Chapter 5 Preparation 3 Camps and Induction

Then there is the choice of camps, "Choice" is divided into 7 camps, that is, 7 countries, namely:

1. Astrie Empire (Central Empire)

As the largest country in terms of land area on the continent, it has a relatively narrow outlet to the sea only in the southwest of the country.

The population is the first of the seven countries, the royal family is a human race, and the main race is mixed (after hundreds of years of evolution, most of the races have been integrated with each other, and the Central Empire is the country with the highest degree of integration, and the minority race can also be selected in non-subject race countries, but the racial tasks that can be received are greatly reduced, and it may not be possible to transfer to some race-specific occupations).

It has a strong economy due to its location in the center of the continent, but borders five of the other six countries.

Junior Class Excellence Star Review (Five-Star System): Four and a half stars for Warriors, four and a half stars for Knights, three stars for Thieves, three stars for Mages, three stars for Archers, three stars for Priests, one star for Navy, and four stars for Business

(The merits of each country's profession will affect the faction and career mission rewards, for example, the task rewards can choose more types of skills and are rarer, and other countries can also obtain the same skills, but they may have to fight or complete more difficult tasks by themselves, simply put, countries with career advantages are more likely to form primary careers, and disadvantaged countries need to put in more effort, but they can be obtained except for a few country-specific skills).

The Estrie Empire does not have a national characteristic primary class, but there are all primary classes except for naval classes, and all of them are above the passing line.

2. Gard Empire (Northern Empire)

A large country located in the north of the Estriet Empire, with a colder climate, a long coastline in the northwest, but few ice-free ports, and borders on the Central Empire, commercial alliances, and tribes.

The population is the second, the main race is the orcs, and the land area is the second.

Five stars for warriors, three and a half stars for knights, three and a half stars for thieves, one and a half stars for mages, two and a half stars for archers, two and a half stars for priests, one and a half stars for navy, and two and a half stars for business. The Gelder Empire's mage system is weak, and it is not possible to transfer to some mage classes.

Nationally Featured Primary Class: Berserker.

3. Silfa Business Alliance (Business Alliance)

Located directly west of Eltre, trade is extremely developed, half of the country's territory is peninsula terrain from the mainland to the sea, bordering the Central Empire and the Northern Empire, the number of ports is the first in the seven countries, and the number of fleets is also the first, but the country basically does not produce horses.

The population is the third, the main races are humans and goblins, and the land area is the fourth.

Two stars for warriors, half stars for knights, five stars for thieves, two stars for mages, three stars for archers, one star for priests, five stars for navy, and five stars for business. The country with the most serious bias in the Seven Kingdoms can only transfer to a very few knight professions, and the warrior mage professional system is not perfect.

Featured Starter Classes: Mercenary, privateer, and owns a variety of national ships.

4. The Council of Carreo (Arcane Council), located in the southwest of the continent, is a country founded on spells, with the strongest mage power, because it is rich in arcane items, and the economy is also very developed......

One with the commercial alliance is located to the west and one to the southwest, but is separated by the Medilihai and does not border, bordering the Middle Empire and the Elven Kingdom.

The population is the fifth, and the main race is humans, but the number of elves also has a certain scale, and the land area is the sixth.

Two and a half stars for warriors, one and a half stars for knights, three and a half stars for thieves, five stars for mages, three stars for archers, one and a half stars for priests, four stars for navy, and three and a half stars for business.

Featured Starter Class: Arcanist.

5. The Kingdom of Isu (Kingdom of Elves) is a country located in the southeast of the continent, where two-thirds of the land area is forested.

The population is the sixth, the main race is the elves, and the land area is the fifth.

Despite having an extremely long coastline and abundant timber resources, due to the character of the elves, they do not attach much importance to the sea and trade, bordering the Middle Empire, the Arcane Council, and the Church Kingdom.

Two and a half stars for warriors, two and a half stars for knights, half stars for thieves, four stars for mages, five stars for archers, three and a half stars for priests, one and a half stars for navy, and two and a half stars for business.

Featured Entry-Level Class: Druid.

6. The Leo Cult (Church Kingdom), located in the eastern part of the continent, half of the country's land area is mountains and hills, and the country's topography is a basin, surrounded by mountains on three sides except for the east by the sea.

Although it shares a long border with the Central Empire, the entire border is actually in the largest mountain range on the continent, the Warcraft Mountain Range.

Small adventurers and caravans can also try their luck, armies are difficult to climb and cannot guarantee logistics, in fact there has never been a large-scale war between the Kingdom of the Church and the Central Empire, and there are only a few famous dangers connected to the Elven Kingdom and the Horde, so the geographical location is excellent.

The population is the fourth (although there are many mountains and hills, but the grain yield in the basin is extremely high, and the climate is excellent, there are almost no disaster years, and the mineral resources are also extremely rich), the main ethnic groups are dwarves and humans, and although the land area is the smallest, there is not much difference between the fifth and sixth countries.

As a theocratic country, the next head of state, the pope, is basically designated by the previous pope to succeed, and the successor must be a minor female (humans are 18 years old, and dwarves are 40 years old, so most of the time the kings are dwarves, and only a few popkins are humans).

Four stars for warriors, three stars for knights, two stars for thieves, one and a half stars for mages, two and a half stars for archers, five stars for priests, two stars for navy, and three stars for business. Featured Starter Class: Paladin.

7. The Ziya Khanate (tribe), located in the northeast of the continent, the main land is mostly steppe, the only landlocked country among the seven kingdoms, due to the complete absence of sea threats, the tribe is the country with the least neighbors in the true sense, and only borders the northern empire and the religious kingdom.

Although the population is the smallest of the 7 countries and the economy is the worst, the basic people are all soldiers, the main ethnic groups are orcs and humans, the land area is the fifth, the political system is a tribal joint system, and the left and right kings take turns to govern (the left king is an orc, and the right king is a human).

Three and a half stars for warriors, five stars for knights, four stars for thieves, half stars for mages, four stars for archers, two stars for priests, none for navy, and one star for business. Featured Junior Class: Ranger.

Most of the above camp content is obtained by Ding Sa himself by checking various game information and backgrounds, and the camp introduction on the official website is only a simple and crude sentence and star review.

In fact, the choice of camp is the first choice that Ding Sa made up his mind, that is, the Central Empire, the choice of the Central Empire is not only because of the advantage of 4 and a half stars of the warrior profession and the human race, but more importantly, some conditions of the Central Empire itself can be used to increase the camp population base and expand the camp advantage by using some small propaganda actions.

Ding Sa carefully concocted an article of more than 600 words, and then sent it to various game-related forums to introduce the Central Empire.

The article mentions that the Central Empire will inevitably have a certain number of players as the default country when choosing a faction, and then writes that national server players tend to have a continental empire complex and a world-centric mentality, which may further lead to more players choosing the Central Empire.

In addition, as the center of the world, it will be more convenient to go to other countries in terms of transportation, and finally mention that the Central Empire does not have a very disadvantageous profession except for the navy, and the career structure is relatively sound, and the advantage of teaming is relatively large.

The whole article seems to make sense, but in fact, a lot of the content is unfounded speculation, but this article can influence the choice bias of a considerable number of people.

Then Ding Sa changed a few vests and sent a few game materials that he sorted out, such as monster data sorting and task data collation, etc., although there will be some content in each camp, but the part of the Central Empire is always the main part, and the following will explain that the author of the article intends to choose the Central Empire camp, so pay more attention to the Central Empire.

The purpose of this is to use the player's blind obedience and herd effect to influence the player's choice bias, and some ordinary players see that the level is higher, and they are more concerned that the player has chosen a certain faction, and they will often choose that faction as well.

Even if you don't agree with the level of analysis of the author of the article, just looking at the information in the article, some players are more inclined to choose the camp they are familiar with, even if the familiarity is self-perceived.

Some people will say that providing information is not to find competitors for themselves, but let's not say that there is something hidden in the information, and the core content will not be announced.

For Ding Sa, competitors who can threaten him don't need him to provide it, they will collect information by themselves, but their sorting and analysis skills are high and low; I don't know what I do, and I only know that the players who pick up people's teeth are not at the same level as themselves at all, so there is no competition.

This kind of inducing propaganda may seem to have little to do with the development of the individual game, but in fact, this kind of active behavior to influence the player's faction choice reflects a player's self-confidence and enthusiasm to participate in the faction competition, and the player who makes such a move often has a place in the faction's upper echelon.

In addition, the stronger the player's personal strength, the greater the influence of the strength of the faction, and the strong camp will often spontaneously suppress the weak camp in the competition area, affecting the smooth progress of leveling, treasure hunting and many other activities (such as the competition for leveling points and key boss refreshes).

When the first echelon of the strong side opens up the gap with the weak side, the first echelon of the strong side will no longer be disturbed, and can obtain first-hand resources, on the contrary, the weak side will also be interfered by the second echelon of the strong side, and the gap between the two camps is likely to be widened in the long run.

In this case, even if there are one or two particularly strong players on the weak side, it is useless to have a higher level than the first echelon of the weak side, because many activities that need to be carried out by the team cannot be carried out, and it is necessary to wait for the follow-up players, which greatly drags down the game progress of the strong players, and in the end, even some individual advantages will be gradually equaled or even overtaken.

On the contrary, the leader of the stronger side can develop smoothly on his own, and the catch-up players of the latter two sides will also compete with each other to slow down the pace, and it is easier to maintain or even expand their own advantages.

Although this faction influence is not a big one, it is not negligible for the competition between top players who are very small in their own right.

After completing most of the character building work, Ding Sa began to contact several game studios that had cooperated well in the past and planned to enter the game studio of "Choice".

It only took a little effort for Ding Sa to negotiate with them to purchase the game's currency for 7 days after the launch of the server at a 5% discount on the current market exchange rate, in addition to some ancillary services for errands and transactions.

In exchange, Ding Sa will provide a number of dungeon guides and guides in future games based on the number of purchases and services.

The 5% discount ratio may seem like a loss for the studio, but in fact, when the game first opened, everyone didn't have a clear understanding of the game, and they couldn't accurately grasp which items were more critical and valuable.

In addition, at this time, the monetary value in the game is often inflated, the currency value is also extremely unstable, rare items have basically not appeared, and the key items that affect the establishment of the guild have not yet been traced, so at this time, most of the rational local tyrants will not have too strong desire to buy, they will wait for the exchange rate to be relatively stable, and the purpose of spending money is relatively clear before buying.

For local tyrants, they often have no advantage in terms of game level, and the early equipment gap is usually small, which does not help them close the gap with high-level players (in fact, unless the level is capped, it is more difficult for local tyrant players to catch up with high-level players).

Therefore, most of the local tyrants will only stop at the beginning of the game's server test period ("Choice" is not tested, so a few days after the server is opened, which is equivalent to the test period), and will not buy virtual currency on a large scale. Of course, Shenhao and the brain-dead party are not among them.

Comparatively speaking, top gamers have a deeper understanding of the game, and can be exposed to more game information earlier, so they have a clearer understanding of their own needs.

In order to take the lead in the early stage of the game and get rid of the interference of the big army, the top players often have a more urgent desire to buy than the local tyrant players.

But on the one hand, it is limited by financial resources, and on the other hand, it is relatively easy to get rid of a large army in the era of 10,000 servers, so top players are still more cautious about spending money in the early days.

Therefore, the studio was very willing to sell the game currency in the early days, because even if it was not sold, the game currency was actually depreciating, so for the studio, they were more troubled not by the cheapness of the sale, but by the lack of buyers.

For Ding Sa, he doesn't necessarily spend money to buy game currency, just to be prepared, and the specific situation will be judged according to the specific situation when the game starts.

In fact, what he negotiated with the studio was only a verbal agreement, and he would not buy it if there was no urgent need for it, and there was no need to provide some guidance to the studio.

And if there are good buyers in the studio, they will naturally take care of making money for themselves first, and will not sell to Ding Sa, which is why Ding Sa has to contact several studios.