August is the summer vacation when students are free, so most online games will launch some major events during this period.
"Ghost Hunter" is naturally no exception. At this time, the fourth chapter of the game plot has ended, and the fifth chapter has been launched during the summer vacation, opening up a new game mode.
In the previous plot of "Ghost Hunter", after the hunters escaped the mysterious pursuit, after a fierce battle, they finally regained control of the base station, although they paid a high price for it.
However, this is indeed worth it, because it means that after the end of a generation, distance will finally no longer be a barrier, and various bases can communicate with each other.
"We are about to step out of the shadow brought by the fierce ghosts! We are about to launch a human counterattack! We are about to enter a new era!"
The instructor who kicked off the prologue, in the promotional CG of Chapter 5, used his usual spirit to encourage the hunters.
However, regarding this aspect of the plot, the players on the forum can be said to be in a quarrel. However, in summary, one evaluation is still very popular, that is, the Ghost Hunting Studio is "making the plot with its feet" again.
Why are some bases willing to pay so proactively? Why did all the bases suddenly unite as one and start working together for the rejuvenation of mankind after the base station was established?
"What else can it be, a harmonious society? Didn't you see that no matter what the outcome is in the game mode, in the plot, the fierce ghosts must lose and humans win?"
There are a lot of these weird and sinister ridicules on the forum, but Ghost Hunter Studio doesn't pay much attention to them. "Ghost Hunter" just needs to have a good game mode, and naturally there will be young people to defend it.
After all, the seemingly dark background of "Ghost Hunter" and the 16+ age limit of the game make it more popular among middle school students. Of course, this kind of passionate exchange will not be introduced too much here.
In Chapter 5 of "Ghost Hunter", the newly opened game mode is "Collection Mode". The general plot is based on collection, which leads to the conflict between ghosts and hunters.
The hunters need to collect as many resources as possible in order to achieve the victory goal. The player who plays the role of a fierce ghost naturally has the task of stopping the hunters.
It is worth mentioning that after the rush mode, this mode uses a large map for the second time. A total of one hundred hunter players and sixteen ghost players can fight on one map at the same time.
Having experience in developing large maps in the rush mode, the collection mode can be said to be very familiar. Ghost Hunter knows how to mobilize the enthusiasm of players to participate.
The rush mode was very popular when it was first launched, so just like duel mode and other non-large map battles, it has been continuously open to the outside world.
As a result, when the popularity drops later, the required number of players is often not available, which causes the game to become less competitive and boring.
After all, this kind of large-map combat-type game mode will only be interesting when the number of players reaches a certain standard. Otherwise, if you can't see a single player on the map for a long time, what's the point?
Therefore, this lack of interest leads to the loss of more players, further exacerbating the decline in gameplay, and a vicious cycle is formed between the two.
Later, the ghost hunter finally found a solution. To use a lyric from the original world, it is: "Those who cannot get it will always be in commotion, and those who are favored will have no fear."
Players do not pay attention to the rush mode because it is there at any time, so reducing the introduction of the rush mode can increase players' interest in this mode.
After this change was launched, it really had a good effect. Whenever the rush mode was unlocked and played, a large number of players poured into this mode.
Therefore, the current collection model of the same type is the same. You can play it every day for the first month. After the popularity subsides, you will adopt a limited play method and only open it at a fixed time every week.
Speaking of which, because of this setting, there was news a few months ago. A player took advantage of the rush mode to open and played 24 hours a day. As a result, he suddenly died at home, causing quite a stir.
As a result, in subsequent minor updates, Qingyu Company had to add a time limit to the game, allowing a maximum of six hours a day in this mode, and then apologized and compensated to resolve the incident.
Going back to the introduction to the collection mode, this type of large map combat generally does not have an absolute determination of victory or defeat. As long as the upper limit of the number of players on the map is not reached in the game, other players can join at any time.
Therefore, just like the current rush mode, players need to earn points by completing goals, and settlement will be launched at the end of the play time as a way to evaluate the game's profitability.
The way for ghost players to obtain points in the collection mode is naturally the same as in most other game modes. They only need to kill hunter players.
So how do hunter players get points? Since this is a collection mode, the way to get points is related to collection.
The abstract concept of resources is embodied as boxes in the collection mode. As long as players collect these resource boxes, it means that certain resources have been collected.
Resource boxes have the seven colors of the rainbow. Among the resource boxes collected by players, the red resource box has the highest value, and then decreases in order to the purple resource box with the lowest value.
In the collection mode, hunters still operate in a group of five people. When a hunter finds three resource boxes in total, he can exit the game and obtain a guaranteed victory settlement.
Of course, the collection mode is free at this point. If you can exit but still stay, this approach is also possible, and even most hunter players choose to do this.
It's just that obviously refusing the guaranteed reward will bring more risks. As the adventure time prolongs, it is possible to be killed by a ghost or another hunter.
That's right, he was killed by other hunters. The collection mode is the first one so far. In the game mode, hunter teams can attack each other and snatch resources.
Previously, it was impossible for hunters to attack each other based on the game mechanics. The most they could do was to use monsters to kill other hunters like those ghosts in the rush mode.
However, the collection mode breaks this rule. Hunters searching for resources in the wild can compete with each other to snatch resources.
Many players saw this and thought of the instructor's impressive speech in the plot, and they almost laughed out loud.
"They say that humans need to unite and launch a counterattack against the fierce ghosts, but the backhand is that in the game mode, the hunter teams are fighting each other? This is quite true."
However, there are also those who oppose him: "I think this is because the hunter team is composed of players. You guys don't care about the game settings. Having fun yourself is the first priority."
"I believe that in a situation like the Ghostly Doomsday, if the world of Ghost Hunters really existed, hunter teams would indeed coexist peacefully, unlike how players currently interact with each other in the game."