Have you ever made games? Then you should write about games!
Chapter 101 The drop rate in this game is way too high!
The tourists standing next to the player playing the game also unconsciously slowed their breathing and focused their attention entirely on the screen, influenced by the player's actions.
Returning along the path they came from, aside from a few newly spawned enemies, the player returned safely to the bottom right corner of the map, which is both the player's starting point and the point where they return to their base.
Only after returning to the base did the players finally breathe a sigh of relief, and the tense expressions on the faces of those around them also eased considerably.
After putting the graphics card, yogurt, bullets, and other items found in the backpack into the warehouse, the player quickly replenished their status and weapon ammunition before controlling their character to leave the base again.
"Hey bro, did you forget to bring food and water?"
A bystander noticed that the players in the demo had only replenished their ammunition and hadn't brought any food or drinking water, so he couldn't help but offer a reminder.
In Escape from Chickenkov, characters also have hunger and thirst levels. Reaching a low hunger level doesn't have a significant impact, but if thirst is depleted, the player's health will start to decrease, and quite rapidly.
The tourists who were watching were unfamiliar with the system at first. They finally managed to find a golden item, but their thirst kept depleting their health, and they eventually collapsed at the last step before returning home.
As a result, he threw the mouse down and left the scene in anger before the trial period was over.
He hadn't walked more than a few steps when he suddenly wanted to play Escape from Chickenkov again. However, when he returned, his spot had already been taken by the people in line, so he could only stand aside and watch others try it out.
Despite the advice from experienced players, the gamer waved it off dismissively.
"What's there to be afraid of? You can find food and drinks in the game anyway, so there's no need to bring these things and take up space in your backpack."
Although this account had a foundation laid by predecessors, everyone was immersed in the unique search, attack, and retreat gameplay mode and did not specifically complete tasks, improve character attributes, expand backpack space, or obtain safe boxes.
Spending time playing the game to complete in-game tasks can greatly improve the gaming experience; it's like planting trees for future generations to enjoy the shade.
The problem is that nobody wants to be the one who planted the tree.
Seeing that the young people wouldn't listen to advice, the experienced bystanders stopped saying anything and just stood by and watched quietly.
You can't learn by being taught, but you can learn by doing.
Soon, the loading animation ended, and the chicken character controlled by the player appeared in the lower right corner of the map.
"Go go go, let's go!"
Having gained experience from the previous games, this player's skills were very proficient.
First, I searched the two boxes near the spawn point and found some low-level bullets, an apple, and a bottle of drinking water.
As they stuffed these items into their backpacks, the players didn't forget to give the tourist who had just offered a reminder a wink.
Seeing that the other player found a bottle of drinking water right from the start, and faced with the other player's mocking and provocative gaze, the onlookers could only shut their mouths and dare not utter a sound.
The other tourists watching nearby gave him a similarly complicated look when they saw him get slapped in the face so quickly.
The player who tried the game was clearly unaffected by this little incident. After killing an enemy they encountered, they used a medkit to heal themselves while controlling their character to walk towards a key room not far from the spawn point.
After opening the key room with the key left by the previous player, accompanied by two "click" sounds, the player immediately returned to a state of alert.
The sound of shouting means that there are enemies nearby.
His battle-damaged level 4 armor had only about 20 durability; it probably wouldn't withstand more than a few bullets.
The next second, the figure of a black chick appeared at one end of the container.
Escape from Chickenkov's unique mechanics limit the player's field of vision, with only about 150 degrees in front of them being visible, while the rest of the area is completely dark, requiring the player to rotate the camera to see anything.
In addition, obstacles such as boxes and houses can also block the player's view.
If the enemy inside the container hadn't made a sound, the demo player might never have noticed it.
However, now that the player was prepared, the enemy was naturally powerless to fight back and was taken down by the player with two or three headshots.
"Wow, that's impressive, bro. Your marksmanship is getting better and better."
The tourists watching nearby couldn't help but burst into praise when they saw the mouse sticking firmly to the enemy's head like a magnet.
Escape from Chickenkov's unique top-down perspective means that if players want to get a headshot, they need to place the crosshair above the enemy's head, and the damage of a headshot is multiplied several times.
It's difficult, but the rewards are high.
"You flatter me, you flatter me."
Faced with the praise from those around him, the player scratched his head somewhat shyly, while using his other hand to guide his character to a cabinet deep inside the key room and click to search.
As the magnifying glass icon began to rotate continuously, the previously grayed-out squares were searched, and the items inside jumped out.
"Green plastic sheets, garbage."
Another egg, garbage.
Blue power cord? That's junk too.
The three new slots that appeared in the cabinet were filled with low-value items that the trial players didn't even bother with.
Fortunately, the key was not damaged when the key room was opened.
In other words, once you find the key to the clutter fence, you can open this key room an unlimited number of times.
However, it's really difficult to produce anything of high value in this key room.
It has to be said that you get what you pay for.
After searching for clothes and finding another piece of junk, the player controlled their character and headed towards the signal tower in the upper right corner.
He had previously found a graphics card in a toolbox next to the signal tower.
Don't ask why the graphics card is in the toolbox; he doesn't know either.
However, when he arrived at the signal tower, he was surprised to find that the toolbox next to the signal tower had disappeared.
"Do the loot locations on the map change every game?"
The players who tried the game showed some doubt in their eyes.
However, he didn't dwell on it too much. After searching the medicine box next to the signal tower, he headed towards the house where Mud was.
Since not many people are willing to do quests, the NPC Muddy remains in his house.
On the way, the player killed several more approaching enemies and found dozens of blue standard bullets in their backpacks.
In the early stages of the game, even ordinary bullets are quite precious, enough to make trial players happy.
After looting the items dropped by the dead enemy, the player continues towards the house where the mud is located.
This time, however, a red toolbox appeared beside the familiar road.
"Huh, does the toolbox refresh here too?"
The players who tried the game didn't think too much about it and immediately took two steps forward and clicked search.
Just a few seconds later, a red object appeared on the screen, causing him to exclaim in surprise once again.
"Holy crap, another red item! The drop rate in this game is insane!"
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