Full notes
Full 荒野国度 LEGENDS OF THE WILD update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Security
- Balance
- Store
- Gameplay
- Maps
- Server
荒野国度 LEGENDS OF THE WILD changes
Hi dear gamers! I'm Ronnie, the producer of Legends of the Wild (LOTW).
As a game geek, I've always been a huge fan of RPGs and strategy games, especially the strategy game 4X type(4X refers to Expand, Explore, Exploit, and Exterminate) . With the rise of mobile gaming and the MMO element, 4X strategy games have found a new lease on life. Cooperate with allies in battle and ultimately achieve victory! Everything was so exciting!
It's been a decade since I first got into mobile strategy games. The countless hours and resources I've invested have been rewarded with unforgettable memories. I miss every ally, every night we gathered, every dawn we launched raids, and the unyielding spirit of Victory.
Despite playing numerous strategy games, I couldn't find the most perfect one. Therefore, I decided to make my own game ——Legends of the Wild (LOTW).
1️⃣ Free to Play, but not Pay to Win. I want fair competition We can't deny that the continuous operation of a fair F2P game requires the payments of whales, but fighting between a 100M power and a 10K power is really boring. Normal players have no chance against the whales. But I believe EVERY PLAYER MATTERS! I aim to develop a strategy game in which f2p players and small spenders can genuinely compete with whales and have a shot at victory. Here, respect is earned through skill and strategy, not spending.
In LOTW, we've removed direct purchase packages (heroes, resources, and boosts), making resources earnable only through gameplay - capturing land or upgrading technology (just like gold in League of Legends and Dota 2, which you can only get by killing minions and monsters). Heroes have level caps, so there's a limit to how strong a troop can be. Recovery of the troop's HP loss takes time, not power recovery items. Both sides face consequences, maintaining fairness.
So, do paying players have no advantages at all? Not really. We believe paying players should get some benefits, but the numerical advantages should be limited, focusing more on enhancing playability. I'll talk more about that in the next point.
2️⃣ PVP should focus on enjoyable strategy, not numbers. It's about fun, not just power comparison In LOTW, every PVE and PVP battle is a 3v3 turn-based combat with heroes. Each hero has 2 unique skills and 2 skill slots that players can freely combine. ——You can give a healer skill to a mage, turning him into a support. You can also equip him with 2 auxiliary skills to make him an auxiliary. ——That's right. You can also give him damage reduction and physical attack skills, such as turning a mage into a tank or a warrior (though he might not be very strong).
Victory hinges on the strategic combination of heroes, skills, counterplay dynamics, and a dash of luck, not just on spending money. As for spenders' advantages, which I mentioned in point 1 are numerically limited: ① Paying players can draw more heroes and skills, so they have more combinations to try than normal players. ② With this variety, whales might be able to manage 4-5 teams at the same time, but normal players can only play 1-2 teams. (But these teams will consume the same amount of game resources, such as health recovery resources.)
3️⃣ No boring waiting In strategy games, power growth is an enjoyable part, but waiting is annoying. Whales can speed up city and tech upgrades through payments, creating a significant advantage over f2p and low-spending players, and deriving greater satisfaction from the game. Of course, this is also a very important part of the game company's revenue.
After playing numerous strategy games, what thrills me the most is the GvG experience with allies post-basic city/tech upgrades. So we've removed the time-consuming of all building and tech upgrades, along with paid acceleration options.
4️⃣ No boring world map gameplay Each player has a castle, they teleport to targets, engage in combat, and then teleport away. While the initial experience is thrilling, it becomes monotonous over time. To safeguard my castle when I'm not online, I have to keep the [protection shield] active. Can we make the world map gameplay more realistic and interesting?
When I'm safely behind the front lines with allies shielding me, enemies shouldn't be able to [Flash] right up to my face for an attack, should they? The mountains and rivers on the map shouldn't just be decorations, can they provide real strategy/fun?
In LOTW, we offer real terrain gameplay. Mountains and rivers will obstruct movement, allowing guilds to strategically place defenses or plan attacks using the landscape. When I'm well behind the front lines or our defenses are robust, I'm secure and don't need to activate the "protection shield" constantly.
5️⃣ The battle is over! Let's start another one! In strategy games, after battling alongside allies and experiencing the thrill of victory (sometimes defeat). At this time, we desperately want to do it again and enjoy such a fun process (with new content and new opponents). However, traditional strategy mobile games often only provide 1-2 cross-server events per month (lasting a few hours or days), which leaves us wanting more. But starting anew on a different server with a new account makes it difficult to let go of the characters we've invested so much time, emotion, and money into.
Can there be a better mechanism to let us start over? 💡 We made a seasonal system!
In LOTW, a season is about 40-60 days.
Players fight for their own factions. The faction that ultimately occupies the heart of the world wins. Members of the winning faction will get more rewards while the losing faction will also get some rewards. Then, after the season settlement, players will enter the second season after a few days of matching. In the new season, you will meet new opponents and new teammates (your allies in season 1 will definitely match together). The new season will also provide new gameplay and mechanisms. At the start of each new season, all paid-related data remains intact (heroes, skills, appearance, etc.), while growth-related data is reset (city level, tech level, hero level, skill level, guild level, and remaining tech advancements) Just like in League of Legends and Dota 2, you just won an epic victory, your hero and skin will be retained, and your hero proficiency will grow, but your level, equipment, and skill level cannot be brought into the next battle.
Start a new adventure with your allies! Team up, take on challenging foes, and strive to conquer the continent together!
I've shared a lot, I'm very excited to have the opportunity to bring you Legends of the Wild--it's so different. At the same time, I'm also very nervous. In LOTW, we've made a lot of innovations, which come with both opportunities and risks, as well as the challenge of player adoption. However, we think these changes and innovations are what I (and hopefully you) want as players. So I hope you can give us a chance! To quote the movie Ready Player One —— Thank you for playing my game!❤️
I look forward to Legends of the Wild bringing you a great experience. Sincerely, Ronnie
Source
Changelog.gg summarizes and formats this update. How we read updates.
