This Is Not a Bug but a Game Feature

Chapter 358 - 227: The Seven Great Sects (2)

This Is Not a Bug but a Game Feature

Chapter 358 - 227: The Seven Great Sects (2)

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Chapter 358: Chapter 227: The Seven Great Sects (2)

The differences between various sects are mainly reflected in auxiliary skills like Artifact Refining and Alchemy. Players can choose the most suitable sect based on their preferences to learn specialized auxiliary skills.

"What’s the use of this?"

"It’s very useful! You look down on lifestyle professions, huh? This is the Cultivation Realm, mastering a craft is really popular."

Chen Ba patiently explained the boosting effects of different secondary professions for players, as well as their roles and functions in the game.

Take daily dungeon runs as an example.

Besides various Magical Treasures and Secret Techniques, players can obtain specific materials, and the purpose of some dungeons is entirely for the production of rare materials.

These materials, once processed by players, can become various powerful items or strong Magical Treasure equipment, earning lots of Spirit Stones.

Theoretically, the game shop won’t sell basic medicines or items, and there are no fixed channels in the game, relying entirely on players to produce them themselves.

Moreover, a player can learn at most one craft; if they choose Artifact Refining, they can’t choose anything else unless they switch allegiance to another sect.

"These auxiliary skills not only define lifestyle professions but also impact players’ combat effectiveness."

Chen Ba used Beast Taming as an example.

Ordinary players can carry at most one Spirit Pet into battle, but those who have learned Beast Taming skills can bring three, five, or even ten Spirit Pets into battle.

Then there are Array players, who can set up various Arrays in specific scenes, boosting their own power, weakening enemy power, or achieving other effects...

Although they can’t move, set up slowly, and become ineffective when changing scenes, Array players are almost a must to conquer high difficulty dungeons.

"It sounds like this Array thing is pretty badass! I feel over half the players will end up majoring in Arrays, be it for dungeons or PvP, it’s pretty fierce..."

"More or less."

Chen Ba chuckled and explained, "Sects like Beast Taming, Alchemy, and talisman seem pretty popular too, mainly because the combat boost is terrifying."

"And sects like Spirit Plant and Artifact Refining might be relatively less popular."

This was within Chen Ba’s expectations.

He couldn’t do anything about it either; regardless of the MMO game, there are always distinctions between popular and unpopular professions.

The classic warrior-priest-mage triangle also shows more warriors than priests!

But saying that.

Despite the inevitable imbalance in the number of different professions and sects, unpopular professions actually have their advantages.

After all, fewer players means less competition, and what they do are exclusive businesses! There are always players in need of Artifact Refining, Spirit Grass, and Spirit Plants, no worries about finding a job.

In contrast, popular professions see severe competition due to too many players, especially in Alchemy, with player numbers so high Elixir prices are bound to drop to dirt cheap.

What?

Elixirs at this price can’t make money, it’s a total waste of time?

You don’t want to do Alchemy, but plenty are willing, don’t you understand the gold value of a swamped popular profession? Understand the environment where five out of ten players are Alchemists?

Gain some, lose some.

Players from popular professions flock into the big pit of Alchemy and Arrays and are bound to regret it later.

After all, earning Spirit Stones is quite important in the game Cultivation Fantasy, where wealth, companions, techniques, and territory are all essential.

"Over time, with player-driven competition, the gap in numbers between sects won’t become particularly exaggerated; overall it will be balanced."

Chen Ba expressed that in Cultivation Fantasy, there are no extremely abnormal or overpowered sects.

Some sects, like Spirit Plant, may indeed seem weak and useless early on. But these sects will shine in the mid to late game, becoming objects of envy.

And those like Arrays, which seem very overpowered at first, will only be arrogant for a phase. Once player damage output overflows, dungeons won’t much require setting up Arrays, so Array players will still face unemployment.

Everyone has their strengths!

This is Chen Ba’s stance on the roles and distinctions among professions in Cultivation Fantasy.

Different professions each have their strengths; there’s no evident distinction between strong and weak, only varied gameplay and roles.

If a sect truly seems very weak or unpopular, Chen Ba won’t just sit idly by; he’ll secretly strengthen them.

Of course!

Currently, it’s hard to tell the strengths and weaknesses, or restraint relationships between sects. After all, the game hasn’t started testing yet!

The first phase of internal testing is about to begin.

As it’s a closed internal test, related information isn’t publicly disclosed, so players don’t even know Cultivation Fantasy is undergoing its first test.

This first test lasted a total of three days.

Involving 32 participants, all core employees from various departments of Tianba Studio. Each person must submit a test report when finished.

The test report is simple.

Mainly it asks you to write about any shortcomings you perceive in Cultivation Fantasy that need refinement or correction, if the game has any bugs, and your impressions during testing, etc.

Chen Ba carefully read through everyone’s test reports, primarily focusing on their complaints about the game.

Bugs weren’t a worry.

Even though the first test unearthed several bugs, none were major issues, and Lu quickly solved them.

But the feedback and complaints about the game did greatly concern Chen Ba.

One employee mentioned that while playing Cultivation Fantasy, he felt the game’s optimization had significant issues, especially when changing scenes; it was terribly laggy.

Chen Ba could relate to this.

The overall optimization plan for Cultivation Fantasy is quite reasonable, but only when switching between different maps does the game suddenly lag, with frame rates plummeting.

This issue exists in many MMO games, even single-player games.

Flow goes smoothly, but scene transitions lag!

It’s not the scene loading speed; if it is, switching to a better SSD or directly an M.2 SSD can solve most of it.

Mainly after the scene transition, it suddenly freezes for a moment when entering the new map, then automatically recovers.

To address this, Chen Ba specifically worked on debugging and optimization, even tried it on a computer with a mechanical hard drive.

The results proved that the issue was preliminarily resolved; it now no longer suddenly freezes during scene transitions, although some frame drops are normal...

No choice!

To avoid frame drops during transitions, you’d need a computer of what caliber exactly, anyway Chen Ba thinks that with current hardware configuration, there’s no way to avoid frame rate drops.

Frame drops are acceptable.

After all, in regular play, the frame rates in Cultivation Fantasy are generally over 240; dropping below 200 during transitions, ordinary people wouldn’t detect it.

What? Your monitor has a 144Hz refresh rate, and you can sense this change, are you some kind of genius?

Enough already!

Over 200 frames is very smooth for regular play. Even if it drops a bit, it won’t be noticeable, nor will the game suddenly feel laggy.

Unless...

Your computer configuration is far below the recommended specs for Cultivation Fantasy, playing feels like a slideshow, then for sure it’ll be laggy.

Though in such cases, this problem can’t be solved by game optimization. Chen Ba wouldn’t especially work on an adrenaline optimization for these old machines.

Are you nuts?

Being able to play is lucky enough, let alone adrenaline optimization, what if the old machine suddenly goes on strike and smoke starts billowing?

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