, as the scale of the Chao Lu Games platform continues to expand and the number of active users continues to grow, the number of appraisers will naturally continue to grow.

Different game categories will be assigned different numbers of appraisers based on the number of players.

Popular games have more appraisers, and niche games have fewer appraisers, but there will be no situation where a certain unpopular category has no appraisers.

Second, the selection method for appraisers: mainly three criteria: game playtime and quantity, number of game trophies, and the number of likes received for game reviews.

In other words, the more games you play, the longer the playtime, the more achievements and trophies you get, and the wider the impact of the game reviews you write, the easier it will be to win in the appraiser competition.

It should be especially noted that the selection of appraisers emphasizes "specialization in a field" or "matching the profession."

For example, an appraiser who is good at action games can only play a role in the field of action games and cannot extend his hand to other unfamiliar fields.

Of course, it is not ruled out that some players specialize in multiple fields at the same time. As long as their data in the corresponding fields meet the standards, there is no problem.

Third, the specific responsibilities of appraisers: write game reviews and determine game recommendation slots.

It goes without saying that writing game reviews. In fact, there are no restrictions on this. Every player on the platform can write, but the reviews of appraisers will be displayed first.

Moreover, Chao Lu Games will also actively solicit articles from these appraisers, allowing them to play unreleased games in advance. If the game reviews they write generate a enthusiastic response, there will also be a certain cash reward.

More importantly, the recommendation slots.

Appraisers can determine the game recommendation slots in their respective fields of expertise. The specific mechanism is: appraisers will vote for games in their respective fields of expertise every week, and finally arrange the best, second-best, ordinary, and other levels of recommendation slots according to the number of votes from high to low.

If there is a tie in the number of votes, the order will be determined according to the game's own player recommendation rate.

The vast majority of recommendation slots on the entire platform will be allocated based on the votes of the appraisers, and only a very small number of small recommendation slots on the fringes will be allocated by the platform. This is mainly to allow some new games to have a minimum degree of exposure.