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First of all, let me state that I usually mainly watch KPL and LPL, but recently a friend recommended this game "Xianxia No. 1 Placement". I originally thought it was for leisure and retirement, but after playing it carefully, I found that even if it is a text placement-type immortal cultivation game, its underlying values ​​and development routes actually hide a lot of "competitive thinking".
Let's talk about the term “competitive environment” first. In MOBA, we look at the lineup game and operational details, but in placement games, competition is more reflected in the efficiency of resource acquisition, genre selection and strong version routes. For example, in "Xianxia No. 1", from Qi training to overcoming the tribulation, it seems to be a straight line, but the selection of hundreds of sects and the allocation of cave functions (meditation, alchemy, formation) actually constitute a decision-making system similar to "BP lineup". If you choose an offensive sect, you have to sacrifice the accumulation of defensive skills; if you prioritize resources on equipment, it will slow down the progress of your cultivation - this is exactly the same logic as choosing between an early lineup or a late lineup in a game.
Let's talk about balance. I focused on the game's charging model: 0 yuan to download, but there must be in-app purchases (after all, you have to make money). The most common problem in this kind of placement game is the "imbalance between krypton gold and hard work", which causes zero krypton players to be completely crushed by numerical values ​​in the later stage. However, the cultivation dimensions of "The First Place of Immortal Heroes" are very rich: cultivation, equipment, title, experience, immortal couple, children, and even the poetry chanting and playing the piano in the cave can all add attributes. This multi-line parallel design can actually alleviate the numerical expansion of a single path. For example, if you spend money on your cultivation, but the recipe for alchemy in the cave can be dropped through the dungeon, the Gan Emperor can overtake it by accumulating time. At least from my current experience, the gradient in the early and mid-term is quite smooth, and there is no cliff-like experience of "getting stuck without recharging money".
But there is a hidden danger: the mechanism of unlimited copies and multiplayer bosses. If the value of the later dungeon boss is dynamically adjusted based on the combat power of all players in the server, then players with low combat power may be dragged into the "instant kill trap" - just like the opponent's economy in Honor of Kings crushes you by 5,000, and you can't defeat it no matter how good you are. I hope the developers will pay attention to the growth curve of the dungeon in subsequent updates, so as not to let ordinary Taoists become "sparring stakes" for Kryptonians.
In addition, the Immortal Fate System and the Children System look like casual gameplay, but they will actually affect combat effectiveness (for example, dual cultivation will have buffs after forming a relationship). This is interesting - if the bonus of a certain immortal couple is particularly strong, will there be a popular version where "all servers are chasing the same NPC"? It's the same reason as a certain hero in KPL who suddenly exceeds the limit and must be selected unless banned. It is recommended that the official adjust the bond value of the fairy couple regularly to prevent a certain wife from becoming the "version answer"😄.
In short, "Xianxia No. 1 Placement" is still in the "pioneering period" and the balance is reasonable, but subsequent version updates are very critical. As a player who is used to watching post-games, I suggest that planners pay more attention to the feedback from the player community, balance martial arts and skills like balancing professions, and don't let cultivation become a "numerical competition." After all, on the way to promotion, everyone wants to rely more on strategy and courage, rather than just money ability.