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Now reading: Chapter 1005 276: Adventure World, Dungeon Opening (Monthly from Monsters Are Coming, a Game novel by Slashing Blade.

[Challenger Tips (All Channels): The ga is about to undergo a major version update, introducing a special mode: Adventurer World.]

Introduction to Adventurer World:

The Blue Lantern Clan utilizes the "Adventurer" component of the Divine Lamp Rule to create special spatial scenarios, transforming the Cave World's original survival challenges into rule-driven dungeon trials.

The original random exploration mode of the Cave World will be replaced with fixed dungeons, each being an independent space containing specific monsters, traps, and reward chanisms.

Dungeons are divided into 32 difficulty levels, with the higher the difficulty, the greater the rewards for completing challenges.

Reward Pool Introduction:

The dungeon rewards in Adventurer World are divided into five types.

Divine Coin: Dropped randomly by monsters after they die in Adventurer World; the higher the dungeon difficulty, the more Divine Coins dropped randomly by monsters within the scene.

Resource types: Spirit Ore, Spirit Plant, Spiritual Spring, and a series of resources accompanied by spiritual materials.

Flesh, Elental Essence: After the war, the Blue Lantern Clan extracts Life Energy from enemy factions and makes Essence Balls for storage, which can be dropped through the probability of killing monsters in Adventurer World.

Weapons and Equipnt: Random quality equipnt dropped by killing monsters; the higher the dungeon difficulty, the higher the probability of high-quality weapons and equipnt dropped by monsters within the scene.

Rule Fragnt: After being drained of Rule Origin, leaving behind a rule frawork, no longer possessing Rule Power, only retaining a tangible part, where weak rule power unable to be absorbed by the Divine Lamp Rule is preserved. Randomly dropped by monsters in the dungeon scene; the higher the dungeon difficulty, the higher the drop probability, and can be made into Pseudo-rule.

...

After this update, the spatial node of the Cave's Newbie Village will introduce a new functional building: Adventurer Teleportation Array.

Players can directly reach Adventurer World for trial challenges through the teleportation array.

Comnt Section:

Starless: Dungeon folks are overjoyed, not liking Cave World because exploration is too luck-based, and there's no strategy content for exchange. After all, Cave World is too big, if unlucky, several scenes in a row can result in imdiate return to Emperor Zhao, wasting a lot of ti. Comparatively, preferring Death Space where strategies can be exchanged and ways to clear dungeons can be researched together. However, the slots for Death Space rely on a lottery; finally, the real dungeons are being launched this ti.

Boiling Wine Brewing Tea: The dungeon discussion section on the forum is finally rising; this is a victory for dungeon enthusiasts. In the future, we'll be the strongest faction under the Hunting Party, maybe even surpass the Hunting Party to beco the number one faction. The era for dungeon enthusiasts has arrived!

Peppa Pig: Looking forward to your release of dungeon strategies, preferably so speed-run guides. Judging by the update introduction, it seems like there are no restrictions on dungeon runs, so can high-level players farm low difficulty dungeons for high-frequency rewards through speed runs?

Six Er Six: Solo Players are also overjoyed; I just don't like playing with fixed teams. In the future, I can join in dungeons with random teams, encountering different players every day. Just not sure how dungeon rewards will be distributed; after all, the output from dungeons is directly given as rewards, not like hunting monsters outside where feedback is direct.

...

The ergence of Adventurer World has stirred extensive discussions among players.

The topic gradually shifts from the dungeon settings in Adventurer World to issues regarding interest distribution.

Before this, the way players' interests were distributed was simple.

It was all allocated according to the sche set by the system; the earnings from killing monsters would be fairly distributed to every player in team mode. If there were Damage-bearing Stream Players in the team needing extra benefits, each player in the team would give up a part of their earnings to the Damage-bearing Stream Player.

But this mode clearly doesn't work in the Adventurer World created by the Blue Lantern Clan.

The earnings from kills are completely random and not distributed through the system, similar to the early ga mode where monsters exploded with equipnt.

With close friends or guild groups, this problem is easier to solve.

Let one player collect all the earnings from this dungeon, then list them on the Trading House, and distribute the sacrificial power obtained according to the pre-agreed sche.

However, if it's a random team, trust issues arise.

Unknown players taking away all earnings and distributing after selling them, with the amount of sacrificial power sold determined only by screenshots of logs.

No locking period for goods listed on Trading House, theoretically allowing others to have players watching the Trading House, capable of snapping up resources in the very next second after they're listed, losing at most so sacrificial power fees.

If it's high-value items, this thod can yield substantial profits.

The potential interest distribution issue prompts forum players to start contemplating how to solve it before the official release of relevant features.

In heated discussions, four distribution sches have erged.

The first sche, roll-point teams.

Distribution thod: Every ti equipnt or resources explode after killing monsters, allow Guidance to give random numbers for distribution.

This is like the early ga dice roll, the higher roll gets the earnings, those who didn't roll high get nothing.

Basically, unless extrely unlucky, everyone can score a few tis in one dungeon round.

This mode is relatively fair, purely based on luck, with no possibility of cheating.

"Divine Coin" dropped by monsters as currency in Adventurer World is fairly distributed among team players, where any excess in the even distribution is given to the dungeon team leader as extra earnings.

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