After a few more days of developing Elder Scrolls: Warcraft, the game was finally 100% complete.
Thanks to the system, Alex managed to get rid of all the inconvenient bugs that took away the immersion of the players.
As much as there were many bugs that he considered funny, Alex knew that this type of bug took away a lot of immersion from players about the game.
Considering the game he was making was literally a new world, any bug that took away players' immersion and reminded them that this was just a game would be a pretty big flaw.
Of course, this wasn't a roleplay game, where players were forced to follow roles and pretend they lived there, all players had full rights to talk about NPCs, or use knowledge outside the game to get benefits, such as guides or strategies. more efficient than other players have developed.
But he also knew that most players would enjoy just experiencing this world as if they were actually in another reality, so he simply used some GP to fix the game's bugs.
The world of Azeroth he made was immense, several times larger than the Azeroth that existed in his previous world.
Where a player would have to walk for 30 to 40 hours to cross a part of the map in their previous world on foot, in Elder Scrolls: Warcraft the player would need a few weeks to do this.
Just like in WoW Classic and Skyrim, getting a mount would be a difficult task, especially considering that leveling up in Elder Scrolls: Warcraft would be as difficult, if not more difficult than in WoW classic, where a player with an average of 2 hours of game per day would need months to reach the maximum level.
As Elder Scrolls: Warcraft players would likely play many more hours a day in this world, Alex had to balance other measures to limit players' leveling speed, as it wouldn't be fun to reach the maximum level so quickly.
Unlike WoW where the player had a greater focus on Endgame, where he had to reach the maximum level to really enjoy it, Alex used the Elder Scrolls side of it more, where the journey is much more important than the end.
Players would have different dungeons to do across levels, with much more enchanting rewards, which would keep players' attention on this low-level content much longer, as well as a higher in-game death penalty, which would make items more powerful. even more necessary, to lower the difficulty for players who could achieve this.
With the finalization of the game and the end of the final bug test, Alex knew that the game was 100% complete and that if he logged in now he could even start playing, but Alex didn't.
He knew that the best time to play is when the world is swarming with players.
People vying for monsters to kill while groups defined tactics to level up, having to attack monsters faster, or taking chances in teams to kill monsters with higher levels, it was all part of the fun.
'Although the human race and the Night Elves have a separate Starting Zone specifically for them, these places are sure to be the most crowded...' Alex chuckled as he looked at the players' interest stats on these two races.
Players who chose to play Gnomes and Dwarves would not have as much of a problem because of the low pick rate of these races, the same thing for Trolls and Undead players, who would have an easier life than players who selected Orcs or Taurens, but that was what was fun in that game.
This facility is sure to attract more players to these races after word spreads, which will contribute to a greater diversity of races in Azeroth.
Smiling proudly, Alex prepares to log into Oasis to play some games, but is surprised to see a notification that just arrived in his friends list.
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MARVEL: GAME MAKER SYSTEM
FanfictionAlex was an ordinary person with the dream of one day being transmigrated to a magical world. But what he didn't expect is that he would be transmigrated to a world much more than that, a world he knew very well, but instead of being given a syste...
