Clash royale on the relationship between krypton and treasure chest: the self-cultivation of RMB players.

Since the end of February, it seems that all the game media and players are talking about clash royale. With the popularity of this game, various comments about Krypton are also rampant. "Nothing can't be solved by a 648." The playful words of the players made clash royale a competitive game to win the domestic best-selling list Top2, but it was also a bit embarrassing.

/& gt;

In fact, whether the game is krypton is a topic with strong personal feelings, and different people have different views on this topic. Personally, a krypton game means that this game has a high demand for payment, and it can gain a huge numerical advantage through recharging, which may even affect the game balance. So, is clash royale such a game?

In Clash of the Royals, krypton has the most direct relationship with the treasure chest. Generally speaking, the treasure chest system can easily make the payment mode of a game form a bottomless pit, which makes the players miserable. In this regard, clash royale's treasure chest system has made a different attempt.

/& gt;

The quality of paid treasure chest can be divided into three types: super treasure chest, magic treasure chest and super magic treasure chest. Each treasure chest will clearly tell you how many gold coins and cards are in the corresponding quality treasure chest, and how many ordinary cards, rare cards and epic cards are corresponding to the cards. In other words, clash royale designed a safeguard mechanism for each treasure chest, so that players have clear psychological expectations. This guarantee mechanism is suitable for the long-term development of the game. Although from the design point of view, all kinds of treasure boxes have the opportunity to get high-quality cards, it will definitely be more secure for players to choose boxes above the magic level. Yes, a high salary here is a high income.

At the same time, the content of the treasure chest card is directly linked to the game process. When you are in the fifth-order arena, you can't get the cards of the seventh-order arena from the treasure chest; Of course, the arena card is included downwards, and the fifth-order arena can draw the cards of the first four-order arena at the same time. The significance of this is to let the player focus on the process of game growth, and the player must reach the designated area to get a new card.

In addition to paid treasure chest, clash royale also added free treasure chest and treasure chest slot mechanism, which is to encourage players to play online and keep them. In the game settings, you can also get epic cards or even legendary cards in the free treasure chest. In this sense, Supercell has given a certain discount to the free treasure chest. Of course, this way of obtaining rare cards is not as fast as paying treasure chest in quantity and time.

On the other hand, when designing the game, Supercell wants to let players make full use of the fragmentation time through the treasure chest, instead of sticking to the mobile phone and consuming the game's emotions too quickly. However, the game habits of China players are the opposite. When they like a game, they will invest a lot of time and energy, and may often meet high-level players and cross-arenas. Such frustration will make them easily have the impulse to pay, and then they will feel that "this game is kryptonite" and have the idea that the game lacks balance because of kryptonite.

Since the production of COC, Supercell has been good at formulating and applying the rules of the game, so that players can have very high-intensity brain interaction. "Fighting with people is fun" has always been the core fun of Supercell games. The foothold of this core pleasure is that the two sides are evenly matched. In the game clash royale, this intimate scene becomes clearer and clearer through time accumulation and payment behavior. Paying players buy time through money, so they are ahead of ordinary players and are more likely to meet paying players or high-level non-paying players. This environment protects the interests of ordinary non-paying players to some extent. As my friend said, "Let ordinary players play ordinary players and Wang Sicong play Zhong Peisheng. This is balance. " Then the problem is very simple. As a real-time live-action game, you are more inclined to accumulate growth experience through time in Clash of Royalty, or pay for fun faster. This is a personal choice.

It is an objective fact that the game was opened in Chinese mainland more than two months later than the first batch of test areas. In order to catch up with the progress of other regions, a large number of paying users poured in, making it easier for ordinary players to have the idea of this game. As time goes on, this problem will be improved. Of course, we hope that the next time Supercell launches a new tour, Chinese mainland will also be on the first test list.

What's more noteworthy is that Supercell's greater expectation for Clash of Royalty lies in the hope that this game can make some achievements in the field of mobile games. Then a healthy economic form and a balanced quantity are the prerequisites to ensure the smooth development of global competitive events. This is the Royal Conflict Avenue. There is reason to believe that Supercell will find a reasonable balance between income and competition.

As for whether this game is krypton gold, as I said at the beginning, it is really just an emotional problem.