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How to evaluate the Netease game "The Road to Great Navigation"?

As an old player of Great Navigation OL, I met this great navigation road for the first time and went to into the pit. Lingling has been playing Zone 3 for more than half a year, mainly because she was dissatisfied with the first two games and didn't understand many things, so she played Zone 3. Now she is the grape wet nurse of Oranhai. Okay, that's it. Let's talk about my experience as a civilian (monthly card party) player.

First of all, about the game, the playability of this game is still relatively good, but due to too many tasks, the form of daily tasks is relatively simple, and it will be boring after playing for a long time, but it will get used to it after this stage. The overall feeling is ok.

There are mainly five countries in this competition, namely Britain, Spain, Portugal, the Netherlands and France. Generally speaking, Britain and Spain are the stronger countries in the first three months of opening a new area, and the other three depend on the situation. In the later period, Britain was easily divided. This is the overall feeling I have played in Zone 3, and I don't know if the others are the same.

After all, the main body of this game is to run business and cross the port. The forums of all kinds of business posts have been made very clear, so I won't go into details. Of course, the other piece is fighting. Originally, in the game of great sailing, adventure should account for a relatively heavy proportion. However, on the road of great sailing, apart from gaining prestige and promotion, exploration is not of great practical use, and it is impossible to find adventure fun at all. And the number of exploration points is limited, fixed at 6 o'clock every hour.

I prefer fighting, and it is estimated that most players like it (everyone wants to win others), but Netease works hard. This game will not produce great qualitative change between players without krypton and ordinary small R players. If you really want to crush others, you can only be a local tyrant in the game. Take our district as an example, if the other party's money is less than 10,000 yuan, it will not pose a substantial threat to me as a pure monthly card player. You can look at my ranking.

Therefore, I suggest novice players that there is no better way to crush each other in combat effectiveness than to be a local tyrant. Of course, the local tyrants mentioned here

It's the kind that needs more than 10 thousand yuan to fill it up, and the top is not capped. If you just want to be a civilian player, the monthly card is enough (the main purpose of the monthly card is to receive shipbuilding materials every day and smelting materials every week).

Personally, bounty hunters, that is, wet nurses, are most suitable for civilian kryptonian players.

If another civilian wants to improve his combat effectiveness, then the diamonds sent by the monthly card will be used for smelting, and the gold coins earned will not only improve the equipment on board.

In addition, we must improve our combat talent. The most cost-effective way to go to work is to change talents. Of course, we can consider replacing the equipment on board in the early stage. (I only change the equipment of the 5J ship) If we have time and conditions, we can take 300 goodwill every day, which can be used for smelting (I am lazy and only take 100 goodwill every day). In this, gold coins are king, so gold coins should be used sparingly and on the blade. Don't change the load of the ship too often unless there is a big improvement. The load of the ship here determines your color. Above 3J and below 4J are green 4 to 5, blue 5 to 6, purple 6 to 7, gold 7 to 8, and red 8 is a rare red color (I have never seen it). Therefore, civilian players give priority to the attributes of equipment, not the level, unless you are color-controlled.

The greatest personal improvement in combat effectiveness is the level of equipment smelting and talent. Therefore, especially civilians should consider promoting these two pieces.