When I first started playing the game, I felt that it was a game that encouraged players to use countermeasures to win, and as I got to the mid-to-late stages of the game, I found the weapon action system very appealing, which was really exciting.
I’ve noticed that there are some home-building gameplay in the game, which isn’t particularly good at the moment, but there is still a chance to change them in the future.
Maybe in the future, we can try to introduce some elements of “farmland/forest farm”, add “hunger/sickness” settings, and cooperate with the existing cooking system, so that players need to take into account some survival skills in the process of repeatedly exploring the map, so as to increase the fun of repeated play in the later stage.
For example, when the hunger value is 100, all the player’s states will get a continuous small bonus, and the decrease in hunger value is marked by the killing of monsters, killing mobs drops by 2, killing medium monsters drops by 5, killing elite drops by 15, when the hunger value reaches 25, you can apply an attack debuff to the player, and when it is 0, it is more but does not deduct health. Eating food will restore these hunger points and get more buffs.
Adds a special effect to the monster’s special attacks: makes you sick/walks slower/weight drops/has low attack power, etc., and makes you need to solve these problems by camping/eating.
While exploring the map, it is possible to construct a special structure in a special location, similar to a supply hut, where the player can teleport to another special building, and can be restored and camped through this building. Add a few NPC events to the area to help them make them work for you, get materials from nearby farms/woodyards/mines, transport them to supply huts, craft equipment or other items for you.
The reason why I think this is because I found that although there will be some small changes in the replay of the map, it will eventually reach a state that does not change, and some fun is missing.