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Old 05-24-2011, 07:27 PM   #1
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Default Reprinted online games how apt amenable a revenue

Share article: This article was this time in 2007, when I wrote the ferry,GHD Purple Styler, I was accepted product design tasks. The boss asked me how many money a year can do, I hesitate to say: 50 million now.

be frank, I did no accept the charges of such props game props idea is not quite clear source of expense of game fares. Think hard because numerous days and there are not results. Followed I began apt comb his own motifs, calculating carefully gone via the game in the past some of the entities that he see at your playing the , why go to consumption?

I own a one of these ideas listed, one by one thinking, thought. 3 entire days and nights spent the time has finally put these arguments clear. Finally, the design of the 1 penny game props, depending instead on the sole of the props in the game, in January 25 after the start of implementation of the fee at 2.6 yuan per capita consumption results.

Through this practice, I accustomed my idea is correct, this an followed the idea of ​​finishing a draft of this article has become, in after months and gradually amended.

treatise 3 fewer than the original, there are 2 erased long antecedent, for I found a better solution, is the economic system are built, for well as the deletion of some time , because this is going to be someone a lot of industry objection, I do not favor to discuss this, there is no averaging.

This article lists many problems, if a planning staff, an operations personnel be able to know these questions, and find a practical solution, any game in the technical stability of the position, will earn hardly ever to some money. To be honest, I was accepted, Many versed consumer market at all. Without these really difficult ah. But when these problems want to see, you will detect players of consumption is everywhere.

how to achieve 50 million a year

one 50000000 =?

bargains revenue of 50 million a year is equitable starting the game a cloud of the company's success criteria. Income of 50 million a year so there mean?

10,000 people at the same time for the game online, every month per capita consumption reached 420 yuan, 14 yuan per capita consumption per daytime to complete this arrow was. If it is 3 million people in the game meantime online,GHD Red Styler, the every month per capita consumption approached 140 yuan,GHD Dark Styler, 5 yuan per day per capita consumption can be completed close to the target the.

If

So act we: daily per capita consumption is only 5.3.

Through the upon analysis we can penetrate a result: If you have 3 million people online, the annual per capita consumption of 5 million, basically we can achieve the anticipated successful operation. The second is the carrying capacity of the server's aptitude to meet the requirements.

Second, the likely problems

sustained, stability is the core issue of revenue. Which often seem in the game operator is operating in another stages of alter forms of bottlenecks. How to deal with these problems? We first analyze what are the specific questions:

1, operations when faced with a flood of players, how do we assure their stability. This publish has long plagued many who started his operation to see more people very merry to see people sprinting horrified. But practice shows that the operator at this stage can do little, because we have to let the players have the right to choose the game; we must allow players to be in their own way to enjoy the game; we must allow players familiar with their surroundings environment; we must do the nanny, do not you play the natural game; we must carefully scrutinize the players to find their real needs.

2, the player is how the beginning of the consumer. In before experience, the operator is forever to design a heap of game content and props that would allow players in the game, But after the find, the player cool, would not consumption. This is actually a product design trade-offs: the player can really chilly? The players feel the game should not have let the process difficult? Players complained the face of what we do in the forum of the kind of feedback? Consumption as a player to achieve the standards to carry out our operations, all the standard fluctuate. At present, many operators are fully aware: a firm game environment is to produce consumer base. But the tight scale is the key to success.

3, 2-4 months into the operation when some players began to enter the overall maturity, the face of the original server for the new players will be advanced a certain oppression, resulting in curing of the game the multitude. At this time, whether the pressure of beginning up the game environment, new players will melodrama a role in shoving forward, but at the same old players will have been caused at consumption of depreciation. Contradiction, and how do we choose? We ought let the old and new players in the end what?

4, 4 months after operation, there will be the first polarization. Major cause of the polarization of the consumer surplus of RMB players, resulting in free players can not reach RMB players have comprehensive strength, the despair of loss arising. The loss of free a large number of players, causing players to spend money in commute for the RMB not fully reflect the medal, the loss arising from disappointment. Faced with such contradictions, the operator how to accommodate the game environment, how to allow the yuan to free players to form a solid player and cooperative, the game will determine the fate of the hereafter.

5, the release of a chip of message is often a game of accelerant. Accelerant such generally have such a problem: the severe widening appetite for new players advanced, causing the number of old servers slow growth or even negative growth; the blind development of advanced speed, resulting in depreciation of the existing interests of the player; difficult to upgrade the new server, players can enjoy the new chip of message presently. These issues would require to be addressed at the design stage. But how do we determine the scale, is a more perplexing problem.

6, enter the time of the year, actors will have a second class division, to prolong the operating period of the incipient game content can not meet the pursuance of the antique players, you must multiplication a new incentive. However, the new open server, they can not avoid these players rapidly advanced, and the additional servers in mandate to fulfill synchronization. That the reconciliation of the 2 games ambition make sure the period of period behind the stability and development.

these issues directly influence the stability of online gamers. Games people merely in the development of perennial and stable in order to form a solid game operating environment. Stable gaming environment is a crucial factor in achieving consumer. These problems must be in the production devise stage to start maneuvering how to solve these problems well, be certain.

III

how to generate revenue in the free game, all players comes from the realization of consumer demand, and this demand must be ample in the game need. Here we analyze the specific needs of these players what needs and fulfil what is the relationship between the way:

1, in the end are those needs? Demand in the social life vastly different arrival, but the amount down only three areas: lack of, loss, and regret it later. In the design of all the game content to be strictly a fundamental clutch of the needs of the three. Here we analyze these three appearances of the exposition in the game:

not have: whether it is in real life and games, the . In the game, players entering the game, all needs, they absence the shortest possible time to rise higher, above the others above; would like to learn more skills, in confrontation to show their strength; want to be better equipped show off in front of others,GHD Straightener, to show their superiority. In the confrontation, in order to get greater advantage, and only the above were insufficient, so they must be pets, horse, magic, fashion, the gain of BUFF, or props, and so the support of these ancillary items.

lost: the main reasons is because of the outer, and the formation of the loss. In the game, in a competitive environment, we will lose a lot of things at anybody time. For example: the equipment lost in combat, the vanity of the face; the others lose strength status; the increased consumption and depreciation of other equipment; the loss of the game other than the event ID and the item; lost due to various reasons Friends and so on.

regret it: cause is deserving to take the initiative to form their own losses. As yourself why would tarry the opportunity, including access to equipment, the chance to experience the chance, or avail of the opportunities for confrontation.

Through the above analysis, we can find these three requirements reflected in the way of the game. We also famous, Therefore, this demand does not generate gunpowder results. Obstacles encountered in these requirements, when obtained, the player may be a new demand - driven by the rival opinion produced of malicious harm to the interests of others, or depart the game to look for other ways to vent. But no stuff what kind of means are required to have this kind of venting their own capacity and space.

2, the player the maximum fundamental needs are: to enhance offensive and defensive attributes, which is the everlasting theme of game development. In the game world, attack and ward attribute that is representative of power. In aid of this power, the player can achieve a lot in real life can be like, but not impossible dream:

experience easy way to the surroundings, a very uncomplicated slaying, do the task, acquire experience, faster enhance their own class.

hero to show gorgeous in the player the advantage opposition the greater, dictate amenable to one enemy million in preserving world peace hero.

example and mastery of a number of gist players, organize their own group against the more intense activities, enjoy the brilliant leadership level.

convert the pursuit of many players, appreciated the idol, and entirely meet the star pretension.

maybe extra, merely naturally that is the nightmare of aggressive and defensive properties directly determine the degree of realization in the game, so offensive and defensive attributes are fussy determining factor.

3, in the game are those who can inspire the content of specific offensive and defensive attributes?

character level. Mainly with their own class attributes to enhance the gain got, skills upgrading opportunities. Upgrading the level of the character of the main

offensive and defensive skills. With rating, you can learn more advanced skills, skills to use to get from the more powerful offensive and defensive attributes. This is attached to the existing character level

weapons and equipment. By wearing better weapons and equipment, in terms of their attributes and skills to effect the corresponding gain. Such equipment is attached to the role of class exist.

ruddy and blue. This is absolutely offensive and defensive attributes of complementary supporting props. Especially in the confrontation and the demon, red and blue can effectively solve the lack of defense, attack the problem of not enough strength. At the same time, these two props and is consuming goods, wasted in large quantities, large frequency of use is a essential to survive the game.

assistant equipment. Such equipment generally includes pets, horse, magic, vogue and more. Such equipment is not only dependent on the existing temperament level, while conditions in a particular space, given the relative restricted offensive and defensive players to enhance the attribute.

gain of BUFF, or props. Manifestations of this type of emancipation is high, physical amounts, degree,GHD Hair Ireland, and so the retrieval diet narcotics. The second is similar to the Dali Wan, Dan tantrum, Gorefiend character and so on. Although these items do not exist dependent on character level, but its use generally has the timing, occasionally also has a space limit.

appending to these, the design of the game, we can too play a more specific content of the concrete form. We should likewise note that the above, the premier level is the upgrading of the main characters,GHD Blue Styler, not the subject, other content is insignificant. Reflect the effect of skill is the best show upgrade, which allows each player according to their interests, learning to use the skills of their alternative, and upgrade their interaction results in the exhibit. Equipment is a path to show the effect of the skills that enhance the player through the pursuit of property and equipment to enhance the skills of the release of results, and enhance their own segment in the suitable level of offensive and defensive attributes. Red and blue characterize in the game of life to reinforce and proceed. This 4 player in the game is the basic condition of survival. Only according to their ability to complete these four requirements, the auxiliary equipment, and the gain of BUFF or props will have the meaning of subsistence, to become chapter of the requirements.

4, how to ensure that the demand generated. How can we ensure the absence for demand?

way to ensure that demand is as simple as a player in the game world can not get something, there will be demand there. As long as the player the game is designed to point out the As long as the design is nice,
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