Rebirth of the big era of online games
Chapter 200 MUD Income Status Superseded
Chapter 200 MUD Income Status Superseded
The production of game plug-ins is a gradual process, depending on the difficulty of technical implementation.
Some seemingly simple plug-in functions are actually difficult to implement, and some seemingly difficult functions are actually very simple to implement.
For example, the "auto-pickup" function looks simple, but it is actually a bit complicated.
At the very least, it is necessary to find out the memory addresses of all game props dropped by killing monsters, otherwise the automatic pickup function cannot be realized, let alone the automatic movement of characters, which involves the "automatic pathfinding" function, which requires Do a lot of analysis on the characters and map coordinates to find out the pathfinding CALL.
After the [-]th, Fang Jie still has a lot of other things to do. Of course, he won't ask for trouble to get out such a complicated thing all at once.
What's more, the environment in the game is very good now. Even if there are a bunch of players standing next to you, and you kill monsters and drop a bunch of things, no one will come up to pick them up. Even if there are valuable things among the dropped items, the players next to you will at most Just send a few envious exclamations, and will never come up to grab things, so just pick them up manually and it's over.
Hmm... Except for the people in the game studio, even if Fang Jie repeatedly ordered him to do so, if he really saw a nearby player playing something valuable, he would run over to grab it immediately, even if the consequence was that he would no longer be able to spawn monsters on that map for a long time , and still unrepentant.
The so-called people are poor and short-sighted, which is very helpless.
"Automatic pickup" is more troublesome, but "automatic monster killing" is relatively easy to achieve.
To be precise, it is the function of "automatically lock and release skills". You still have to choose the monster yourself, and then use the skill shortcut key once, then the monster is automatically locked, and the skills are automatically released continuously. Players only need to control the character to run and avoid, or find Just look at a place where you can get stuck.
The specific principle is nothing more than finding the base addresses of skills and monsters, then locking the dynamic base addresses of monsters, and then releasing skills repeatedly through some logical judgment programs, that's all.
In fact, "Lineage I" is very similar to "Legend" in many aspects, or "Legend" copied "Lineage I" in many aspects, so in terms of plug-in function implementation, it is not much different from "Legend".
Like the "Battle Protection" function, "Auto Lock" and "Auto Skill" once again liberated the hands of game studio players, and further improved both security and game efficiency.
In the previous class, the maximum output of game coins in 12 hours was only 150W, excluding the case of being lucky enough to play top-quality equipment or props. After this function was added, the output had a breakthrough, reaching 180W.
At the moment, there are very few professional players making money in "Paradise I". It is also the reason why the game currency is very valuable.
Korean players are unwilling to play money, not because they are stupid and have a lot of money, and they don’t know that playing money in the game is profitable, but it is determined by the labor price difference and the level of economic consumption, which is unprofitable.
Although there are professional players who sell game currency in South Korea, due to the price level and labor costs, the income of professional players is not high. Most of them are in the form of grass-roots teams or small individual workshops. .
And a large-scale game studio like "Boiling Game Studio" should also be unique in the game.
Overseas money-playing game studios actually make money from the exchange rate difference between the two places at home and abroad, which is essentially the profit advantage brought by the domestic demographic dividend.
To make a simple analogy, the domestic per capita monthly income is 1000 RMB, while the Korean per capita monthly salary is 1000 US dollars. Can the two be the same?
The quantity is the same, but the currency unit differs by more than eight times!
Foreign players spend money and deduct all kinds of costs, especially labor costs. Working hard for 12 hours a day may not be as profitable as going to the streets for half a day to sweep the streets, but for domestic players, they can’t see it. This income on the Internet is converted into RMB, which is quite impressive.
In the same way, it is normal for an overseas player with a monthly salary of 1000 US dollars to buy a monthly card for 30 US dollars, and spend a few hundred dollars to relax in the game. For players, that's half a month's salary!
If you can earn foreign players' daily expenditure of one hundred and eighty dollars into your own pocket, for domestic players, it will be a fortune.
So in fact, it is not that Korean players are willing to spend money. They are just spending normally. Due to factors such as economic income level, consumption level, coupled with exchange rate differences and low domestic labor costs, only Chinese people can make a profit as a game studio. Foreigners who work as game studios can save their capital at most.
In this case, if Chinese people use the plug-in...
Emmmmmm…
Anyway, one month after the establishment of the overseas studio, 30 computers work in two shifts, and the average daily turnover can reach at least 1 million Paradise coins, equivalent to RMB 12. After deducting various costs, the net profit is almost 10, even if it is not counted. The income of Ye's branch studios has replaced the income status of MUD games...
In the meantime, there is one more thing I have to mention.
There are 30 short-term empty orders in the overseas securities account, 20 of which are short-term empty orders. On October 10, I successfully completed my mission of closing positions.
After nearly four months of the monkey market, the Nasdaq 4 Index fluctuated repeatedly for several rounds, and finally fell from around 100 points to the previous low of 4000.
So far, the total amount of funds in overseas accounts has reached 734 million US dollars!
After that, the market fluctuated between 3100-3500 points for another month. During this period, Fang Jie did not carry out any operations, and only kept 10 long-term orders to wait and see.
直到11月17日,大盘连续三天跌破3100点大关,趁它病要它命的方杰直接在3000点附近开了40手空单,总共50手空单杀跌!
Next, he would not stop until it fell to 1800 points, and there were even two mid-line rebounds during the period. When he touched 3000 points, Fang Jie further increased his position, and finally the total position gradually increased to 100 empty orders!
In other words, every time the market goes up or down by a little bit, he will have a floating loss or floating profit of 1 US dollars, which is quite abnormal.
In the past, he always listened to others bragging and liked to say, "I am up and down tens of thousands in a minute", but now he exists like this, and it is even more awesome, tens of thousands or even hundreds of thousands in a second.
However, he is not worried that his account will be liquidated. As long as history does not change, Nasdaq is now a bear that has fallen off a cliff. of.
Overseas game studios are stable, and overseas securities are making a lot of money. At the same time, Fang Jie’s main energy is no longer on this, because "Wulin" has completed its localization and internal testing, and it should be listed before "Stone Age" It was thrown out before and met with the majority of players!
(End of this chapter)
The production of game plug-ins is a gradual process, depending on the difficulty of technical implementation.
Some seemingly simple plug-in functions are actually difficult to implement, and some seemingly difficult functions are actually very simple to implement.
For example, the "auto-pickup" function looks simple, but it is actually a bit complicated.
At the very least, it is necessary to find out the memory addresses of all game props dropped by killing monsters, otherwise the automatic pickup function cannot be realized, let alone the automatic movement of characters, which involves the "automatic pathfinding" function, which requires Do a lot of analysis on the characters and map coordinates to find out the pathfinding CALL.
After the [-]th, Fang Jie still has a lot of other things to do. Of course, he won't ask for trouble to get out such a complicated thing all at once.
What's more, the environment in the game is very good now. Even if there are a bunch of players standing next to you, and you kill monsters and drop a bunch of things, no one will come up to pick them up. Even if there are valuable things among the dropped items, the players next to you will at most Just send a few envious exclamations, and will never come up to grab things, so just pick them up manually and it's over.
Hmm... Except for the people in the game studio, even if Fang Jie repeatedly ordered him to do so, if he really saw a nearby player playing something valuable, he would run over to grab it immediately, even if the consequence was that he would no longer be able to spawn monsters on that map for a long time , and still unrepentant.
The so-called people are poor and short-sighted, which is very helpless.
"Automatic pickup" is more troublesome, but "automatic monster killing" is relatively easy to achieve.
To be precise, it is the function of "automatically lock and release skills". You still have to choose the monster yourself, and then use the skill shortcut key once, then the monster is automatically locked, and the skills are automatically released continuously. Players only need to control the character to run and avoid, or find Just look at a place where you can get stuck.
The specific principle is nothing more than finding the base addresses of skills and monsters, then locking the dynamic base addresses of monsters, and then releasing skills repeatedly through some logical judgment programs, that's all.
In fact, "Lineage I" is very similar to "Legend" in many aspects, or "Legend" copied "Lineage I" in many aspects, so in terms of plug-in function implementation, it is not much different from "Legend".
Like the "Battle Protection" function, "Auto Lock" and "Auto Skill" once again liberated the hands of game studio players, and further improved both security and game efficiency.
In the previous class, the maximum output of game coins in 12 hours was only 150W, excluding the case of being lucky enough to play top-quality equipment or props. After this function was added, the output had a breakthrough, reaching 180W.
At the moment, there are very few professional players making money in "Paradise I". It is also the reason why the game currency is very valuable.
Korean players are unwilling to play money, not because they are stupid and have a lot of money, and they don’t know that playing money in the game is profitable, but it is determined by the labor price difference and the level of economic consumption, which is unprofitable.
Although there are professional players who sell game currency in South Korea, due to the price level and labor costs, the income of professional players is not high. Most of them are in the form of grass-roots teams or small individual workshops. .
And a large-scale game studio like "Boiling Game Studio" should also be unique in the game.
Overseas money-playing game studios actually make money from the exchange rate difference between the two places at home and abroad, which is essentially the profit advantage brought by the domestic demographic dividend.
To make a simple analogy, the domestic per capita monthly income is 1000 RMB, while the Korean per capita monthly salary is 1000 US dollars. Can the two be the same?
The quantity is the same, but the currency unit differs by more than eight times!
Foreign players spend money and deduct all kinds of costs, especially labor costs. Working hard for 12 hours a day may not be as profitable as going to the streets for half a day to sweep the streets, but for domestic players, they can’t see it. This income on the Internet is converted into RMB, which is quite impressive.
In the same way, it is normal for an overseas player with a monthly salary of 1000 US dollars to buy a monthly card for 30 US dollars, and spend a few hundred dollars to relax in the game. For players, that's half a month's salary!
If you can earn foreign players' daily expenditure of one hundred and eighty dollars into your own pocket, for domestic players, it will be a fortune.
So in fact, it is not that Korean players are willing to spend money. They are just spending normally. Due to factors such as economic income level, consumption level, coupled with exchange rate differences and low domestic labor costs, only Chinese people can make a profit as a game studio. Foreigners who work as game studios can save their capital at most.
In this case, if Chinese people use the plug-in...
Emmmmmm…
Anyway, one month after the establishment of the overseas studio, 30 computers work in two shifts, and the average daily turnover can reach at least 1 million Paradise coins, equivalent to RMB 12. After deducting various costs, the net profit is almost 10, even if it is not counted. The income of Ye's branch studios has replaced the income status of MUD games...
In the meantime, there is one more thing I have to mention.
There are 30 short-term empty orders in the overseas securities account, 20 of which are short-term empty orders. On October 10, I successfully completed my mission of closing positions.
After nearly four months of the monkey market, the Nasdaq 4 Index fluctuated repeatedly for several rounds, and finally fell from around 100 points to the previous low of 4000.
So far, the total amount of funds in overseas accounts has reached 734 million US dollars!
After that, the market fluctuated between 3100-3500 points for another month. During this period, Fang Jie did not carry out any operations, and only kept 10 long-term orders to wait and see.
直到11月17日,大盘连续三天跌破3100点大关,趁它病要它命的方杰直接在3000点附近开了40手空单,总共50手空单杀跌!
Next, he would not stop until it fell to 1800 points, and there were even two mid-line rebounds during the period. When he touched 3000 points, Fang Jie further increased his position, and finally the total position gradually increased to 100 empty orders!
In other words, every time the market goes up or down by a little bit, he will have a floating loss or floating profit of 1 US dollars, which is quite abnormal.
In the past, he always listened to others bragging and liked to say, "I am up and down tens of thousands in a minute", but now he exists like this, and it is even more awesome, tens of thousands or even hundreds of thousands in a second.
However, he is not worried that his account will be liquidated. As long as history does not change, Nasdaq is now a bear that has fallen off a cliff. of.
Overseas game studios are stable, and overseas securities are making a lot of money. At the same time, Fang Jie’s main energy is no longer on this, because "Wulin" has completed its localization and internal testing, and it should be listed before "Stone Age" It was thrown out before and met with the majority of players!
(End of this chapter)
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