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The Fall and Rise of RuneScape - buy rs3 gold

  • June 10, 2018 8:48 PM PDT
    https://www.4mmog.com/runescape-gold 扎克休斯在回顾会上回顾了浪漫的RuneScape回忆中讨论了最流行的MMORPG之一的高点和低点 做一个孩子最棒的部分是什么?是缺乏责任还是期望?学校的日子和朋友一起度过?几个月来似乎延续的暑假?我们都有自己的理由回顾和怀旧,但我们很多人都有一个共同点:RuneScape。 如果你二十多岁 - 或者也许稍微年轻 - 你可能会在经典的MMORPG上花费一些时间。当恶劣的天气迫使我们进入内线时,这是许多人选择的课后活动(尽管这不是唯一的原因)。但为什么当时如此受欢迎呢?这个在剑桥开发的免费在线角色扮演游戏是如何吸引这么多人的注意力和心灵的?今天它在哪里? RuneScape发生了什么? 我会很乐意与你们分享:对于我来说,写一些关于RuneScape的书很困难,没有一定的偏见 - 我承认主要基于我对游戏的怀旧色彩怀旧。如果现在还不完全清楚:我喜欢它。我很喜欢它,我喜欢今天的回忆,但我会尽我所能以最客观的方式回顾它 - 至少在一段时间内。 游戏的第一个版本 - 现在名为RuneScape Classic并且仍然可以播放 - 于2001年推出,与其更新版本相比,它的播放量相对较少,但它是“RuneScape 2” - 我们都知道并喜爱的更新版本 - 风暴真的夺走了MMORPG世界。'RuneScape 2'(因为它没有正式的品牌,但广为人知)于2004年3月发布,之后重写了原始版本的过时引擎。如果说2004年对于MMORPG的粉丝们来说似乎很熟悉 - 那么它应该,因为这是巨大的魔兽世界第一次被打破的一年。RuneScape的发动机可能有几层新鲜的油漆,但与WoW相比就像是一架喷火战斗机的F-18。围绕着RuneScape运行的笑话是关于它看起来有多糟糕 - 即使是在那个时候 - 与魔兽世界的全3D图形相比,许多游戏内模型都是可笑的。与魔兽世界的键盘控制运动相比,点击控制系统似乎缓慢而没有反应,而战斗直言不讳地说,通常只是点击一个敌人 - 而不是战斗大圆满WOW系统使用的技能和特殊动作。 然而,RuneScape有一件事是魔兽没有的 - 那就是简单。虽然有些玩家喜欢魔兽世界提供的复杂游戏体验 - 其损坏电子表格和最佳人物构建 - 许多人不想要这样,也不理解游戏的这一面。RuneScape是点击式,点技能,点杀,但它非常好地以非常方便的方式做到了这一点。在成立初期,几乎所有技能或几乎每一个怪物的战斗训练的游戏体验只不过是“点击事物并等待x发生”,这使得游戏的核心向任何人可以使用鼠标。提高19项技能中的任何一项(2004年发布,目前为27项)往往是一项简单的任务 - 但它是一个非常冗长的任务。 例如,要将钓鱼技能提高到最高等级99,必须获得总数为13,034,431XP的数据 - 考虑到捕获一个中等类型的鱼类可以获得90XP左右的数据,那么需要捕获145,000个鱼。这被磨练到一个极端的水平,但强化自己的技能的强烈愿望是球员基础的主要 - 尽管时间巨大。事实上,在RuneScape中进行技能训练并不乏于严厉的自我惩罚,但是当出现防御或烹饪或伐木等级的信息时,成就感是崇高的,追求更快,更快的方法所带来的满足感也是如此技能。无论社会或心理健康的含义如何,RuneScape总是找到一种让你更想要单调的方式。它使你成为囚犯 - 尽管你自己的设备之一。“文明”系列游戏的粉丝们将会对“再多一个回合”的概念非常熟悉,但对于RuneScape玩家来说,这只是“更多的龙虾库存”。游戏的经济往往意味着这些技能不会浪费,而且努力工作 - 或者磨练 - 几乎总是在劳动成果被销售之后得到回报。许多小时候玩游戏的人可能会说,他们从与RuneScape中的其他玩家进行易货交易的日子中学到了一两件有关交易的艺术 - 以及“如果某件事情看起来好得难以置信,可能是“。游戏的经济往往意味着这些技能不会浪费,而且努力工作 - 或者磨练 - 几乎总是在劳动成果被销售之后得到回报。许多小时候玩游戏的人可能会说,他们从与RuneScape中的其他玩家进行易货交易的日子中学到了一两件有关交易的艺术 - 以及“如果某件事情看起来好得难以置信,可能是“。游戏的经济往往意味着这些技能不会浪费,而且努力工作 - 或者磨练 - 几乎总是在劳动成果被销售之后得到回报。许多小时候玩游戏的人可能会说,他们从与RuneScape中的其他玩家进行易货交易的日子中学到了一两件有关交易的艺术 - 以及“如果某件事情看起来好得难以置信,可能是“。 RuneScape 2 RuneScape's combat system operated on a rock-paper-scissors 'triangle' of melee, magic, and ranged attacks - each with strength over one of the other two but a weakness towards another (for example, ranged attacks did little damage against melee-based enemies but the equipment by rangers used had extra resistance to magical damage), but in reality this meant skirmishes were little more than a fight between two stat-weighted random number generators. When two players with identical gear and stats came face-to-face, luck was the deciding factor of who would go down first. Whilst on the face of it there was little input that a player could actually have in proceedings - beyond eating the occasional bit of food to restore health - this simplistic system actually spawned some fantastic opportunities for creativity and skill. The combat was 'tick' based, meaning that a fast finger on a mouse could allow the player to switch out an entire set of gear before the next attack animation and damage calculation began. This became a popular tactic in PvP, as two or even three corners of the combat triangle could be utilised to maximum effect - spawning the creation of countless over-edited ‘hybridding’ montages on YouTube, usually overlaid with Linkin Park. “ RuneScape was point-and-click, point-and-skill, point-and-kill The game's PvP element - also known as player-killing (often shortened to PKing) - became hugely popular, largely due to the initial simplicity of the combat system but also its potential for a player's skill and precise timing to tip the balance. The game's developers - Jagex (a shortening of the company's original slogan 'Java Game Experts' - before it was later unofficially changed to the somewhat forced 'Just About the Game Experience) were happy to allow the game's meta to shape itself, further endearing the structure of RuneScape's PvP combat with its die-hard players. Jagex weren't afraid to create new items that hilariously unbalanced the meta, with the player-driven economy having full control upon deciding an item's worth based on its performance. An entire stock market emerged inside the game based upon the trade of items, with little more indication of an item's worth than what someone was willing to pay for it in the moment. That was, until the first of Jagex's hugely unpopular changes came, and the game's downfall - in the eyes of many - began. The 'Grand Exchange' was implemented as a way for players to trade more easily - albeit less directly - with one another through a kind of auction-house-slash-stock-market. In the past, buying a new set of armour or a fresh weapon required a player to park themselves in one of the game's unofficial 'trading hub' cities and arduously type out the line "Selling 145k lobsters" for hours on end until enough deals could be struck to unburden the player of their surplus shellfish. With the implementation of the Grand Exchange, a player could search for an item to buy, or list all of the items they wished to sell for the pre-established market price, or any other custom value. Many criticised the objectively helpful update as the 'death of free trade', but the worst was to follow. RuneScape 3 Whilst Jagex were happy to let overpowered items run amok there was one glaring issue that they would not abide - and rightfully so: so-called real-world trading; that is, the exchange of real money for in-game items. They saw this as a theft of their intellectual property and it made them furious - even going so far as to sue the creators of 'bot' accounts used for gold-farming for an amount that "exceeded six figures". In late 2007, Jagex removed the entire notion of 'free' trade from the game - meaning that all transactions must be fair in the eyes of the Grand Exchange, with a very limited margin for imbalance. This meant that the rewards for PvP were hugely neutered - as previously the victorious player would keep 100% of the spoils, the maximum value that could be dropped by a defeated combatant was severely limited to stop illegal trades. No longer could a player lend their friend a sum of money to help get their account started; nor could a player winning a PvP duel pocket more than a few thousand coins - compared to the hundreds of millions that were frequently put at stake. To say this update was extremely unpopular is a massive understatement, and it was the decision that ultimately led to many diehard fans quitting the game just months after the membership base passed one million. The decision was reversed just under four years later in early 2011, but by that point the damage had long been done. The active playerbase plummeted, and the game that had in its peak seen concurrent online-players in the hundreds of thousands was facing a mass exodus. This wasn't the death of RuneScape, however; nor was it the death of the game's unique quality. By this point, the game had seen 130 quests released - most of which written with the same tongue-in-cheek humour and occasional pop-culture references that lent some undeniable charm to the game and kept players interested, one seven-quest narrative even ended up spanning nearly 13 years. “ RuneScape made you a prisoner - albeit one of your own device 2012 brought with it several nails that would find themselves hammered into RuneScape's coffin. The first of which was the odious, yet depressingly inevitable 'Squeal of Fortune' (a term which I'll use sparingly as the act of simply writing it causes me to vomit profusely) - a cynical gambling mechanic that allowed Jagex (and their new American majority shareholders) to squeeze microtransactions into the beloved MMORPG. Incredibly, however, this wasn't the year's least popular update, as a series of graphic changes took away the lovably chunky style of the game's armours in favour of shinier (and in my opinion far more boring) models. The final - and arguably the biggest - nail came with a complete overhaul of the combat system - replacing the simplistic tick-based system with a more complex mechanic that required the use of different abilities and constant player input - à la every other MMORPG under the sun. Whilst the system itself wasn't actually all that horrible and could somewhat be seen as an improvement, it - along with the armour visuals update - demonstrated just how tone-deaf Jagex were in regards to what the majority of veteran players loved about the game. Jagex eventually realised that, almost unbearably cynically, they could sell the old, beloved armour designs as cosmetic items for real-world money (demonstrating that the practice of so-called real-world trading was in fact okay, as long as Jagex were doing it). The 'Evolution of Combat' - as the overhaul was titled, led to yet more players quitting and would be the final straw that broke Runescape's back; and yet the game wasn't fully dead, rather trapped under a mound of overly-controversial game-altering updates. Finally though, Jagex realised the obvious - something so frequently requested that it almost become a running joke: that they should re-release the version of the game people had originally fallen in love with. Unofficial private servers containing rolled-back versions of the game were becoming more popular as the game changed what it was, and it took up until 2013 for Jagex to realise they themselves could tap into their success. Their plan was genius: 2007's RuneScapebrought back exactly how it was, with user polls deciding upon future updates and tweaks so as to not piss off the notoriously conservative fanbase. It was such a good idea, in fact, that Blizzard recently announced their own plans to release rolled-back versions of World of Warcraft. RuneScape’s legacy version turned out to be a fantastic success, and even today player numbers of 'Old-School' RuneScape far outweigh that of the shiny 'EoC' version. Jagex realised that nostalgia sells, to great effect - and finally, the players who had become so alienated by change had their game back. To Jagex's credit, both versions of the game - 'old' and 'new' - receive frequent updates and fixes, though it seems history is doomed to repeat itself and they will continue branching out different paths until one is entirely unrecognisable from the other. It's often said that one never truly 'quits' RuneScape, more-so you take extended breaks. Like many MMORPGs of the early-to-mid 2000s, the game is like a black hole: pulling old players back in with the simplicity and addictive nature of its progression - complete with the time dilation one experiences when playing for a few/lots of hours/days. Even whilst gathering the research for this article I had to resist the urge to get too close for fear of nostalgia taking hold and dragging me back in. Just like The Eagles' Hotel California, "you can check out any time you like, but you can never leave". So go and rediscover RuneScape - it really hasn't changed that much - but be careful: nostalgia is a powerful drug. 您可以在我们的网站[url=https://www.4mmog.com/runescape-gold]https://www.4mmog.com/runescape-gold购买rs3金币 谢谢。