Game Content Explained ①
update icon Updated at 2026/5/27 16:00:04

I've read a lot of reviews and complaints. A lot of people pointed out parts of the game that felt unreasonable. I did want to write out the game systems from the very start, but fully designing an entire game takes way too much energy. I can't make every single part perfectly airtight. The ideas in my head are mostly there already. I just haven't had the time to write them all down yet.

So today, I'll respond to those complaints one by one. If there are still other questions, I'll explain them too. And if there are still parts that feel unreasonable, I'll keep improving them one by one.

1. The price of a perfect fashion weapon crafting scroll is only 1000+, which is way too cheap and doesn't make sense.

Answer: If I remember right, I wrote it as above 1000. Above. Above~~~~ And this crafting scroll comes with a lot of restrictions.

① If the design isn't done well, the scroll is wasted. That means one scroll gets burned for nothing. He Yucheng scrapped one right at the start.

② This blueprint lets you freely design your own weapon. If you're not a designer, wouldn't you need to spend extra money to hire a model designer?

③ The bonus skill attributes are random. That's the real key. Even with a top-tier blueprint, the main difference from most low-tier blueprints is just the model itself. Sure, the odds of getting high-quality skill bonuses go up, but by how much?

④ It's precisely because this is an especially rare item that there are no real transaction records for it. Most people are just looking for one. And I never wrote that anyone was specifically buying up crafting scrolls. Because they're so rare, most players would probably assume this kind of thing is already extinct, so they wouldn't go out of their way to collect them.

⑤ At the end of the day, a fashion weapon is still just fashion. A virtual cosmetic costing hundreds or even thousands is honestly pretty normal. Getting a finished product with good stats is the truly hard part. Odds down to the second decimal place are common in a lot of games too, right? Fishing for miracle luck, basically. As for finished in-game gear, prices going over a hundred thousand or even a million do happen. I've personally seen trades like that.

2. The game's full-dive issue

① I wrote in the opening of Chapter 1 that the game in this story has an emotion system. Sure, current online games probably don't have that yet, but what about a few decades from now? What if they do?

② In terms of interaction actions, things like shyness and greeting already exist in a lot of MMORPGs. They're just used in different situations. It's very similar to head pats or tugging on someone's sleeve. Including hugs and kisses, those are all doable too.

③ As for expressions... emotion system~ emotion system~

④ This system was designed so players could better immerse themselves in the game world. Wasn't it?

⑤ Why do I say I won't write it like NERvGear? Let me ask this: in real life, face to face, would you guys really dare call a complete stranger that kind of name or openly harass them? Though, okay, people like that really do exist. Funny enough.

3. The issue with the one-yuan-per-life bounty

Answer: Some readers probably haven't played those really large-scale 3D MMORPGs, so they feel like this kind of money is hard to make and too cheap. But there's one situation: if the respawn point isn't a safe zone, and respawning leaves you at extremely low HP, and respawn has no countdown, then one person can camp the respawn point. The moment someone revives, one normal attack kills them. They revive, one normal attack kills them again. In that case, a 2000R bounty would be finished in under an hour. Most people's real-life finances probably wouldn't let them earn 2000R in an hour, right?

4. If dodge has such a short cooldown, then how are you supposed to catch anyone?

Answer: It's a universal skill. If they have dodge, then you have it too. And everyone has ranged attack skills. You don't have to get into melee range to hit someone. Ranged attacks cause hit stun and slowing effects.

5. An explanation for some of the controls: every skill has visual effects, including Charged Thrust, this basic movement skill that also deals damage.

That's about it for today's explanations. If there are still any questions, feel free to write them out. I'll read through them one by one, learn from them, and explain them too!