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Brief introduction of "Around the World": How to build the desired fortress (clothing, food, housing and transportation)

As a wonderful game with reverse discount, the content of the game is all over the world and has been deeply loved by players. This game is very similar to the former niche game "Exile City", except that the exile city is more biased towards the overall situation and less invaded by the enemy. What players need to fight is more natural disasters in the territory, or just the changeable ecological environment. However, after everything stabilized, the disadvantages of exile city were revealed. Players just need to stare blankly in front of the computer, and the villains in the game will get everything done step by step. Without the player's operation, the game naturally cannot attract the player's attention. Although creating a world that belongs to players is very fulfilling, when the world no longer needs players, it often represents the end of the game.

Then this aspect is much more interesting. Everything is the same from scratch, every point is created by the player himself, and even every character animal is chosen by the player himself. The game fully shows players what impermanence is, and birth and death are often only sooner or later, not to mention there are so many natural and man-made disasters. Therefore, players who experience the world for the first time are basically defeated by previous attacks, insufficient food or changes in the weather. Moreover, the exquisite role setting and talent skills around the world often make players take the lead and move the whole body, forming an avalanche form. Therefore, some old players in the game also use small loopholes in various games to complete various routines. For example, in the early stage, by constantly setting expeditions, a character can bear more things, and by diagonally blocking, a melee character can kill the enemy unharmed, or a maze can be built to slow down the pace of the enemy and create more output space for himself.

But personally, this is not in line with the world view at the beginning of the world. The script created by the players of "Around the World" is to land on a completely strange planet and use their own technology and resources on the planet to create a world of their own. It is understandable for players to solve the problems set by the system by using game vulnerabilities, but it is also a way to destroy the game experience by using intelligent flexibility to oppose the rigidity of the system. Imagine what kind of person can defeat and kill a thug with a gun with his own melee weapon in a real battle, and he is not injured at all, so although these can help players through various crises, it is a disadvantage for the original flavor and long-term development of this game.

Having said that, as long as you want to express your personal views, the game should incorporate your own whimsy, instead of using various loopholes to solve the game. Excessive utilitarianism will not make players feel that the game is fun, but will only reduce the life of the game endlessly, and the surrounding world is such a world that can broaden players' whimsy. Here I will share some personal experience and game experience of this game, and in order to experience the original flavor of the game, MOD only played harmless content such as item superposition and wall lamp, which is completely in line with the rules of the game, and did not drill game loopholes.

Most of the food sources in the world come from land. After all, hunting and picking plants that grow naturally can only be a temporary emergency. Without food, it is definitely a big killer until the end of the game. In the temperate forest map, there will be several land types, such as rivers, roads and mud, which can not grow crops. Therefore, for players with obsessive-compulsive disorder, these are all things that need attention when choosing the base location. The color of mud is very similar to that of normal land, so it needs to be treated with care. The other three kinds of land are fertile land, common land and sandy land, and their fertility is 140%, 100% and 70% respectively, which will affect the growth time of crops. The plant introduced by the system in the game consumes more than twice as much time as that introduced normally, because the plant will enter a dormant state and no longer grow in the dark.

In addition, the change of outdoor temperature will lead to the death of plants, so there is so much time to plant plants in the game all year round. The game time is divided into four seasons, with fifteen days in each season. There will be a specific disaster heat wave in summer and a cold current in autumn. The former is good for people, the latter is good for plants, and sometimes it can be harvested immediately. A sudden drop in temperature will lead to the death of plants that are maturing soon. Two more attacks will reduce the labor force and may directly lead to the end of the game. Therefore, using fertile soil as much as possible can allow players to collect more food in a short time and resist greater disasters.

Let's talk about clothes after eating. Wearing rags in the game will lead to the decline of the character's mood. In the early stage of the game, players were short of manpower and resources. Eating against the enemy is a problem. What do they care about clothes? But the villains in the game don't care. If he doesn't have good clothes, he will reduce his mood to some extent and become crazy. Not only can he not control it, but he will also do all kinds of destructive behaviors, such as overeating and destroying furniture. In the early stage of the game, players don't have enough manpower to grow cotton, so most of the leather they get is all kinds of leather obtained through hunting and slaughtering, and these leathers are also important materials for players to make clothes in the early stage.

Among the personal characteristics of the characters in the game, there are greed and jealousy, both of which have high requirements for the bedroom. A good bedroom has a high bonus to the mood of the characters and can get similar comfort and beauty. The luxury of the bedroom is mainly reflected in the following points: First, the use area, whether the house is wide or narrow, has corresponding conditions. If the player only puts a single bed and an extra room for action in a room, the character's temperament will be reduced, indicating that the room is small, like a mouse, but the bigger the room, the better the achievement. When the use area is too large, the base will be too bloated, and the villain of the player needs more time to move back and forth when commuting or fighting. So personally, I think 4X5 is a good building space. You can put down a double bed, a big or small statue, a bedside table on the left, a dresser below and build a wall.

In addition, the early players can rely on the yearning for the new colony and the low expectations in the opening character's mood to build a dormitory, which can save more materials and reduce their mood. A clean dormitory will only reduce your mood by three points, which is almost negligible.

At the same time, players can also work hard on the later materials, such as building infrastructure with expensive basic materials, building a double luxury big bed with jade or gold (how luxurious), or building a statue, bedside table or dresser with gold, and laying a red carpet on the ground instead of a simple wooden floor, which can add to the character's mood, although the price is really high.

Regardless of the early, middle and late stages, players have to deal with the major forces on the map. Some of them are well-intentioned and some are full of malice. Each game has five strengths, two indigenous, two alien colonies and a pirate group. Players often receive various tasks, such as saving people, finding good things, destroying camps, providing trading items and so on. Although the picture on the map is a little rough, it also needs to consume resources, and there is a certain moving speed when moving forward on the map, which is related to the state of the characters. After all, if one leg is lame, it is unrealistic to expect to walk and jump like a normal person. If you often run on the map, it is strongly recommended that horses can graze, usually feed on plants, move quickly without consuming resources, speed up the process and reduce accidents. This animal can train a large group, and then let a character with high social rank run around to complete the task. Even in the face of attack, it has the strength of World War I, which avoids the waste of manpower by caravan bodyguards (the most important thing is that there are many colors and varieties, and the colorful ones are beautiful).

PS: If you can't find a horse on the map and the merchant doesn't bring it, you can find a donkey instead. Except that the moving speed is much less, the others are not much different, but if the moving speed is not fast, businesses will waste more time.

Summary: basic necessities of life can help players gain a foothold in the world around them, at least they can develop steadily without invasion. After all, if we can't even solve the basic survival, let alone expand outward, then let's talk about food, clothing, housing and transportation here first, and then we will continue to launch more original world games around us.