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Chapter 1 Preface

  Chapters 221 and 222

  The "Jianghu" game I set up doesn't have a system protection setting, whether it's something that falls from the player's hand or an NPC that is killed and drops it. The only exception is the hidden weapon, which has a certain system protection time because its usage method requires throwing it away. Here is an excerpt from Chapter 147 "Lost Hidden Weapon". Although the hidden weapon is an exception, if it is caught directly by the opponent during an attack, it's still troublesome.

  This is also the reason why "Feng Xiao" dare not act rashly. If it were to be inserted into the opponent's body and failed to kill instantly, how would one retrieve it? This can be considered a balance point! Moreover, the weapons held in hand during battle can be taken away by the opponent, currently such moves like "Catching Wind and Shadow" is one of them, ordinary weapons cannot be snatched away but the hidden projectiles shot out, once caught, can be possessed by Feng Xiao... Everyone has so many questions, I went to check just now, in the latest updated chapter 250's last sentence "Xiao Yao anxiously paced back and forth, waiting for the system protection time to pass." Ah, this is all my fault, I was describing Xiao Yao's eagerness for a good sword and wrote it carelessly, there were no wrong characters or anything, so when checking, I didn't notice it, sorry everyone! Causing you all trouble... Also, although in the game there isn't system protection, has anyone noticed that in the game, there is no setting where death would result in dropping equipment, items, and money.

  It should be considered a kind of compensation! Also, I'd like to explain that the newly appeared hidden weapon "Peacock Feather" in recent chapters is only borrowing the name from Gu Long's works and not actually the same as the one in his books. It's an intricate mechanical hidden weapon that needs to be thrown by hand just like regular hidden weapons. The automatic retrieval property means that it won't get lost without being picked up like "Wind Sighs Sighs". Writing online games is really a headache when it comes to game settings. A network game has so many planners, supervisors, programmers, and more... yet after all the effort put into making it, there are still countless bugs emerging one after another. Not to mention our own fictional game settings that we came up with on our own.

  I hope everyone can be more understanding on this matter. Of course, I also welcome everyone to provide help, offer good suggestions and point out the shortcomings. In addition, I hope everyone will not compare the game settings with our real-life online game settings, or else I really want to jump off a building. Thank you everyone!

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