mage also changed the progress of the game. This game does not have strict "main line guidance". All players have to do is to attack the "famous mages" everywhere, devour their souls, and gain the authority to open the sealed area, so as to go to more areas and attack more mages... until they defeat the final boss.
These "named mages" will initially wander around the map. When they encounter players, they will summon minion attacks. After being damaged, they will actively teleport to other areas (change areas). Players can follow the guidance similar to the "Insect Guide" to chase the mage continuously until they reach a specific area, and the bleeding bar will be lit and the real boss battle will be entered.
The problem is that there is not only one mage in a map, and there are also so-called "ecological" settings between enemies: the map monsters and mages are hostile, and different mages are incompatible. The task of striking "Master A" is often involved in a melee between mage A, mage B and wild monsters. Although "Master A" may change areas midway through the battle, when you catch up with "Master A", you may find that it gets along well with "Master C"...
It is good to enjoy success, but such "ecology" will only make the experience worse and more times. Whether it is being sandwiched between two mages, being sandwiched between another non-target mage, or seeing the target being "brushed" away by another mage, it makes people feel that the design is unreasonable and confusing.
Take the monster hunting as an example. If "strike against famous mages" is an "emergency mission" that can unlock the next stage, then "unknown mages" and "named mages" are similar to the tasks of the assemblies. Players can continue this siege at a certain location on the stronghold or on the map to obtain the corresponding mage's means of production.
It is worth mentioning that the mage who is not in the task tracking state does not have the guidance position of "inducing insects", and it is easy to disappear after half of the hit. I wasted a lot of time searching for wild mages on the map in the early stage. It is better to try to "sweep monsters" under guidance.
There are also some normal processes. BOSS does not belong to the "magic" type. They will wait for players in a fixed position and at least there will be no long and annoying foreplay to chase them.
is like collecting fire dragon materials from monster hunters, you can make fire dragon suits. In salt and sacrifice, you can also use the materials dropped after the mage's death to make corresponding equipment and weapons. There are dozens of weapons such as sword sticks, sickles, giant swords, and stabbing swords. These created weapons usually have the cool skills of the corresponding mage and can be released by "focus" or "anger". The combination of various weapon tactics, coupled with the action system from salt to shelter, makes the battles in this book have good playability.
So I keep fighting against unknown mages, looking forward to what kind of weapon their corpses can make - this "hunting" experience is as exciting as the clear land in the monster hunt, which can drive players forward... and feel full of malice in the complex, trap-filled, unguarded Galaxy City map.
This map is no longer a complete world, but is divided into five independent mini maps. Players need to select an area to enter at the portal of the stronghold, just like the Demon Soul. Of course, even if it is split into several levels, the overall size of the map is actually similar to the previous level.
In other words, if the player goes back to upgrade or make a set of equipment on the road to attack the mage, then after returning to the level, he has to start from the beginning of the task - chase - strife process. Of course, you can also choose to bite the bullet and not upgrade and continue to kill the mage, but this may lead to the tragedy of losing all the "salt" on your body due to accidental death. Such an inconvenient design is really tormenting.
By the way, in "Salt and Sacrifice", players lose 10% of their money for every death, while "Salt and Sacrifice" increases the loss value to 50%. You heard it right. You will lose half of your money after death and you will not be able to get it back.