[International Server]Guardians use cheats to cause serious imbalance to the community. When players open the creative mode in GT, be like:
Of course, I don't advocate cheating. But, planner, didn't you notice that the cheating gameplay of "everything can be moved" caused by his cheating device can be designed to create tacit understanding between players. Design a level similar to players helping each other to move things, give players this authority, and after all development plans are completed, provide a creative workshop function to let players participate in the design and mess around.
be like:game[Humanity is defeated]
In addition, farms and ranches are really being largely ignored right now. Should the planners consider how to allow players to actually enter each other's homes and implement the "stealing vegetables" gameplay, be like:
Stealing here does not mean that the player should steal all of them. There are three ways to make the stealer's [displayed farm or ranch of the stolen person]: 1. Without reducing the stolen person's [farm crops or farm pets], the thief will get +1 for the crop type or pet type he clicked, of course, the number of thefts is limited. 2. It will reduce the stolen person's crops or pets, but the total number of thefts per day must be limited. 3. Or combine the previous two methods. When the player has many friends, he can let them brush resources, but some friends are restless. Therefore, in order to curb the possibility of brushing resources, limit the total number of times each player can be stolen per day to 5 or 10 times a day. This is my bottom line.
or
The setting of stealing food or pets between players can be set up or added as an additional setting on the farm or ranch to upgrade and obtain them.
In addition, I think the interaction between players on farms or ranches is not unsolvable. This is my idea. The reason why it may not be solved is that the game's scene engineering may involve two aspects. One is the pure PVE scene engineering, which is difficult to add multiple players. However, planner, have you forgotten that there is a workbench between farms? In other words, a new player interaction scene [new farm] can be developed, but [new farm] uses a scene engineering similar to that of the guild, but it seems that it uses a list-based browsing judgment method to determine whether the player can stay in this scene engineering. So, what if you apply the room-based scene application of cooperative expeditions? Add the same farm or ranch scene, NPC, props, trees, hotel cabins... to this template, just replace the structure of entering the room code with this [interactive new farm] or [the original farm is numbered, similar to a friend code, which is ready-made, allowing players to search and enter this scene. Doesn't this perfectly solve the problem of farm interaction?]
By the way, after developing the scene of stealing vegetables or interaction, you can sell interactive furniture props. You can sell blueprints and harvest diamonds at the right time. I have taught you the method. In short, I hope GT will get better and better. Kong Studio is the most obedient and practical company I have ever seen. Thank you.
첫댓글 외국사람이 와서 농장에 서리 기능 추가해달라는겨? ㅋㅋㅋ
이제 농장은 쉽게 무시되고 플레이어 상호 작용 기능은 모두 새로운 기획자가 취임하기 전의 문제입니다.
게다가 외국인들은 무슨 죄야? 친선전 밸런스 기능, 협동 탐험 회복 포인트, 씬 특징, 그리고 히어로즈 오브 테티스의 새로운 S2 게임플레이까지, 제안을 듣고 오늘날의 GT를 만든 기획자들이 전부입니다. ...
안녕하세요.
농장과 목장 콘텐츠 활성화 의견 주신 것 같습니다.
건의해 주신 내용을 관련 부서에 전달드릴 수 있도록 하겠습니다.
이외에도 다른 건의 사항이 있으시면 말씀해 주세요.
감사합니다.
good