Housing: Farmville Meets MMORPG
Typical for Chinese MMORPGs are the many side activities that come along with it. I haven’t tried all of them yet, but I would like to commend the housing system.
In the open world that belongs entirely to you, you have a kind of house with an attached garden where you can work on producing plants like in Farmville. The house can be decorated – albeit in a slightly shallower way than in The Sims.
Even though there aren’t many pieces of furniture in the first version in China, there is enough offered for fans of these activities to lose themselves in for hours and to later invite friends and guild members to a garden party.
What about the Endgame?
Since I haven’t reached the final endgame after 30 hours, I can’t make major statements from personal experience yet. However, what can be said from the Chinese community: Players describe later on some difficult challenges that require good team members.
However, these seem to be more of a damage check than a real skill check, which plays into the previously mentioned comfort zone. Due to the lack of raids and slightly too easy mechanics, according to players, HoKW quickly turns into a DPS comparison game. That’s a shame, because the combat system actually has enough layers to explore.
On the positive side, there is no endless grind for the perfect equipment in the game. The gear has no random values. Instead, there are sets suitable for various playstyles.
If you want to heal more, you put on the appropriate set for the healer; if you want to do more ranged damage and evade more, there’s a set for agility. While you also have to gather these items, you’ll spend much less time doing so than if you had to grind or craft each item with the perfect random value.
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