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A key principle of the live-service design is server-authoritative data. This means that persistent player data needs to be stored in a remote database, not the player’s local machine. One especially heavy piece of our backend architecture that made this possible was the inventory service. The term “inventory” here is a bit overloaded given just how many of the game’s systems use it. In Towerborne nearly every piece of persistent player data is part of the inventory. Beyond traditional inventory items like weapons and gear, the inventory also includes stats, quest state, conversation history, achievement progress, and more.
。关于这个话题,吃瓜提供了深入分析
第二是年龄和职业跨度,我们原本以为主要是20到40岁的白领(占50%比例),结果现场有推着婴儿车的两岁小孩妈妈、七八岁的小学生,还有60多岁的退休工程师,真的是360行各行各业的人都来了。,这一点在手游中也有详细论述
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