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Dream Westward Journey Studio 5 Can you make money by catching ghosts?

Hello, landlord! Let me show you an article, hoping to help you!

Netease's dream update is scolded almost every time, but I think the biggest culprit of the whole incident is not Netease, but the studio where dreams are popular now. In fact, we might as well think that Netease did not implement the prop system, that is, it directly used the card to buy props, and the role of the card was still the time of the game. Point card 1 min, point card 1 min. Then the price of fantasy should be 4 cents an hour, which is the source of Netease's fees. As for how players play in the game, I think the impact on Netease is not great. Since 2003, fantasy has reached the post-saturation period, that is, many people have basically played well. I started playing in 2004 and stayed at 1 level to 20/level for more than a month. No, there are too many people like me at the same time, so in my dream, survival is no longer a problem. The core structure of my dream is the whole dream currency, and I need money to buy skills, practice, medicine and so on. The production and consumption of dream coins should be in direct proportion, and this ratio will gradually increase from a fixed value in the development zone, which is also the reason why MHB in the development zone is valuable. From a macro point of view, 20% people should pay for all players' cards, while the remaining 80% people leave 20% people in the game. For example, a player who hasn't used RMB to buy cards for 375 hours, 60 yuan buys and sells cards. So let's assume that the money he paid for counting cards was 1500W, so he gave the money to the card seller, and then the card seller used these mhbs for consumption to achieve the overall macro balance. However, the proliferation of studios quickly broke this model. We all know that the meaning of the studio is to participate in MHB as much as possible. According to a 150W card, their task is to create an MHB higher than 150W within 37.5 hours. Of course, they can generally create an MHB three or four times, and then resell the parts except 150 W.

Let's talk about the studio that brushes money first. These people monopolize almost all the fantastic ways of making money, such as treasure maps, opening stores, painting antiques, taking new people to catch ghosts, race, including the infinite four-door stream before being changed, and so on. You know, MHB will not fall from the sky, and all this is produced by the system. Everything they do is not to brush money directly from the system, but indirectly from normal players. Take the simplest example, 65438+. They buy 500 and put it on 1000, so the 2000 players who get the task can earn 1500 when they buy 500, which means that normal players lose 500 and they earn 500. This is the simplest example, others may be more complicated, but the principle is the same. As far as we know, normal players need to spend money, and they have to pay the money they need in the game, while studios need a huge number of cards. As long as they can get benefits within the time that money can be spent, they can still make profits after paying, which is why many district cards have risen rapidly, because no matter how RMB players sell them, studios always buy them. Therefore, ordinary players will eventually quit their dreams because they have no money to order cards. As I said before, Netease's income is just a card. If someone quits, there will be fewer consumers, which is the last thing Netease wants to see.

In fact, it is not difficult to see from the recent update that Netease restricts the production of MHB again and again, and it needs a lot of MHB to find ways to recycle, synthesize magic weapons and build BB equipment. However, Netease's rescue has not been effective, because the people in the studio are too smart, and they can also make profits in other ways. Think deeply, if there are only studios and RMB players in the future, how many non-RMB players will Netease lose? This is the last thing Netease wants to see.

In fact, the relationship between Netease and the studio can be regarded as a railway station and a ticket seller. This is normal, but ticket sellers monopolize the sale of tickets. They raised the ticket price to a higher level. Poor passengers can't afford to take the train and choose other means of transportation. So who lost in the end? The train station, of course. This analogy is flawed, but it is very appropriate. It's usually such a routine.

The madness of band training is a bigger factor for some new information works. If it takes non-RMB players two years to play a 155 all-skill number, band training is a crazy experience, and it takes half a year to make this number all-skilled, so there is no room for improvement. Then the owner may just go offline at ordinary times to help fight, which is another big loss of card consumption, so Dream keeps pushing out information materials.

The above should be the reason for the recent trend of Quanmeng. To tell the truth, you can't blame Netease, because the purpose of opening a company is to make money. I think if anyone hates the studio the most, it must be Netease. But China, after all, is a country with imperfect network laws, and there is no way for many things. If one day, the studio is stipulated on a legal issue, I think our dream will return to that blue sky.