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Home > Fantasy > Almighty Game Designer > Chapter 923

Chapter 923

Words:1648Update:22/06/20 13:08:46

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Following the release of Monster Hunter, the players' complaints about Chen Mo's lack of chapters had mostly dissipated. They were all focused on hunting and didn't have the mood to complain.

After purchasing Monster Hunter, the players did have a lot of fun. From the Big Vicious Dino to Bird Scratching, to Venomous Demon Bird, Sand Dragon, Mudfish Dragon, Lightning Dragon …

Unique monsters kept appearing. The players also moved from the Ancient Forest to the Anthill Wasteland, starting to encounter different terrains such as deserts and swamps.

The players didn't feel uncomfortable with the appearance of new monsters and the increase in difficulty. In fact, they were quite excited!

The reason was simple. The increase in difficulty was very slow, and it was a gradual process.

The Big Vicious Dino was a large lizard that didn't fight back.

The only troublesome thing about Bird Scratching was that it needed to block with rocks, but it was still easy to beat.

The Venomous Demon Bird could spit venom, requiring players to have antidotes. However, as long as they had antidotes, their attacks were easy to dodge.

The Sand Dragon was a bit more intimidating. It was a big guy, but it only looked intimidating. It had a lot of health, but its attack wasn't high. As long as you had decent equipment and enough health potions, it wouldn't be a problem.

The Mudfish Dragon stayed in the swamp the entire time, limiting the players' movement in the swamp. However, it only had a single attack style, apart from biting, swinging its tail, and spitting mud. Getting hit wasn't fatal.

The Lightning Dragon was a bit more difficult to deal with. It moved very quickly, making it difficult to predict its movements. It also had a strong desire to attack, and could even use its tail to shoot lightning bolts at people.

The Mantis Dragon was big, had high attack, and had thick skin. Players needed some equipment to fight it.



The difficulty of these monsters would only increase a little each time, or change the game setting, or change the type of monster they had to deal with (for example, the Poison Demon Bird needed to prepare antidotes, and the Mudfish Dragon needed to adapt to the swamp). Coupled with the proper guidance for new players, the players would always be able to find a solution after suffering a setback once, and then proceed smoothly.

Moreover, the players themselves were constantly getting stronger.

On one hand, the players were getting more materials from killing monsters, which allowed them to craft stronger weapons and armor. When players couldn't defeat a monster, their first reaction was to get a new weapon. After upgrading their equipment, the difficulty would naturally decrease.

On the other hand, the strength of the players was constantly increasing. Although these monsters did not pose a fatal threat to the players, they still had a lot of HP. In the process of hunting, the players were constantly familiarizing themselves with the characteristics of their weapons and combos, and their control was slowly improving.

Moreover, as the game progressed, players discovered many ways to skip classes, which greatly reduced the difficulty of the game.

For example, there were many falling rocks and traps in the game that could deal damage to monsters. Different monsters would fight each other when they encountered each other, and the Hunter only needed to wait at the side and reap the benefits. When a monster's health was low, the Hunter could directly set traps to capture it. Against flying monsters, the Hunter could use the Flash Grenade to inflict pain on them. Using the Flash Grenade when hunting the Levitation Dragon would yield twice the result with half the effort …

Moreover, if they couldn't defeat the monsters, they could rely on numbers. The monsters in the early stages of the game had low attack power, and their attack power did not increase much in multiplayer mode. If they were lucky and encountered a powerful boss, they could just lie down and say 666 all the way, and the mission would be completed without any difficulty.

As the monsters became stronger, their intelligence also increased. Some would even deliberately leave footprints in many places to prolong the Hunter's search time, or deliberately walk into the territory of other monsters when they were on the verge of death, hoping that other monsters would attack the Hunter. But in general, the players only felt that it was a little troublesome, and they would not be fooled by the monsters.

Almost no players encountered a mission failure caused by the Three Cats. At most, it was because their weapons were not good enough, and they did not have enough damage, which led to them running out of time. In such a situation, the players did not feel frustrated. At most, they would farm for materials to get a better weapon, and if they were lazy, they could just send a distress signal and wait for the monsters to come.

(When the players were defeated by the monsters, they would be taken away by their own Cat Cart. If they were knocked down three times, they would become the Three Cats. Once the Three Cats or the time ran out, the mission would fail, and each time the Cat Cart was used, the reward would be reduced.)

Many players expressed that the game was really fun! They closed their eyes and opened them again, and a day had passed!

Because Monster Hunter did not require them to fight small monsters, the entire hunting process was relatively relaxed.

They would enter the forest to search for traces of monsters, collect resources, find the monsters, and start hunting. The monsters would escape, and the players would chase after them for an infinite number of times.

During this process, the players would be more relaxed, and they would only focus on fighting the monsters for a few minutes. Soon, the monsters would change locations. During the process of the monsters escaping and the players chasing after them, the tense battle mood could be adjusted. Therefore, it was not like Dark Souls, where they would feel tired after playing for a while and have to stop.

Therefore, many players did not feel that they had done anything, and a few hours had passed.

Many office workers could only play at night, and after playing for a few days, they realized that this game was really time-consuming!

However, this was a good thing. At least, it meant that the game itself was rich in content, and the 1,980 yuan was worth it. They could play for a long time.

As the plot progressed, the players arrived at the Miasma Valley from the Anthill Mound Wasteland, and they began to obtain different items and clothing. They had already fought more than ten types of monsters, and during this period, they had also completed the Molten Dragon capture battle and obtained many materials.

The Molten Dragon was the monster that looked like a mountain at the beginning of the plot, and its body was made of hard rock. Of course, the players did not fight the Molten Dragon head-on. Instead, they flew onto its back and destroyed its heat dissipation organs. In other words, the battle itself was risk-free, and they just had to avoid the lava.

During the process of fighting the Molten Dragon, the Dragon of Annihilation would come to join in the fun, but the players did not need to defeat it. All they had to do was hide in a corner, and the system's NPC hunter would participate in the plot. Therefore, the players did not think that this thing was very powerful, and it was just a little cool.

At this stage, the frustration that the players experienced was extremely limited. Most of the players would fail once or twice at most, and there were no monsters that could stop the players for an entire day. The difficulty was slowly increasing, but the players did not feel that it was obvious.

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