[About the recent work instructions of the development team of "The Jianghu"]

江湖客栈-The Jianghu

Hey,you! This is not a place where the Beggar's can come in and beg for help! Without 100k silver coins, never think you can use our "Jianghu Inn" sign. what? Surprisingly, we managed to get together! Do you really want to give it a try?

Due to the recent lack of updates, almost all members of the development team (including David) are buried in developing PTE versions. (PTE in April and May, postponed until June, whether it will be in July is still unknown, I'm really sorry!!) In order to prevent all new and old hosts of "Jianghu Inn" from thinking that we have run away or even forgotten the inn. Let's take a look at what the development team has been tinkering with recently? 1、 There are not many bullets, and the season is empty. If one wants to achieve nirvana, the only way is through innovation: Since the launch of the first season, the development team of "Jianghu Inn" has put in almost every effort to further optimize the game mode to the satisfaction of everyone within the season. This seemingly dangerous but actually not at all safe approach has really made us "send away" many new and old players. In order to save the emergency, the derivative problems caused by "slapping the head", such as back stabbing and lateral jumping, are one after another. On the other hand, the practice of running out of bullets directly results in the entire game version remaining in a state of "zero inventory". Facing each upcoming new season and limited development capabilities of the development team. The entire team has also entered a vicious cycle of "updating" in order to do so. It wasn't until the start of the third season that we realized it was time to re-examine the future of Jianghu Inn. So, by collecting and refining opinions and feedback from multiple players in the community. We have redefined the direction of the entire game's future. This is the origin of "Jianghu Inn 2.0". (Special thanks to Yang Paopao, Li Ousi, Big Sparrow, Little Sparrow, Raypan, Emperor, Paratrooper, Yuan Dabao, and all enthusiastic community players who have provided feedback and suggestions through document form multiple times.) 2、 Simplify complexity, reduce burden, enhance experience, and accelerate pace: Based on direction confirmation, in the upcoming 2.0, a large number of props will be streamlined, production blueprints will also be re planned, and efforts will be made to ensure the profitability of the production profession. In order to alleviate liver fatigue appropriately, players will further reduce the physical burden of collecting basic materials through the "Farmland Reclamation" (last year's cake, can you still eat it this year?) and "Fish Pond" in the new home, as well as the "Material Store" in the "Guild" system, so that they can use their time for more fun gameplay. The stalls in Loulan Market and Ghost Market will become history, replaced by newly logged in trading channels (which can be traded directly). Bounty missions and NPC favorability levels will also become history, and all NPCs will purchase all materials, with only slight differences in purchase prices for different types of materials. Canceling blocks and breaking moves significantly increases the number of monsters and accelerates the pace of combat. 3、 Exciting battles, diverse genres, more dazzling effects, and stronger interaction: Looking back at many changes over the past year, the biggest change is that "Inn" has gradually evolved from a game with strong PVP and high failure penalties to a multiplayer online game with PVE as the main focus and PVP as the auxiliary. Even if there are reasons and reasons, it is related to the life and death of the team and the company. But in practical experience, the game did indeed complete a 90 degree right angle bend through three seasons. But that's not enough. 90 degrees doesn't give the inn a chance to be reborn, so it must be 180 degrees. As a result, Jianghu Inn 2.0 emerged. With the main and auxiliary changes of PVP and PVE, the gameplay, genres, and skill effects of each sect in the game no longer need to be constrained. A smoother output experience, diverse sect gameplay (summoning flow, spell flow, etc.), and richer season development gameplay will all be the key design goals of version 2.0. In terms of multiplayer interaction, the guild system will become the protagonist of subsequent versions, with a large number of new content added such as hanging up, exploring, new homes, guild activities, and guild technology lines. It will mean that players need to integrate into the gameplay of the guild in order to experience more complete game content and progress. Of course, we also took into account the experience of "social anxiety" players. Even if you don't say a word after joining a guild and don't meet other players, you can still experience the new content of the entire guild normally. All you need to do is choose your favorite guild route (combat, trade, production). In summary, all members of the development team are and will continue to move towards the aforementioned version direction. I hope to offer a brand new "Jianghu Inn" to all our hosts as soon as possible and in the near future. All the new content mentioned above will be introduced in more detail in the future PTE version release preview. Stay tuned, the PTE version of Jianghu Inn 2.0. Although it's late, it will definitely arrive! Please give us more time and patience, on behalf of all colleagues in the development team of Jianghu Inn. Thank you! [/h3] [img] {STEAM-CLAN_IMAGE}/42251881/a5d34c993d0d703d327f1e31095f2bfb5a34c647. gif [/img]