Chapter 485: World Mode (11) Hunter - Property Inheritance

Style: Gaming Author: Nothingness Walker BeimingWords: 2222Update Time: 24/01/11 22:44:30
It can be said that this mechanism ensures that countless ambitious hunter players who dare to fight will take the initiative to leave the comfort zone of the initial town and go to the wilderness to open up new strongholds.

However, some unfair competition also occurred during this process. A group of studios deliberately attacked their competitors' towns by collecting commissions from certain hunters.

The important thing in this process is not to eliminate rival towns. Generally speaking, hunter players who dare to build new cities by themselves are not so bad that they will be destroyed by the fierce ghost group.

The main purpose is to delay the opponent's growth rate, so that your own town can develop first, and then use the first-mover advantage to squeeze the development space of the competitor.

Many players who lack funds or are unwilling to spend money in this area are extremely disgusted with this behavior and strongly request Ghost Hunting Company to ban such studios.

But when other studios accept commissions, they are not stupid enough to directly comment on the official forum, so it is actually more difficult for ghost hunters to control it.

On the one hand, we can only report it through players, and on the other hand, we can monitor whether there are groups of fierce ghost players moving around and attacking human towns in a large area.

The latter method can be more effective in distinguishing the behavior of studios and normal players, because the range of activities of fierce ghost players is limited by pollution sources, and it will cost a lot to move.

Normal ghost players have their own fixed range of activities when the source of pollution is not threatened. Only the kind of hired studios will run around and attack various human towns.

Someone asked me if I just create a new account without running around, how will the ghost hunting company respond? In fact, you don’t need a ghost hunter to deal with this.

Because players who dare to leave the already developed towns and purchase "city building services" to open up in the wilderness will at least not be killed by the newly created alt account.

After this targeted update of Ghost Hunt, it can only be said that it has achieved certain results. It has slightly suppressed the arrogance of such studios and is not as rampant as in the past.

However, as the saying goes, the devil is as high as the devil, and the studio quickly came up with newer countermeasures to deal with ghost hunting.

Initially, the studio contacted ordinary players for rental activities. They rented other players' well-developed ghost accounts close to the target area to carry out attacks.

The problem with this method is that both parties to the transaction lack sufficient mutual business trust. The studio is worried that the other party will report it, and the rented players are also worried that the studio will leave some Trojan horse to steal their account.

Therefore, this method is generally used by small studios that are short of manpower. For large studios, they can use their abundant manpower to directly open accounts in various regions.

In this way, if there is an order in any region, the account in that region will be directly called to take action. It will be difficult for ghost hunters to see traces of being hired based on this.

The only flaw in this problem is that large studios not only have the "Ghost Hunter" project on hand, but also take on various private projects, so sometimes it is easy to encounter a lack of suitable executors. .

So later on, large studios formed a studio alliance in "Ghost Hunter", and each divided their areas to receive orders.

When a customer contacts the relevant studio and says that they want to attack a town outside the studio's area of ​​responsibility, the news will be shared within the alliance and handed over to the studio responsible for this area for execution, and the studio that provided the information will Can get commission.

Basically, this was the most cunning and effective method in the "World Mode" of "Ghost Hunter" before Zhong Shanze left this world.

If there is a problem, it is that there is more than one studio alliance, and the ones who report the most to each other are these alliances.

On the other hand, when the number of people in the studio increases, the internal centrifugal force will become greater. It is very possible for a mole to appear at any time.

So it can be seen that in the "World Mode", the development and management factors for the hunter camp are very high, but the most troublesome thing is actually not mentioned above.

Since the "World Mode" focuses on a reality, the "passage of time" mechanism is loaded into the game, that is, the time in the game can be continuously advanced as the time in the real world changes.

In addition to death and survival, birth, old age, illness and death are also normal things for ghost hunters. Getting sick is nothing.

In the "World Mode", hunter players will get sick once every two years on average. When they are sick, they are recovering from suspended animation.

Basically, you have to go back to a large town to recuperate, either wait for the time to end, or spend money on ghost hunting to recover immediately.

The most troublesome thing in this regard is the inheritance mechanism. When a hunter feels that he has earned enough money, he will begin to select the successor of his career, which is the next generation of hunters controlled by the player.

In fact, it won't work if players don't choose in the later stages, because as hunters get older, although they are more experienced, their physical fitness is also declining in all aspects.

For players, no matter how good your operating skills are, you will not be able to withstand the passage of time, so you can only choose the next generation of hunters.

Obviously, "Ghost Hunter" learned a lot of experience from Shihai Company when developing the "World Mode", so the successor system has a very Shihai flavor. To put it simply, the inheritance problem is very troublesome.

If you think about it in the real world, you will understand that it is so hard to struggle and escape death in the New World, so you can bear to let your children suffer too.

Therefore, in fact, long before the official inheritance, a lot of the wealth earned by hunters in the New World needs to be transported back to the Old World every month to provide a wealthy life for their families.

Let them not have to travel thousands of miles to the New World to lick blood like themselves, but they can live a life of eating steaks and living in a big house in their hometown in the Old World.

Hunter players are basically very resentful of this kind of behavior. After all, the family of an avatar has nothing to do with them? Wouldn't it be nice to have the money to upgrade your equipment?

However, the ghost hunter is very tough in this regard, saying that the hunter will definitely send wealth to his hometown every month, and I will not change it even if you protest to me.

If you forcibly refuse to send wealth to your hometown, the punishment for hunting ghosts will be to make the hunter depressed, which will lead to a decline in combat effectiveness during the game. This state will not be canceled until you send wealth to your hometown.

The players' response to this is to play tricks. They push it to the limit every time, triggering depression and then quickly canceling it, so as to minimize sending wealth to their hometown.

There are also detailed tutorials in some private forums. Basically, according to their method, you only need to send wealth to the Old World 21 times in 2 years, which is 3 times less than normal.

The modification that Ghost Hunting has made in the game is to set a depressed state, which will be accumulated based on the number of triggers. If you go in and out of the border of depression, it will cause the hunter to fall into irreversible depression.