The Korean server recently launched a very interesting "Home System", which can be regarded as content independent of the dungeon itself. You can feel it just by listening to the name. It is more entertainment-oriented. However, many players are worried about the original 110 ver

2024/05/0700:33:33 game 1657

Korean server recently launched a very interesting "Home System", which can be regarded as content independent of the dungeon itself. You can feel it just by listening to the name. It is more entertainment-oriented. However, many players are worried about the problem that the original 110 version It’s very exciting. Will adding an entertainment system affect the normal gaming experience?

A preliminary detailed explanation of the "Home System"

Let's understand the "Home System" from three aspects: basic gameplay, core rewards, and its possible impact.

The Korean server recently launched a very interesting

. What is the basic gameplay of "Home System"?

A simple summary is farming, fishing, mining, construction, etc. For example, if you want to farm, you must first have seeds; once you have seeds, you have to reclaim wasteland, right; sow After planting the seeds, you still have to fertilize and wait, right?

This kind of gameplay is actually familiar to everyone. Opening land, planting land, harvesting vegetables, fertilizing and watering, isn't this exactly the same as a certain farm back then?

The Korean server recently launched a very interesting

"Home System" is an independent template. Players are equivalent to entering their own small homes and can freely layout and plan their homes as they wish (in theory, this is the case). The homes are composed of many small grids, in which players can Reclaim wasteland, build fish ponds, mines, and more.

The Korean server recently launched a very interesting . What are the core rewards of the "Home System"?

As a nearly independent template, what can the home system bring us? Currently, the most important reward is: consumables! (In addition, materials, clothing, decorations, etc. can also be produced in the home, but it is estimated that they cannot be taken out, so we will not mention them for now)

The Korean server recently launched a very interesting

"Consumables" is a key content in the home system. One reason is that it is "tradable", and the other is One reason is that it can be used in the main body, that is, players can also use these consumables when brushing maps and fighting monsters.

The attributes of consumables are very interesting. The relatively simple consumables include "enchantment device", "card turning orb device", "decomposing alien breath equipment", "recovering blood and mana", etc.; while the more high-end consumables , it can bring about "weapon attribute attack", "reducing enemy resistance", "abnormal attribute reduction" and so on.

The Korean server recently launched a very interesting

Let’s focus on the “abnormal attribute toughening”, which corresponds to burns, freezing, electrocution, poisoning, bleeding, etc. This is very interesting. While causing damage to the enemy, it can also have an additional toughening effect. Is there any There may be a phenomenon: Players carry a lot of toughness-breaking potions with them, and when they enter the map, enemies with corresponding attributes will be broken, and then the abnormal flow of equipment will take off!

The Korean server recently launched a very interesting . What is the impact of the “home system”?

Since the national server has not yet been officially launched, I don’t know how everyone will respond to this, but at least, I think there are two aspects that are very important:

The Korean server recently launched a very interesting

First, how much time does the "Home System" take? Originally, dungeon painting is very tiring, especially the 110 explosive version. If players are asked to spend half an hour every day to take care of their homes, it will undoubtedly increase the burden on the players and cause dissatisfaction;

Secondly, what is the "home system"? Is there any practical value? At present, only consumables have an effect, but if that's the case, then it's better to just let the enchanter produce them. Why bother to create a new system separately?

has a good idea. If the home system can produce fashionable clothes and pets (without attributes), it will be quite attractive to Nuanuan party players, and it will also have certain benefits in improving equipment (fashion pants, right slots for pets).

The Korean server recently launched a very interesting

Personal Summary

The "Home System" is oriented toward entertainment, and it certainly cannot hinder the operation of the game itself. Players can occasionally relax when they are busy, farm and fish, and start the retirement mode. In theory, it is of course excellent, but it will not It's hard to say whether it will overshadow the guest or be a total failure.

I personally think that players who want to play can gain something, and players who don’t want to play will not suffer any losses. This is the wisest choice for the home system.

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