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Chapter 141: Chapter 133: Lifestyle Dungeon

It hasn’t been long since the last major overhaul of the Sain Dungeon.

Surprisingly, another big change is about to take place soon, and it involves modifying another dungeon, which excites Gong Qiying while also leaving him sowhat exhausted.

After all, it’s not always possible to be brimming with inspiration.

A map is spread out on his desk; it’s a rough map of the Yanor Kingdom, on which he locates Bed City and Val City.

The distance between the two cities, if one were to travel by horse-drawn carriage without rest, would take nearly two days—a long journey for ordinary people, but all too close for dungeons. So close, in fact, that there would inevitably be competition between Sain and Val for visitor traffic.

This issue is unavoidable, as there will always be so who originally belonged to Sain venturing into the Val Dungeon.

Fortunately, both dungeons are under the control of Gong Qiying, so no matter where people choose to adventure, the spiritual power will ultimately end up in his pocket.

But... if Val continues to use a similar setup to Sain, there will inevitably be an overlap between those who choose to go there and those who choose to go to Sain, akin to "harvesting the sa crop of custors." Though the business is thriving now, in the future, the number of these people might plateau after reaching a certain level.

Thus, Val must change and differentiate itself from Sain!

"To sum it up, I want to expand the circle," Gong Qiying mumbled to himself.

By utilizing unique elents in Val Dungeon to attract those indifferent to Sain Dungeon, he aims to increase the flow of visitors and thus gather more spiritual power.

It’s a good idea, but execution is another matter.

"One thing must be clear, the design must not deviate from my original intention."

What is his original intention? Of course, it’s to trap people.

"Under the premise of trapping people, I want Val Dungeon to have elents different from Sain."

No matter what it is—be it organizational forces or a novel ga—successful expansion ans never doing one thing: abandoning old custors.

Unless no old custors were kept from the start.

Take the Elden Ring as an example; it added many elents not present in prior Soul gas—maps, open worlds, ashes, and many wheelchair-compatible weapons and spells. Many old Soul V players criticized it for reduced difficulty and lack of the original "Soul" feel, saying it has beco too rciful.

Yet, it sold incredibly well, achieving unprecedented popularity compared even to Sekiro, which also won Ga of the Year.

Why? Aside from the stellar quality of the ga, the lowered difficulty and new elents significantly drew in a large number of newcors, enabling most who aren’t as skilled to enjoy the ga simply by continually casting spells as a magician while the monsters’ health bars depleted on their own.

The lowered difficulty allowed Elden Ring to successfully expand its audience, but the old Soul Travel players ford the base; combining the two helped Elden Ring truly take off.

This is a successful case of expanding the audience, while there are plenty of failures in gaming that are sure to disappoint.

So whatever new elents Val Dungeon intends to add must strictly adhere to Gong Qiying’s original philosophy—the ancestral thods must not change!

Gong Qiying believes that Val Dungeon and any future dungeons added could collectively be terd as "Sain System" dungeons.

Sain System dungeons might close down, but they will never degrade!

So, how should Val differentiate from Sain? This is where the treasures left by predecessors co in.

Due to Kirich’s circumstances, Val Dungeon will never shut down, and Gong Qiying currently has no authority to change this, so...

Why not turn it into a living-type dungeon?

If it can attract a group of people to settle inside, it would be akin to having a continuous vein of spiritual power output, undoubtedly easing his days significantly.

"Alright, that’s settled,"

Having established the design direction, Gong Qiying, after a mont of contemplation, decides to stick to Sain’s initial design, turning Val Dungeon into a classic multi-tier dungeon, where one can continually conquer lower floors.

If the goal is to attract people to live inside, then it’s best not to make significant changes after opening. Any desired additions can be achieved by adding new levels.

Each level should contain several habitable areas. Except for the first level’s safe zone which can be unlocked unconditionally, other residential spots must et specific conditions, like clearing out monsters or solving puzzles.

But safe zones can’t be safe forever; it wouldn’t do to let residents rest easy indefinitely. Thus, he plans to design periodic monster attacks, but unlike in "Seven Days Kill," the monsters that co to attack won’t get progressively stronger.

"Monster attacks are just a ans to provide psychological thrill, so..."

Gong Qiying thinks for a mont and decides to design a monster attack for each safe zone that fits its background, and these monster attacks can be avoided or defended against by certain ans.

In "Dying Light

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