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『一』 In recent years, what new technologies have helped us climb Mount Everest
First point, 4G, 3G, 2G and 1G are all about connection, connecting people or objects. But 5G is not a simple linear extension, its mission is "integration". It will wrap up ABC, that is, artificial intelligence, big data, cloud computing, edge computing, blockchain, etc., and push these digital technologies to our end users. Its important mission is to complete these integrations.
The second point is that in the odd-numbered generations of mobile communications, such as the first, third and fifth generations, it has an important historical mission - to cultivate user usage habits. For example, the first generation is trained to complete voice communication on the move, and the third generation is trained to complete data communication on the move. Even-numbered generations two, four, and six are used for harvesting, allowing it to complete this big explosion. In the second generation, each of us will have a mobile phone and are used to making calls and sending text messages; in the fourth generation, China is a witness to the explosion of the mobile Internet.
The same is true for the relationship between 5G and 6G. 5G is mainly about cultivating our habits, not only connecting with people, but also connecting with things. We are no longer an undifferentiated network, and charges will be differentiated according to different scenarios to achieve true traffic management. This kind of cultivating user habits and understanding of the market is completed in the 5G era, which is a brand-new network infrastructure.
The third point is that business operators in the industry chain will become more differentiated. In the 5G and 6G era, new financial operators, energy operators, manufacturing operators, etc. may emerge. This differentiation will become more and more rapid. And communication operators will be rejuvenated again because of this multi-scenario charging.
Every time Mount Everest is measured, it is a challenge for mankind to reach its limit, and it is also a declaration of Chinese technology to the world. Although the height measurement work is still in progress and the specific data has not yet been released, the surveying and mapping personnel successfully reached the summit, which means that the work of measuring the height of Mount Everest in 2020 has completed a key step, and it is also the most difficult link. The summit of Mount Everest this time will measure not only the height of China, but also the height of the world.
As said in the movie "The Climber", we need to measure the exact height, the height of China.
『二』How about Hangzhou Binda Blockchain Technology Co., Ltd.
Hangzhou Binda Blockchain Technology Co., Ltd. is a limited liability company registered and established on 2018-07-17 ( Natural person investment or holding), the registered address is Room 1203, Sanxin Ginza, No. 260, Taipingmenzhi Street, Jianggan District, Hangzhou City, Zhejiang Province (Zhongzhe Business Secretary 7519-Kaixuan 7519).
The unified social credit code/registration number of Hangzhou Binda Blockchain Technology Co., Ltd. is 91330104MA2CD6GR19. The corporate legal person Wu Yijia is currently in a state of cancellation.
The business scope of Hangzhou Binda Blockchain Technology Co., Ltd. is: Services: technology development, achievement transfer, technical consulting, technical services, packaging and decoration design, organizational culture and art of computer software, hardware and blockchain Exchange activities (excluding performances and performance intermediaries), exhibition services, public relations etiquette services, arts and crafts design, animation design, domestic advertising design, production, agency, and distribution (except Internet), corporate management consulting, translation services; wholesale ( Including online sales): office stationery, computer software and auxiliary equipment, craft gifts, daily necessities. (Projects that require approval in accordance with the law can only carry out business activities with the approval of relevant departments) (Projects that require approval in accordance with the law can only carry out business activities with the approval of relevant departments).
View more information and information about Hangzhou Binda Blockchain Technology Co., Ltd. through Aiqicha.
『三』Which dynasty is Hua Mulan from?
Hua Mulan is from the Northern Wei Dynasty.
Hua Mulan (412-502), a native of Songzhou (now Shangqiu, Henan) in the Northern Wei Dynasty, was a heroine. Hua Mulan’s deeds have been passed down to this day. She is an ancient national hero in northern China. His father joined the army and defeated the invading nations and became famous all over the world. The emperor of the Tang Dynasty posthumously named him "General Xiaolie".
The spread of the story of Hua Mulan should be attributed to the folk song "Mulan Ci", but Hua Mulan's surname, place of origin, etc. are not accurately recorded in history books. Hua Mulan's deeds have been shown in a variety of literary and artistic works, including movies, TV series, singing and dancing Henan Opera, etc.
Hua Mulan is a legendary heroine in the Southern and Northern Dynasties of China. Her story is also a tragic heroic epic.
Mulan’s father was a soldier, so he raised Mulan as a boy since she was a child. When Mulan was ten years old, her father often took her to practice martial arts by the river outside the village, such as riding horses, archery, sword dancing, and using sticks. In her spare time, Mulan also likes to read her father's old military books. During the period of Emperor Taiwu (424-452), after the reforms of Emperor Xiaowen in the Northern Wei Dynasty, the social economy developed and people's lives became relatively stable. However, at that time, the Rouran tribe, a nomadic tribe in the north, continued to harass people from the south. The Northern Wei regime stipulated that one man from each family should go to the front line.
But Mulan's father was old and could not go to the battlefield, and her brother at home was too young, so Mulan decided to join the army in her father's place, and she began her many years of military life. Going to the border to fight is a difficult task for many men, not to mention that Mulan has to hide her identity and kill the enemy with her friends. But Hua Mulan finally completed her mission and returned home triumphantly more than ten years later. Because of her great achievements, the emperor believed that she had the ability to serve in the court and be given an official position. However, Hua Mulan refused. She asked the emperor to let her go home to compensate and honor her parents.
For thousands of years, Hua Mulan has been a woman respected by the Chinese because she is brave and simple. In 1998, the American Disney Company adapted the story of Mulan into an animated film, which was welcomed all over the world.
《Wood"Orchid Poems" has been included in middle school textbooks and has been chanted by thousands of young students for generations. Mulan's deeds and image were put on the stage and have been performed for a long time. Her spirit inspires thousands of Chinese people to defend the country, which is inspiring.
『四』 Do you think the decline of MMORPG games is inevitable
It is not inevitable. As a senior software and hardware player, I have been Insights from some players since StarCraft.
Large-scale MMORPG I have played before
1.EVERQUEST
2. WOW
3. EVE
4. RUST, Thousand-Man Battlefield Interstellar Edge
5. Pickle Game, Tower of Aion and Unlocked TERA.
6. MUD Xia Ke Xing, XYZ2000 .
There are countless other MMORPG games that can be played only once, such as Ark, Light of Darkness, Jian Wang 3 and so on.
Or the currently popular Star Citizen test, I also invested close to a thousand dollars to buy the pie.
99% of MMORPGs in the world can be attributed to these six categories. I have played each of these six categories of games for thousands of hours, some even thousands of hours.
For example, from the opening of the EVE server in Xingxi to the first Battle of Lighting Out and now when Man Dalin rules the national server, as a veteran warrior, I have seen various turbulent battles, political affairs, etc.
I think that as a hardcore senior MMORPG player, I have extremely in-depth experience and right to speak.
I personally think that there are two main reasons for the current sluggish situation of MMORPG.
1. Insufficient technical capabilities and weak PC architecture capabilities. If an MMORPG needs to be successful, it must simulate a real running world under appropriate rules. This not only affects the game screen, but also The system, art, AI and even the backend server storage cluster architecture have extremely high requirements. Even the anti-cheating mechanism and so on can affect the final effect of an MMORPG presented to players. For example, a thousand-player battlefield Star Edge is actually a very fun game with player-created content and endless battles. However, due to the large amount of local computing, bugs and cheats are rampant, which continues to cause players to quit and lose blood. As an MMORPG that relies on player confrontation to create content When there are fewer than a certain threshold of players.
This game is just too cool. In other words, a perfect MMOPRG is like a wooden barrel. It cannot have any shortcomings. Every detail must be good enough and it must be playable. What is playability?No locking is to increase the player's sense of involvement in the playability, while station output and automatic pathfinding are to reduce the playability, player's sense of involvement and playability. To sum up all aspects mentioned above, Blizzard's WOW is the best, and it is also the most successful. It can be said that it has influenced a generation of players. However, WOW's problems are also obvious. WOW is a game that has two points of play, one is a copy, and the other is In the PVP battlefield, from my understanding, Blizzard has always focused on dungeons. Each version can attract a lot of old players to return. When they get tired of playing, the equipment dungeons will be reincarnated again to maintain users. This is actually a game composed of The company creates a book-like plot world. The game company continues to add content to this world, and players enjoy reincarnation and grind equipment in it. But the problem also arises. No matter how the game company designs new dungeons or new PVE content, old players will get tired of it. Combining output, milk volume, assembly, etc. Limiting the player's attention to a small frame, after all, World of Warcraft is just a piece of equipment at the end of the game.
So there are two labels for the first generation of MMORPG. One is that players create content. Due to the lack of technical skills and anti-cheating capabilities, it eventually goes to coolness. The other is that companies create new content. The content continued, but because the game mode was too single, new games continued to emerge and were eventually eliminated. Of course there is a third mode, Jian Wang 3's mode, which is actually the mode of a large online chat room, driven by the community. I have seen very good community building in this type of game. Some people say that it is Jian Wang 3. Jian Wang 3, I think the community of Jian Wang 3 is not extreme enough. To be the most extreme should be regarded as King of Glory, but King of Glory does not belong to the category of MMORPG.
So, point 1 comes out. Due to insufficient technical capabilities, there is still no MMORPG that can meet the three major success factors.
A. The requirements for a successful MMORPG It has absolute anti-cheating capabilities, especially for competitive purposes. It is best to create a world where the currency can be exchanged with the real world at a certain proportion under official guidance to increase user stickiness. In fact, the financial system itself has very high technical requirements. I temporarily believe that before the popularity of blockchain, there should be no company that can achieve this to the extreme. For a real MMORPG game, the legal currency it establishes must be established. Based on the blockchain, it has certain transaction purposes, otherwise the creation of this MMORPG will inevitably fail. This can be seen from the history of World of Warcraft operations. Of course, the state has stricter supervision on this aspect of blockchain, so this aspect may be a problem that needs time and technology to solve.
B. A successful MMORPG must have content created by extreme users. In this regard, EVE is at the forefront. It can be said that EVE is a banner for user-created content, but it cannot be better., I think it is possible. This representative is the future interstellar citizen, that is, ordinary CS is integrated into the space game. You can jump off the ship, go bang on the ship, and run a business and become a pirate. Of course I predict that the design structure of Star Citizen will be very problematic in the future. There are too many local computing things. If it is really made, it will be targeted by plug-in groups. Now there are many self-aiming in Star Marine. Of course, if you don't have the ultimate user-created content, you need to have content creation capabilities at the level of Blizzard's World of Warcraft, and you need to have good numerical control of bosses and the like, such as those in the Destiny series. This is actually more difficult than user-created content, because game AI and game balance data are actually long-standing problems in computer design, and even if you can provide close to the ultimate content, in this fast-paced era, it will still be difficult. It will become outdated quickly. Users have read thousands of sails. Your production speed will never keep up with the user's experience speed. Therefore, I personally suggest that future MMORPG planners abandon stand-alone content as much as possible and pit players against each other. Create content as the main force, and make this part the best. Look at which online games are the most popular right now, such as Honor of Kings. What stand-alone content does it have? For a player, the game is common to the extreme. Fighting with others is a fun thing. Planners must properly handle the rules of MMORPG where people interact and fight with each other.
C Which social MMORPG is the most successful? Let me say it is Momo. Some people may ask, is Momo an MMORPG?
Of course, have you seen The Love Expert? Life is like a drama and it all depends on acting. The above is just a joke. So, how to make MMORPG user stickiness? Momo Audition King of Glory gave us a good answer. Haha, the above is a joke again.
How to do a good job in MMORPG social networking, I personally think, is actually an interactive relationship with the real world. Birds of a feather flock together, people are divided into groups, and players are also divided into three, six or nine. How to segment players and guide them Players create different small groups based on circle hobbies, providing convenient communication tools or systems or platforms for display and showoff. The social interaction between World of Warcraft guilds and raid groups gave us a hint, and EVE’s Legion Director gave us hints in a loose form from the other side, but these are outdated history. I personally think that the future should be based on the blockchain. Basically, such as the cat-raising game that is very popular in Ethereum recently. (This part is due to the fact that there are still many bottlenecks in technological development, so we can only talk about this for now. Social networking is of great value if it is done well)
Then below I will give some examples of the first generation MMORPG. Disadvantages, and possible improvements in the future!
A, Disadvantages of I Am Your Dad
A typical representative, it is a large interactive chat room that is equipment-oriented and mainly for PVE dungeons. The value created by users isIt's a guild and a raid group. Let's play together in this so-called family and friends group to experience it. Users have no way to create a historical event to freely change the direction of the game world. At the same time, the entire financial and trading system of the game world is always in the hands of the game company. In one sentence, Blizzard is your father. So the world created by Blizzard is fun, but after playing it, it feels very fake and repetitive. Swordsman 3 and the like are similar and have the same problems, so players are constantly struggling with AFK and regression.
B. The playability is insufficient. Everyone is playing with numbers, which does not reflect competitiveness and individuality.
EVE is a complex simulation strategy and tactics database game. Although the graphics are beautiful, it is of no use. There are very few battles that players can control. It only took me 2 hours to get started with EVE. , I realized that when you are fighting in space, the type of equipment you configure the ship before leaving the station determines whether your battle fate turns into fireworks or returns in triumph, but the good thing about EVE is that it is completely user-driven. , history created by players, the bad thing is that the introductory aspect will be stuck a lot, for players who don’t play games very much or have low game IQs, the fun part of EVE is not only that players can create history, but also It simulates a complete financial and manufacturing system, which is a paradise for players who are obsessed with manufacturing. I know some players who never play combat, but play production, R&D, and t2 manufacturing. And this part of the content is like a bible for combat players. Have you ever seen a series of tedious but extremely realistic operation requirements in the T2 manufacturing line, such as various reaction prospecting, fuel filling, etc.? Therefore, the world of EVE can be said to simulate 50% of the real world. It takes up land, production, manufacturing, battles, all kinds of love and hate in the legion, betrayal, legion members emptying the hangar, political workers, the political workers here He is a real political worker. It used to be that the ECF forum could be sprayed by political workers before and after every battle. Having said so many advantages, the biggest and biggest weakness of EVE is that players do not have a sense of individual involvement. You cannot see your own characters in the space station, only icons and dialog boxes. After leaving the station, you can only see your own characters. Ships or eggs, and there seem to be many places you can go, but due to the design of star gates and jumps in the game, you generally only go to a few fixed places: star gates, space stations, small belts, and POS deployment points. Moreover, after this game simulates reality, it has a very big characteristic. The Lone Ranger basically cannot experience high-end content. If you want to have fun, you must first stand in line. This is also a major simulation of reality, but the game guides players in this aspect. Too rough. Logically speaking, it is a large chat room system plus a large database. Players only need to click a little bit, and eventually it developed to the point where the entire manufacturing chain was dominated by idle scripts, which was very boring. Of course, the reason why the idle script can stabilize mining is also due to the design of the game mechanism.
EVE’s exposed problems in battle control, you are likePlaying with a set of data. Lock XXX, set fire XXX. Just like this. Similar to Dota and LoL, I can never use one skill or dodge to dodge the opponent's n skills. There's no way around it. It's a system problem. When there are more than 2,000-3,000 players in a combat area, time dilation will occur. The reason is simple. The PC architecture designed by EVE cannot handle the amount of fire data sent by so many players at the same time. This is the result of the simplified design of the game itself. Can you imagine a space battleship more than ten kilometers long with only a few cannons and active equipment on it?
C. There is no MMORPG that can create a social feeling. Honor of Kings has some. After all, it also provides a circle of friends and game-themed chat groups for buying new skins and showing off new heroes. There is an access point that can interact with the real world. No other MMORPG provides convenient and fast tools and entrances that allow players to easily interact with the game's content, historical process, and even character NPCs in the real world. I personally think this aspect is areas that can be urgently improved in the future.
The main reason is that I personally believe that mmorpg has a bright future, and it is a huge outlet.
It is not a decline, but a decline in similar stocks due to insufficient technology. Next, I will write down some improvements and wishes that I personally think will solve the shortcomings of
ABC, which are considered as future prospects.
I personally think that future MMORPGs should be prepared, that is, the premise is that anti-hacking design must be done well. As long as your game is really good, you should buy a dedicated game for a game. Hardware is a very common thing. For a player, using some proprietary hardware can also ensure the fairness of the game and prevent hackers from getting involved. In fact, plug-ins are the nemesis of all popular online games, so I recommend the best It's better to build some special hardware by yourself when you get bigger, or think about these issues before development, forget about putting a lot of calculations on the server for verification. It's best to be prepared to develop the console version. When players are messed up by various plug-ins, When you feel like dying, at least there is a piece of pure land that can save the reputation of your game.
So let’s talk about the disadvantages of ABC,
I have mentioned the disadvantages of A before. I won’t expand on it multiple times here. I will just mention one, relying more on players to create content. It can be like EVE or RUST. It depends on the theme you are focusing on. Game development companies only need to make basic rules.
B. The problem of playability is actually easy to solve. If it is a game like World of Warcraft, it is necessary to have no lock. The whole system can be made more competitive, and most importantly, it must be There is a system where experts can show off your skills. It cannot be ruled by local tycoon players. This kind of thing that can win by paying money must be absolutely prohibited. If you want to make money, sell skins vigorously. Selling all kinds of skins will not affectCombat balance (or slight) special costumes and special expressions and movements, this routine can be copied from Honor of Kings. (I don’t need to make it too obvious) Note that the main goal is to maintain the user’s stickiness and improve the user’s sense of involvement.
C. The problem with social networking is to provide a large number of interactive portals (webpages, aPP, WeChat, etc.), and to help players create different circles in the game (sects, halls, city lords, etc.) , general, etc.)
Isn’t slash youth popular now, that is, a player can have multiple identities, which are played by the players themselves.
2. The second problem is that it is not fun enough. Many MMORPGs are not fun enough. Either the routines are too old and cannot create fun for players at all, or they do not know how to make them. An MMORPG that feels exciting to play.
In fact, there are some playability issues that I mentioned earlier, which are also mentioned above, but they are not just control issues.
The issue of playability has a strong relationship with the system and settings, and even the player's sense of involvement.
『五』McKetchum will not be reviewed on weekends
No review. McTriumph's weekend is a rest period and no review will be conducted. McKay Xuan Aircraft Rental is a purely online personal credit leasing product open to individual users under Anhui Jiacheng Jiaye Blockchain Technology Co., Ltd. In fact, the pass rate of many rental products in Alipay has been very low in market feedback recently. Not bad. Basically, the pass rate submitted by users with a Sesame score of more than 500 is over 98%. McTriple Air Rental is actually a rental product that has been online for some time. It has a relatively high pass rate, and the down payment ratio is also relatively high. low.
『Lu』 How to match the blind man’s guardian beads and runes
League of Legends (hereinafter referred to as LOL) conducted a pre-season update for S9 near December 2018. The method of adding talent runes has been slightly changed, and some adjustments have also been made to the game's defense tower and minion mechanisms. So how do you adapt to the new version? This issue’s experience will bring you a set of blind monk Li Sin’s talent and rune point-adding strategies that will blow up the whole game to help you win consecutive battles in S9!
Tools/Materials
League of Legends Client
Main system + secondary system runes
1/4 step-by-step reading
Main system cornerstone
Choose the Domination system-Dark Harvest.
Since most blind people nowadays basically take the output route, of course the runes must be output violently. Since Blind Man often fights in the jungle and is often forced below the 50% health line when catching people, Dark Harvest is very useful.
2/4
Main runes
Choose sudden impact to increase damage in conjunction with Q’s second dash;
Select Ghost Poro, which can not only provide additional vision, but also obtain additional attack power bonus when the blind invades the enemy's wild area;
Choose the Ruthless Hunter to increase the ability to roam and support.
3/4
Choose the secondary system
Choose the precision system as the secondary system to increase the damage of the blind man.
4/4
Secondary Runes
Commonly used runes for output heroes: Triumph + Critical Strike.
Rune Fragments
1/2
Choose Rune Fragments to gain +20 attack power and +15-90 health points, which can make clearing the jungle easier in the early stage.
2/2
Complete picture
Notes
This ends this experience, thank you for reading!
League of Legends LOL Blind Monk Li Qing Talent Runes
Edited on 2018-12-03, the content is for reference only and protected by copyright
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