Chapter 308 COG Test (1st Update)

Under the frenzied urging of Imperial Dynasty Entertainment, the test date of COG was advanced again, and it was advanced to February 13 of the previous year.

The person in charge of GA said that this is already a very risky decision, because the current COG is not perfect, at least in the opinion of designer Raman Clive, it is a very stupid decision to advance the closed beta time.

What's the point of testing a week earlier?

Raman Clive and GA were very eager to turn down the offer because they felt that a competing game from a Huaxia company would be harmless a week or two earlier than they did.

COG is going to face the global market, as for the "League of Legends" launched by the Chinese company? At most, it may be in the country of one acre and three points of land in China.

But the attitude of Imperial Mutual Entertainment is very resolute, and GA can't completely ignore the huge market of Huaxia, so it finally advanced the test date.

The reason why it was set at the slightly embarrassing time of February 13th was because Chen Mo had already released rumors that there would be special Valentine's Day activities on Valentine's Day on February 14th and the week after.

This includes the launch of Valentine's Day skins, exclusive couple avatar frames, special game quests, and more.

Obviously, Imperial Dynasty Mutual Entertainment doesn't want to collide with "League of Legends" at such a critical juncture, after all, the Valentine's Day event of "League of Legends" is prepared, and for players, the Valentine's Day event is only once a year, and COG ...... It's okay to play two days late.

If it is tested on February 14, the relevant data will most likely be squeezed very ugly.

Lin Zhaoxu's keen intuition told him that Chen Mo was prepared, and if he couldn't think of any solutions, the situation would become very bad.

It all depends on the feedback from players after the launch of COG.

……

On February 13, COG (Chinese name "Battle of the Gods") opened the internal test, and Imperial Dynasty Mutual Entertainment carried out publicity and warm-up through various channels, and even used the channel resources of some fantasy game platforms.

Although it is uncertain whether COG will succeed, the smooth promotion of "League of Legends" has made Lin Zhaoxu more confident in this new game mode, so he has invested a lot of channel resources in a game under test for the first time.

Although many of the original players of COG are die-hard fans of Chen Mo, after all, COG is also their favorite game type, so many people still choose to play and watch.

Moreover, under the promotion of Imperial Entertainment, there are also many other players who have poured in, and a large number of them have played "League of Legends".

After all, the games that were launched a few years ago are the only ones that are more cards and topics, and you can't avoid them if you want to.

The beta version of COG is in the same vein as the map of Warcraft in terms of core gameplay, numerical system, hero skills, etc., and basically there are no major changes.

Because in Raman Clive's view, some of his original designs for COG are relatively perfect, especially in the core player group, COG's art style, operation mode, etc. are some of the key elements they like about this game, and rash changes mean giving up this group of core players, which is very uneconomical.

The main difference between the closed beta version and the original map is the packaging and derivative gameplay.

COG did not get the copyright of the relevant heroes, so it had to redo all the models, and the names were fine-tuned accordingly to avoid legal risks.

After all, GA is a big company, and it is afraid of being blackmailed.

For example, the Death Knight was renamed the Dark Knight, the Dark Ranger was renamed the Shadow Ranger, the Jungle Guardian was renamed the Elven Prophet, and so on.

There are also Paladins like them, but they only changed the model and did not change the name, because the Paladin itself is a classic profession in Western Fantasy, and there is no such thing as copyright.

Such a change may seem like a copycat to COG veterans, but it doesn't really matter, because in Raman Clive's opinion, this game will not only be confined to players who have played Warcraft, and the main players will not feel the disobedience of these models.

After all, it's a European and American company, and GA's artists are simply handy for the Western fantasy theme, and the scenes and hero models are very original, so this sense of copycat is not particularly strong.

In terms of map elements and hero skills, there are some tweaks, but no major changes.

In addition, there are some derivative gameplay and profit models.

Similar to League of Legends, COG also has a friend system, a matchmaking system, a mall system, and so on. In terms of profit model, COG is also free for all heroes, and the skin is charged, but there are two things that are different from "League of Legends": card charging and unboxing.

COG has created a unique card mode, which is somewhat equivalent to an additional skill enhancement system, and each hero can wear a card deck (containing 4 cards) to enhance the hero's four skills.

For example, the Dark Ranger's Dark Arrow adds bonus damage, and the replenishment summons small skeletons. There are 3 different cards available for the Dark Arrow, which are to increase damage, increase the health of the little skeleton, and increase the duration of the small skeleton, and players can choose any one of them to add to their deck.

According to Raman Clive, this card model is equivalent to increasing the diversity of gameplay, allowing players to freely mix and match their favorite decks, and of course, to increase profits.

GA does not recognize the model of relying solely on skins to make money, after all, this model is too risky, and players are completely uncontrollable whether they buy skins or not, and cannot well guarantee the revenue capacity of this game.

Unless COG can become popular all over the world, in GA's opinion, this idea is a bit unrealistic.

GA's proposal is to either set a buyout threshold or add a fee-based system tied to attributes. Raman Clive chose the latter after much deliberation because he felt that the threshold of the buyout fee might cost him more players than a little unfair.

As for the way to get cards and skins, it is very "Europeanized": unboxing.

Unlike League of Legends' unboxing, everything in COG is obtained by unboxing and cannot be purchased directly.

Players can get gold coins through the game, and they can get game currency by recharging. These two currencies will open different chests, the gold coin chest is mainly to open different cards and card fragments, while the game coin chest is mainly to open skins and cards.

Of course, the speed at which players can earn gold is strictly controlled, and more and more gold is needed to open a case every week. It is definitely impossible for players to obtain all the card decks through gold treasure chests in the early stage, and they must recharge if they want to build a more complete set of card decks.

Moreover, after recharging, it depends on the face of what you open the box to open, and it is possible to open the cards of heroes that you can't play at all.

However, the out-of-the-box model is still relatively popular in the European and American markets, and there are some successful games in this area, so neither GA nor Raman Clive found anything wrong with this.