The Origin Altar.
Qi Sheng withdrew his gaze from Lin Ji.
This seed, which stores memories of the future, was extracted from the future information he deduced.
This will also be a key move in the Dry Generation Origin.
He wasn't surprised to see Lin Ji top the leaderboard for this event.
In the projected future, the player with the game ID "Night Patrol" is already one of the top players.
He once built a sizable Large Guild with his outstanding personal abilities, and also put forward many pioneering ideas at several key junctures in the development of the player community.
Even without memories of the future, he would still be one of the best Player Camp.
Having memories of the future, they also gained a prophetic perspective.
The memories he bestowed upon the person have not yet shown any signs of decay or blurring.
Every event, coordinate, detail, and even the tactile sensations and emotions are vividly depicted.
This clarity was so perfect that even Lin Ji himself felt his memory was too perfect.
The purpose of doing this was to ensure that Lin Ji could take in the Tenth-Gen Primal in advance.
This also means that any information that Lin Ji has detailed knowledge of in his future memories will become an "asset" that he can readily cash out in advance.
The prophet's vision, combined with his already top-notch execution and combat talent.
The combination of the two results in a "disruptive" advantage during the novice stage.
For other players, winning the championship is a process of striving.
But for Lin Ji, it was the most efficient path to resource integration.
The stage is now set up for the actor; now it's up to him to perform.
But this will obviously take some time.
After all, Lin Ji's strength was still quite far from sufficient to explore that ruin.
Without paying much more attention to the "future butterfly" he had created himself, Qi Sheng turned his gaze to the players' Forum.
In this round of Recruitment, he distributed one billion player qualifications to the public.
The total number of players has reached 1.3 billion.
Secondly, 28 brand-new maps surrounding the Ground Roar Continent have been opened, and the number of branch Space Node established around the Emperor's Family Village has reached 40.
The influx of new players has also spurred a new wave of faction development.
The most distinctive feature of this round of Recruitment is that experienced recruits are helping new recruits.
To help new players grow quickly, we identify the most promising players and provide them with more development support.
Qi Sheng set up the " Newbie Leveling Ranking " as a litmus test back then.
To ensure a fairer ranking, he also imposed several restrictions.
For example, experienced players are strictly prohibited from directly leading newbies to hunt monsters, and experienced players are prohibited from gifting newbies with Sacrificial Power or finished equipment to interfere with the growth of newbies, in an effort to ensure that every newbie starts on a nearly level playing field and fights for a future based on their own abilities.
Since this system was implemented, the players who made it onto the leaderboard of the newbie leveling event are undoubtedly top-tier players.
With this round of billion-dollar qualification distribution, a massive influx of players has emerged, and interpersonal networks have been embedded into the player ecosystem at an unprecedented density.
Behind the billion-dollar qualification lies a vast network of real-world relationships: fathers and sons, brothers, friends, lovers, and so on.
Back then, all the new players started from scratch, with no one to rely on.
He built his empire entirely on his own two hands.
In this round of Recruitment, many newcomers are not venturing into the Monster World alone.
Behind them stood many guides who had entered the Monster World earlier and accumulated certain resources.
Faced with the despairing intensity of competition and the unattainable rewards on the leaderboard, some players made a more "pragmatic" choice.
Since they felt they were destined to be excluded from the rankings, they no longer needed to be Restraint by the shackles of "fair competition."
As a result, the pay-to-win model arrived early, even for newbies.
Finding parents, children, brothers, Adoptive Father, and partners—new players quickly obtain their first source of funding through real-world networks, accelerating their growth.
A "fast-track" ecosystem based on real-world interpersonal ties has begun to emerge.
Countless newcomers no longer start empty-handed on their first day in the game, but instead receive start-up capital provided by "veterans".
The growth boost provided by this kind of network of relationships can be traced back to the two major forces in the real world's " Fishery Port City ": the Cheek Fishmen and the Abyssal Fish Clan.
They established a newcomer support fund early on, developing through a cyclical model of experienced mentors guiding newcomers, newcomers becoming experienced, and then mentoring newcomers again.
According to the statistics from the Guidance, among the billion players who entered the game this time, 98.33 million players gave up on ranking and received help from their predecessors from the start.
The scale is close to one-tenth of the number Recruitment in this round.
It is foreseeable that this "old helping new" development model will become the norm in the future.
But this does not mean that the allure of "climbing the charts" has diminished.
For most players, the leaderboard, high above the ground, remains their battleground for proving themselves.
The event lasts only ten days, but their exploration of the Monster World holds endless possibilities.
A temporary setback in ranking is by no means a settled matter.
A chance discovery of low-level Origin Source or a fortuitous encounter with high-level Spirit Plant during an exploration of ruins could lead to a leap in strength, creating a miracle of "a fish leaping over the dragon gate." During the event, a dark horse that could overturn the rankings could emerge at any time.
This sense of anticipation, filled with the unknown, is far more enticing than spending money from the very beginning.
Therefore, the vast majority of ordinary players prefer to rely on their own efforts, wisdom, and luck to compete.
They would rather endure the slow and arduous start than fail to change their destiny through their own efforts.
Accepting assistance means giving up an opportunity to rise to prominence and settling into a predetermined path that, while safe, is less turbulent.
Thus, the player groups exhibited an interesting and distinct division in the early stages of the event.
One side consists of a faction with deep-rooted sectarian foundations that took off smoothly with the help of "East Wind" and quickly integrated into a mature system; they are also known in the Forum as the "fund faction".
On the other side are the fighters who, with burning dreams, forge their path through blood, fire, and fog.
Qi Sheng did not interfere with the natural evolution of the player ecosystem.
He believed that any spontaneously formed new pattern had its own significance.
All he needs to ensure is the general direction of the Player Camp's development; the details are left to the players to fill in themselves, and he will give them plenty of freedom.
In addition to macro-level developments and changes, this round of Recruitment has also brought about many new developments.
The biggest change comes from the update of the Astral Veins Pulse school.
Magic-based classes, warriors, tanks, pets (summoning and Control ), archers, assassins, and supports—these were once known as the eight major classes among Forum players.
These are also the eight most popular gameplay styles in the current version.
Each school of thought can be further divided into dozens of sub-paths.
For example, there are several Mage Stream, such as the Domain Build, the God of Magic Build, the Tower Build, the Black Hole Build, and the Extreme Speed Berserk Build.
Each sub-style has a complete set of theoretical support, which has been verified by a large number of players and even has a clear "T-level" strength ranking.
The Forum is filled with "from beginner to expert" guides written by top players from various schools of thought, as well as the characteristics of different playstyles for different types of combat.
The diverse range of Astral Veins Pulse builds grants players unprecedented freedom of choice.
Especially in the early stages of the game, the cost of replacing Star Vein Slot is relatively low, and the game design itself encourages players to replace them.
Therefore, players can freely disassemble and replace Monster Soul to test the effects of different Astral Veins combinations.
This sparked a trend of "everyone becoming a tester".
Countless newbies may not blindly follow the so-called "version answer," but dare to try various novel Astral Veins combinations based on their own preferences and even some whimsical ideas.
One moment you might be experiencing the overwhelming power of the "Domain Flow" magic build, and the next you might dismantle your core Monster Soul, replace it with a few unpopular traits, and switch to Assassin Stream, or try combining the Pet Stream with the ranged attack capabilities of the "archer build" to try a "hunter build".
The highly customizable early game settings greatly unleash the players' creativity.
Let the path of growth no longer be a monotonous replication, but more like a journey of self-discovery full of surprises.
Countless variables collide in the game, bringing new ideas and collectively forming the turbulent and vibrant underlying ecosystem of the Player Camp.
The free switching between beginner and advanced stages is most evident in "damage-absorbing" players.
It has even become a representative "phenomenal" experience in the eyes of players.
In the eyes of Forum players and even casual visitors, the damage-absorbing build has always been shrouded in a dazzling halo of idealism.
They are the team's strongest shield, the cornerstone that turns the tide in desperate situations, and the fearless ones who charge ahead and pave the way for their teammates with their own bodies.
In the war videos of various top-tier battle groups, the Berserk advances and the unwavering figures that withstand devastating blows from powerful beings always ignite the most enthusiastic cheers and longings in front of the screen.
Passionate, fearless, responsible, and domineering—in the eyes of countless onlookers, the "damage-absorbing" style is synonymous with "real man."
Therefore, in each round of qualification distribution, a large number of passionate players who aspire to become the backbone of the team unhesitatingly lock their intentions on " Stone Gargoyle " or other defensive Origin Source when choosing their initial Monster Soul.
They fantasized that they would soon be like the top tanks in the video, standing firm against the surging waves of monsters, unmoved as a mountain, providing a safe haven for their teammates behind them.
Then, reality gave them their first solid lesson.
There was no domineering or dashing start, only the most direct pain.
The monster's claws, energy blasts, and acid corrosion slammed solidly into the newly reinforced body.
The pain feedback makes every injury accompanied by a real shiver in the nerve endings.
In their agony, they also had to learn how to precisely calculate the order of damage taken, how to maintain the cycle of their Monster Soul essence traits amidst excruciating pain, and how to monitor their teammates' status and provide protection.
If you don't do well in your studies, you'll have to take the blame.
Bear the maximum pressure from the team.
The bold statement at the start, "A real man must choose to take damage," quickly turned into a series of grimacing "hissing" gasps as the monsters relentlessly beat him down.
I used to dream of being an invincible core member of the team, but in reality, I was often chased by a few monsters and ended up running away in a sorry state.
Faith is rich and profound, but reality is harsh and unforgiving.
Thus, the recurring cycle was born.
Each round of Recruitment sees a large number of players "entering with faith" and choosing to take damage, only to quit en masse after the initial brutal experience, turning instead to more enjoyable magic-based classes or other builds.
The Forum's "Pain Reduction" section is perpetually filled with the blood, tears, and memes of newly minted "Pain Reduction" players, forming a unique "painful yet joyful" subculture.
But Qi Sheng discovered...
It is precisely this high attrition rate that, in turn, forges out the truly resilient players who persevere and withstand the damage.
They endured the initial beatings, survived the tedious period of accumulation, and finally mastered the skills to stand firm amidst the storm of destruction.
Every player who can persevere and endure injury is a core member of any team.
This pattern of "influx at the start, massive loss in the mid-game, and accumulation of the best players in the late game" has become the norm for tanky playstyles, but it has also cultivated a group of players with the strongest resilience in their Player Camp.
In contrast, the most popular Mage Stream are characterized by a high skill ceiling but an extremely low skill floor.
Any player can play a magic-based damage dealer.
The damage-absorbing playstyle is like the most rigorous furnace, refining you in reverse.
The weak will be quickly eliminated.
They weathered the harsh gap between ideals and reality, transforming their initial passion into resilience and honing their skills through pain.
Every player who can survive until the mid-game has mastered the fundamentals and the ability to withstand pressure, placing them firmly in the upper-middle tier of the Player Camp.
Those who persisted on their chosen path for years without exception became the cornerstones of the Player Camp's defensive system, core assets treasured by any team.
This "survivorship bias" presentation is precisely the core charm that allows the damage-bearing build to continuously attract devoted players like moths to a flame.
Everything I saw was magnificent, and naturally my heart yearned for it, and I firmly believed that I could become a part of it.
In this round of Recruitment, there is a growing trend of the eight major sects changing to nine.
This entirely new style is: the Curse style.
The gameplay of cursed Monster Soul was developed and used by players very early on.
However, its shortcomings are too obvious.
Each curse effect only affects a single target, lacking battlefield impact.
In the fast-paced Team Battle of the Player Legion, it appears inefficient.
Although a single curse can be transformed into a multi-target or even area-of-effect curse through methods such as San Shi or spreading.
However, maintaining this amplification effect requires a greater expenditure of mental energy.
However, the Deterioration of the situation changed this situation.
The Deterioration effect is a negative mark that continuously establishes a connection with the target; it is a negative curse with a persistent effect.
It can significantly reduce the mental energy required to maintain a certain state.
Furthermore, its diffusion property allows a curse effect applied to a single target to spread like a plague to surrounding enemies.
This led to a qualitative change, giving rise to a curse-based playstyle similar to the " Black Tide Plague Units".
Every negative effect released was transformed into area-of-effect suppression.
If the traditional support build is a buff amplifier for the team, then the newly emerging Plague Curse build is a debuff pollutant for the enemy faction.
It Completion the last gap in the lack of area-of-effect damage in the curse build, pushing it from the margins to the mainstream where it can influence the course of battle.
This also addresses another weakness of the Player Camp: the ability to sustainably weaken large groups of enemies.
Therefore, the Plague branch of the Curse build has become one of the most sought-after "new favorites" in this round of Recruitment.
Many well-prepared newbies had already thoroughly researched the prospects of various schools of thought through the Forum before the qualifications were even issued.
Many players have realized that the Plague Curse build, as an emerging untapped market, is on the verge of exploding in strategic value and team demand.
For experienced players whose builds are already established and who would find changing builds too costly, switching builds might be a risky decision. However, for complete beginners, it's undoubtedly an excellent way to get ahead quickly.
To paraphrase one player: If you join now, you're a veteran.
Therefore, far-sighted newbies did not hesitate to turn their attention to " Deterioration " or other cursed Monster Soul.
It doesn't matter what kind of Monster Soul you start with; any magic-based start is fine.
However, once you have accumulated a certain amount of basic resources, you should decisively switch to the Plague Curse build and start adapting to the gameplay mode in advance.
Embark on this emerging avenue.
The Recruitment departments of major guilds and warbands also quickly adjusted their strategies, prioritizing the Recruitment of newbies who were willing to develop a Plague Curse build.
This is completely different from the scene of the eighth style, " Summoning Stream," which appeared in the previous round.
At the time, the popularity of the Summoning Stream also stemmed more from the inherent fun of the gameplay.
It allows players to Control thousands of troops and experience the thrill of commanding an army single-handedly.
However, the Summoning Stream is more of a support/damage dealer in a team and is not irreplaceable.
The Plague Curse stream is completely different.
Its popularity stems from the demand for upgrades to the war mode from various guilds and warbands.
A skilled Plague Curse player can play a role in large-scale battles that directly rivals the " Black Tide Plague" unit type, which has caused headaches for countless players.
The applied area-of-effect damage can weaken the enemy's combat power in a region, creating a better combat environment for your side.
This strategic-level area-of-effect weakening capability is precisely the kind of system that is extremely scarce among current Player Camp.
One is a fun option, the other is a strategic weapon.
Therefore, major guilds have a relatively indifferent attitude towards Summoning Stream.
They weren't even willing to create a separate Branch Group for Summoning Stream, instead directly incorporating them into mixed raid groups.
However, when faced with the potentially huge Plague Curse, their attitude was almost one of eagerness to recruit talent.
In the eyes of these guilds and warbands, the value of the Curse Plague build is on a completely different level from that of the Summoning Stream.
Its importance is second only to damage absorption and support.
It is another key element in future warfare.
As for other damage-dealing builds, while they are important, they are simply indispensable.
Throughout the Player Camp, there have always been countless damage-dealing builds; you can find as many as you want.
This round of Recruitment also boosted the frequency of transactions at the Trading House, leading to a surge in tax revenue.
The old players' discarded items have finally found a newbie to take them over.
With the demands of hundreds of millions of players, the obsolete inventory from veteran players simply isn't enough.
I've used this stuff for years, and not only did I not lose money, I can even resell it for a profit.
The most typical example is the Control the Pet Stream market, where pets change hands multiple times and then find new owners.
Many early-game Control- based pets have been retired and left to gather dust in the pet space because their combat power has become too weak or their owners have found new favorites.
This round of new Recruitment has put these discarded pets on the path of "re-employment".
Under the guidance of their new owners, they have all begun their new jobs.
Some "experienced" pets that rely on Control have even changed hands dozens of times.
In the pet market, secondhand items are essentially new, with little difference from brand new ones, and command a premium.
The reason is simple: every "multi-handed pet" has been with its original owner for a long time, and it carries its own fighting habits, tricks, and even various decorations and tattoos left by its previous owner, which can be somewhat off-putting.
This sensitivity to the number of times a pet changes hands has little to do with the pet's combat strength.
Many pets have even improved their combat power compared to when they were at their best, thanks to the amount of spiritual food or enhancement pills they've been fed by their owners.
This is more of a psychological need for players.
Therefore, the idea that fewer resales equals cleaner pets and makes them more worthwhile to invest emotionally in has become a prevalent phenomenon in the pet market.
The pulse of the trading market is determined not only by supply and demand, but also by the emotions of players.
There are many other similar products.
For example, the "beauty is justice" mentality often mentioned by both new and veteran players is precisely the premium that stems from emotional appeal.
The rotation of old and new generations has increased the frequency of transactions, leading to an explosive growth in Ya Shou and revitalizing the previously dried-up Sacrificial Power Pool.
After summarizing the impressive Recruitment process, Qi Sheng shifted his gaze from the torrent of data to the scene of the Phantom Spirit Wasteland.
The crane is now inspecting the major battlefields where players are active.
At this time, A-Le Training Camp was still operating non-stop.
A new round of attacks has begun.
Countless players roared as they charged toward the Bliss Legion, colliding with the purple torrent of Bliss Insect Race and Bliss Evil Spirits, resulting in a brutal brawl.
During this period, various methods were employed, with the main goal of unrestrained venting.
Players at this stage don't need tactics; combat is driven entirely by emotion.
Players, in a seniority-based manner, also refer to A-Le Training Camp as: the kindergarten battlefield.
Because of the strength of the monsters here, A Le firmly locked them into a certain range.
The impetuous newbie will be shaped and refined through actual combat, determining the general direction of their future Astral Veins Pulse style.
Many dry combat techniques found in strategy guides will become muscle memory during the Bliss Legion's onslaught.
Furthermore, the game's endless troop production feature makes it an introductory ground for players' academic growth path.
The term "academic school" originally referred to the top players in the Tidal Rebellion Training Camp.
As the player ecosystem matured, it evolved into a mainstream progression path in the eyes of players of different generations.
From lowest to highest, they are: A-Le Training Camp (Kindergarten), Adventurer World, Mingshi Clan Space, and Imperial Family Mountains ( Newbie Village ).
This path is considered by many to be the orthodox progression axis for players.
The rest are all unconventional and unorthodox playstyles.
The player's growth and changes in these four stages are also clearly visible.
Phase One: A-Le Training Camp
At this stage, players begin to understand what war is, hone their basic combat skills in actual combat, find Astral Veins combination that suits their personality and preferences, and even find like-minded friends to form a fixed team.
It's a large-scale social scene combined with a chaotic battlefield; chaos is the main theme here.
The Forum also refers to this place as a matchmaking marketplace.
Although it's set in a kindergarten, many players have developed an attachment to it.
Commercial breaks, the gatekeeper, and exhilarating brawls—many top Player Camp graduated from here, leaving behind unforgettable memories of their newbie days.
Even though many players have formed battle groups strong enough to challenge the gatekeeper, they wouldn't even consider it.
After all, we need to leave a way out for our juniors.
The security guard might not die, but A Le, who is threatened, will definitely run away.
Demolishing a kindergarten on the spot and running away with the servants— A Le isn't incapable of doing that.
Whichever guild causes the kindergarten to be demolished is considered a sinner in the Player Camp, so the pressure to challenge the gatekeeper comes more from within.
If someone assaults the security guard, both the graduating seniors and the current students will be outraged.
Any guild that attempts to do this will find it impossible to remain in the Player Camp in the future.
Even members of their own guild might object.
The second stage is the Adventurer World.
Players who have graduated from kindergarten can directly go to the dungeon to begin a new growth journey.
It is a trial ground composed of countless independent instance spaces.
Hanging Dungeons, Magical Ruins, Sky Island, Dead Man's Lab—the dungeon types are all- Myriad Phenomena.
A-Le Training Camp teaches players basic combat skills, while Adventurer World forces players to learn how to form teams and cooperate as a group.
Mindless charges won't work here.
The dungeon also features many mandatory mechanics, and even includes sections that require solving puzzles.
This marks a new turning point in player development: a shift in mindset from individual focus to smaller, group-based strategies.
At this stage, players need to understand each other's fighting styles and even whether their personalities are compatible.
Each wipe in a dungeon is a litmus test for friendships and a crucible for honing team cohesion.
During the training camp, players simply found the Astral Veins combinations that were "easy for them to use".
However, in the Adventurer World, the Astral Veins among the members of Xiaolu must be considered for complementary synergy.
We also need to consider configuring damage-absorbing equipment and configuring auxiliary treatments.
A well-structured team can make dungeon runs smoothly.
Conversely, every step could be torture.
Once the basic mechanics are mastered, players begin to pursue speedruns, racing, and full map exploration.
This process will continuously refine the team's coordination and teamwork.
A skilled adventurer team can clear dungeons several times faster than a wild team, directly impacting their growth rate through resource acquisition.
Many new alliances have core members who were originally formed during the Adventurer World era.
Here, we'll "sit in jail" together, study strategies together, and share the joy of a first clear.
Therefore, the Adventurer World is a crucial stage for academic players to undergo a minor transformation from "qualified soldiers" to elite tacticians.
Here, the hustle and bustle of the training camp is gone, replaced by the tense atmosphere of dungeons and the exhilarating sense of accomplishment after success.
The dungeon gameplay puts players in a rut, sharpening their edges and honing their teamwork until they can function as a precise cog in a machine, working together seamlessly.
However, the Adventurer Dungeon has a fatal flaw: the Blue Lantern Clan severely limits the scale of player participation.
The number of players allowed in a single instance is fixed at 500.
This threshold has become a shackle for many players.
When a guild or warband hones its members into battle-hardened elites in dungeons, accumulating sufficient growth resources and tacit understanding, they will feel a sense of crowding.
The 500-person limit means that the vast majority of members of the Large Guild can only enter in rotation, that large-scale coordinated tactics cannot be carried out, and that their ambitions are confined to small scenarios.
At this point, a wider, bloodier, and more realistic battlefield became their inevitable next stop: the Mingshi Clan Space.
This marks the third stage of development for those following the orthodox academic path.
Many guilds expanded rapidly during this period.
The Mingshi people here weave together the glory and fall of different civilizations, wars and disasters, into a Ming history, creating an epic battlefield that has been played out in countless Samsara.
Players here will face various natural disasters created by the Mingshi tribe to keep the Ming people in captivity.
Mechanical torrents, spirit-inserting catastrophes, death-inserting dreams, evil god legions—all types of war disasters can be found here.
Unlike the "dungeon box" experience of the Adventurer World, the battlefield of the Mingshi Clan Space is completely open, with no fixed limit on the number of players. A guild can send three thousand, five thousand, ten thousand, or even more players.
Here, there are no duplicate content; every battle is a truly immersive experience.
This is also, in the eyes of players, a classroom that elevates the combat mode to the level of war mode.
What players need to learn is no longer about small-scale bursts of attacks, but about comprehensive and efficient warfare.
Commanding a war involving thousands of players requires considering many factors.
The operation unfolds simultaneously across multiple dimensions, including frontal combat, rear infiltration, resource competition, and air support. Every decision made by the commander will affect the gains of the puppet regime.
We also need to learn to analyze the behavior patterns of lean workers, rather than simply comparing damage numbers.
During this stage, players will also encounter other guilds, warbands, and local NPCs who have been raised in captivity.
Forming alliances and employing both distant and near-term strategies—various more sophisticated gameplay techniques have emerged.
Players can be saviors who unite with local NPCs to fight against the historical catastrophe, or they can be Great Demon who kill even NPCs, transforming into a second invading force of natural disaster.
Players will also scheme against each other to compete for the limited resources in the current space.
For guilds and warbands that have graduated from the Adventurer World and are eager for a bigger stage, the Chronicles Space is an excellent springboard and crucible.
Many guilds disband during this stage and merge into other guilds.
Besides Sacrificial Power resources, players can also accumulate experience in commanding large-scale battles here, and even gain initial fame within the Player Camp.
The guilds and warbands honed here have gained the power to challenge external forces in the Monster World.
They were already conquerors.
From the individual awakening in the Diao A-Le Training Camp to the initial formation of the Adventurer World, and then to the legion building in the Ming Shi Clan space, the path of the academic school has paved the way for players to reach the great battlefield of the Monster World.
At the end of the stairs lies the final training ground, known by players of all generations as the " Newbie Village ": the Imperial Family Mountains.
At this stage, there is so much to learn.
The Di Nian Bully is an insurmountable hurdle; confronting the Di Nian Bully requires a guild with a well-structured war legion.
It is an extreme test for the commander, and even for every member of the guild and warband.
From tactical plans to on-the-spot responses, from individual physical capabilities to psychological qualities, everything must be top-notch.
Those who cannot withstand extreme pressure are destined to be eliminated at this stage.
Ordinary guilds, or even medium-sized battle groups that have achieved brilliant victories in the Mingshi Clan's space, would likely struggle to even kill a single Disaster Type unit in the Imperial Family Mountains.
It's not that I can't eat, it's that I can't eat.
Zhuang has mastered the art of using the retaliatory tactics of Di Nian Bully bullies to his fullest extent.
Many guilds have tried the challenge, but the result was that they didn't get enough to eat.
Finding food in the Imperial Family Mountains is a nightmare-level challenge.
They tried all sorts of tactics, only to find them completely useless, because the combined guilds like the Divine Hall had already used them.
This includes " Oath Space," a one-man kill tactic that is virtually invincible on other battlefields.
Force the enemy with low health into a 1v1 deathmatch.
However, at the village entrance battlefield, a second before the " Oath Space " trait was activated, the Di Nian Bully had already generated a level 1 Evil Spirits Substitute in front of the Disaster Type units.
Players accustomed to eating and drinking to their heart's content will find themselves facing the most fiercely protective food-loving monster in the Imperial Family Mountains.
The experience was nothing but endless torment.
Countless posts, filled with painful lessons and bloody experiences, have been passed down through generations, their titles brimming with self-deprecation:
[Full of anticipation, I led my guild into the Newbie Village, only to starve to death nine times in three days. Brother Di Nian taught me a lesson.]
[We thought we were here to explore new lands, but it turns out we're here to participate in the Hunger Games. We haven't earned anything in two days, so we're preparing to run away.]
[Don't ask if the damage output is good enough. If it can't kill the Disaster Type units instantly, it'll just backfire and regenerate to full health. I'm so frustrated!]
To paraphrase a certain player from the same generation: If you want to eat in the Emperor's Tomb Mountain Range, you need to be strong enough to not even get a chance to eat shit.
This sentence accurately summarizes the difficulty of the Newbie Village.
Therefore, as the pinnacle of the academic path, the ultimate test of the Emperor's Tomb Mountain Range is actually: whether the legion has completed the transformation from a " Guild War " to a combat force.
Eating wasn't the main focus of the battle at the village entrance.
Enduring repeated setbacks and mental torment requires players to have nerves of steel.
Guilds that can establish a firm foothold in the Emperor's Tomb Mountain Range and steadily secure a share of the "rice bowl" guarded by the Di Nian Bully are qualified to be called top-tier allied warbands.
This has been proven by history.
If Ke'er actually believes that the Imperial Family Mountains are Newbie Village, then you are definitely a complete novice who doesn't understand the Monster World at all.
The name " Newbie Village " here has deviated from its literal meaning; it has become a symbolic representation of Player Camp.
It's like a mirror hanging over the heads of all those who consider themselves strong, revealing their true nature.
Your son can dominate the battlefield in A-Le Training Camp and become the king of brawlers, admired by thousands.
They can speedrun through the Adventurer World and are revered as dungeon masters.
An infantryman could even command tens of thousands of troops in the Mingshi Clan's space, earning a formidable reputation and being regarded as a legion commander.
But once you step into the Imperial Family Mountains, you're a newcomer.
The Di Nian Bully will teach you a lesson about the battlefield, telling you in the cruelest way: Graduated? No, your academic journey has just begun.
This is also frequently seen in the meme industry.
For example, during a major battle, a player might ask, "Where are you from? You're pretty good!"
The other person calmly replied: Oh, I'm in the Newbie Village, it's not a good place to train.
At this point, there's no doubt that the opponent is one of the top players in their faction.
Behind them stand the top player guilds and warbands.
This is also one of the most understated ways for Player Camp to show off: I'm just playing in the Newbie Village.
What Qi Sheng found interesting was that similar views also appeared in the Evil Spirit Alliance built by the Di Nian Bully.
All Evil Spirit believe that the Imperial Family Mountains are the most terrifying place.
There's even a kind of playful, humorous commentary, suggesting that the eldest brother of the Di Nian, with his own strength, guarded the village's key points, imprinted two great Demon, and prevented the Lan demons from wreaking havoc in the world.
Both the players and the Evil Spirit Alliance share very similar viewpoints.
Only the strongest Evil Spirit (the strongest player) in the alliance ( Player Camp ) is qualified to stand in that place.
After carefully examining the progress of different players on different maps, Qi Sheng turned his attention back to A-Le Training Camp.
After Perception the spatial barrier, it was projected into the depths of the Bliss Space.
Monitor and provide feedback according to the Guidance.
Just recently, the Lord of Bliss of survival" as his supreme creed and deeply understands that living and working will lead to a future, has come up with a new brilliant idea and is preparing to make a major version update to the Legion mode.