I Just Want Players to Save Money, They Insist on Giving Me!
Chapter 109 - 60: The shocking gold-draw rate that silenced all the gacha players! Both the poor fellows and the tycoons went silent!_1

Chapter 109: Chapter 60: The shocking gold-draw rate that silenced all the gacha players! Both the poor fellows and the tycoons went silent!_1

After playing countless levels of ZC in one go, I found myself completely unable to stop.

Hooked!

The tower defense genre was just too fresh!

Not only for ZC, but even the audience in the live stream had genuinely experienced this pleasant sensation.

It was a departure from the traditional turn-based thrill of overflow damage and instant monster kills.

In tower defense, the satisfaction feedback from instantly killing monsters is pretty weak.

The routine of one coming and one dying is only slightly thrilling in the beginning, but as you see more, it starts to feel average.

The aspect of this genre that gave ZC the most pleasure

was the transition from worrying about scarce resources, to the safety of strategic planning, and finally to the ease of having ample surplus.

The essence of human nature has always been the continuous pursuit of safety and convenience.

Players are no different.

Many game designers play to the psychology of the player, making games where initial resources are tight. Players must constantly find ways to replenish their reserves, cautiously developing until they’re powerful enough to go on a killing spree.

However, these games usually involve linear growth, with players experiencing a lengthy development period.

It could be a few hours, days, or even months.

Once characters, equipment, and items have all been developed,

what follows is just one type of thrill.

The rush of instant kills.

But this rush is hard to maintain.

Killing one monster feels great, killing ten also feels great.

But if you’ve been staring at the screen and auto-playing for a day, killing monsters all day,

the only feedback you get is numbness.

However, the tower defense game that ZC was playing had condensed this entire process into each match.

In every game, players start with scarce resources.

They must distribute their available materials wisely, beginning with slow and strategic deployment.

Then withstand the early pressure to survive until their efforts pay off, eventually leading to a dominant spate of killing.

Because each game involves a quick cycle of growth and each strategy varies greatly,

ZC felt a unique thrill with each level, with every one providing positive feedback.

After finishing a level, he couldn’t help but want to continue on to the next one.

If it weren’t for the operators being under-leveled later on, making it challenging for ZC to keep up, he might have recklessly continued on.

"Tsk, tsk, so this is the charm of tower defense, huh? I’ve heard of Designer Ke’s fame, but the games he developed before weren’t my cup of tea, so I didn’t pay much attention. Who would have thought he could make a card game so innovative... Oh oh oh, sorry everyone, this game is called ’Arknights’, and you can download it from the top player’s official website."

Still longing for more, ZC had just returned to his senses from the game, when he noticed that the chat was already in a frenzy, with everyone asking about the name of the game, so he hurriedly replied.

At the same time, having reached the main interface, he found the option to improve operators after a quick search.

This was not much different from other traditional card games; the game’s characters also had levels, and increasing their levels could enhance damage, health, and a host of other positive feedback.

Just as ZC managed to get a few characters to an average level of 20, an idea suddenly struck him.

"Brothers, after non-stop gaming for half an hour, how about we take a break and check out the shop?"

For card-based games, the recharge interface is a major concern for players.

If they encounter idiotic developers who, as if it wasn’t enough to have ’I’m just here to grab your cash’ written on their faces, decorate the wives beautifully, it’s hard for players to keep supporting the game.

So, generally, after a new game is established to be decent, ZC would take his audience to browse the shop, compare the value for money with other games, and let the viewers decide whether they want to continue playing.

Honestly, ZC was also curious about how a tower defense game would design its shop,

and how they would set up the skills for limited operators.

After all, he had never played this genre before.

If it had been any other game, ZC saying this would surely have everyone nodding in agreement.

But today, the audience was surprisingly odd.

"No no no, just play the game, skip the shop."

"Sparrow food, the big factory next door has nearly got to 200 or 300 per draw, and with this game being a novel genre, there are definitely a lot of eager gamers, I don’t even want to think about what kind of fees they’ll charge..."

"I want to play too, but I don’t have a lot of money..."

"Just a glance would do, and let the poor brothers give up completely."

And in the next moment, when ZC opened the shop and quickly flipped through the prices,

the viewers were all stunned.

"Huh?"

"Started off strong, is this game 10 units per draw? Am I seeing wrong?"

"F*ck! Ke?"

"Alright, alright, so this is how you do a payment page?"

"Bad news, brothers! Here’s a game designer who really isn’t planning on making money, huh?"

"Stop kidding, 10 units can still be profitable, okay? After all, it’s all virtual data, it’s just that those cheeky factories next door have marked up the prices."

"Feels like 10 units per draw is still a bit expensive, with a gold drop rate of 0.3%, negligible, and even with a guaranteed drop every 100 draws, that’s still ’1000 units’ for a gold drop."

"You think that’s expensive? If you do, I recommend you go play pay-to-win games next door."

"It is expensive, okay? I earn only three to four thousand a month, isn’t it normal that I can’t afford to spend much?"

"So what about those games where the average cost per draw is 50 units?"

"That’s why I don’t play them, is it wrong to just watch the stream?"

Just as the chat was debating whether 10 units for a draw was too generous or still a bit pricey,

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