Happiness Is Back, The Terrifying Battlefield
The opening of the Civilization Space dungeons had become the latest hot topic on the forums.
The five large dungeon spaces, each with its own distinctive features, all had their advantages and disadvantages compared to the Adventurer World run by the Blue Lantern Clan.
The Adventurer Dungeon had a mature system, clearly defined difficulty levels, and a higher potential reward ceiling.
There was also the Blue Lantern Shop, where players could exchange dungeon currency for specific goods.
Rule Fragments were a high-value drop that players dreamed of obtaining. Anyone who got one could head straight to the regular auctions held by the Gold Coin Merchant Association and sell it for at least four million Sacrificial Power.
The biggest advantage of Civilization Space, meanwhile, was its incredible freedom and near-unlimited capacity.
There was no party-size limit in the dungeons, nor were there any of those headache-inducing "rule-based mechanics" that required players to follow specific steps to overcome them.
The disasters set up by the Inscription Clan were, in the players' eyes, the only gameplay that mattered in the dungeon.
Once they arrived, players had absolute freedom to explore.
They could go deep behind enemy lines alone, form a massive army to push back the natural-disaster invasion, or search the battlefield for resource spawn points.
They could even kill the indigenous NPCs whenever they pleased.
This simple, crude, direct, and unrestricted gaming experience instantly rekindled the passion buried deep in many veteran players.
As the Player Camp expanded its explorations across Monster World, veterans had already "ruined" most of the early locations where they could farm to their hearts' content.
Monsters couldn't respawn, so anyone looking for a new place to farm had to go find one.
The last dungeon that had given players such an