Chapter 486: World Mode (12) Hunter-Intrigue

Style: Gaming Author: Nothingness Walker BeimingWords: 2136Update Time: 24/01/11 22:44:30
For most ordinary players, this setting of sending wealth to relatives in their hometown is really annoying, so they also asked the forum if there are any hunters who have no relatives in the lonely star of the sky?

The customer service of the ghost hunting company actually gave a serious answer to this question: No, dear, if you don't have any relatives, you will not be allowed to be sent to the New World.

The ghost hunter also gave a plausible explanation for the reason for this phenomenon. After the end of the apocalypse, everything will be in ruins, and the population can be said to be extremely precious.

If you go to the New World without leaving a seed behind in the Old World, doesn't that mean your genes are at risk of being wasted? Therefore, one must have at least one heir before being allowed to travel to the New World.

Therefore, ghost hunters who can go to the New World, even if they don't have seven aunts or eight aunts, will always have children with their spouses.

Moreover, from another perspective, the most troublesome group of people for any regime is the kind of childless bachelors. Such people have no worries and can do anything.

In summary, based on the influence of these factors, don’t worry about sending wealth, just send it back to your relatives in your hometown honestly.

Therefore, many players who have a hard-core heart in the game can only watch with heartache as a lot of the wealth they have worked hard for in the New World cannot be used to invest in themselves every month, but is shipped back to the character's hometown.

The matter of sending wealth to relatives back home has already made many players feel overwhelmed. However, this is not the main body of wealth inheritance, and floating wealth is just a small and insignificant part of the problem.

The real wealth inheritance problem in "World Mode" occurs before the character controlled by the player dies or is about to retire due to age.

Even if hunters send wealth to their hometown every month, they can actually only send floating wealth. Some fixed assets such as investment bases cannot be sent, and high-risk equipment such as weapons and firearms are not allowed to be sent.

When the protagonist controlled by the player is updated, basically don't think too much about the floating wealth. Most of it will definitely be eaten up by relatives back home, and at most some working capital will be left for the successors in the New World.

Therefore, hunter players have also developed a habit, that is, the hunters in this area feel that they are almost exhausted, and spend all their free money suddenly to buy fixed assets or weapons and firearms in large quantities, but do not leave it to their relatives in their hometown.

This behavior was later observed by ghost hunters, so the new version update said that you can change it, it will be fine, the human authorities will take action anyway.

Hunters will have certain regulations on the amount of floating wealth in their inheritance based on what they have done in their lives. Some players may think that I have to control the hunter when sending wealth every month, so you ghost hunter can threaten me with depression.

Now that my controlling role is about to retire, what harm can you do to my current operations no matter how depressed you are? Is it possible that depression can be inherited through time and space?

Of course, ghost hunting is not so low-key. Their setting is that if the amount of money left by the hunter does not match his life achievements, then the human authorities will intervene.

Of course, the inheritance is not transferred directly to the heirs. Not to mention whether the fixed assets in the New World are of any use, the authorities do not dare to let those dangerous firearms and weapons flow into the private sector.

Instead, the authorities will make their own valuation and then force the acquisition, and transfer the proceeds from the acquisition to the relatives of the previous generation of hunters in their hometown. As for the base's fixed assets and weapons and firearms, they belong to the authorities and can be auctioned off in the New World.

This operation is indeed the Achilles heel of many hunter players. Now it is useless to spend money in a surprise attack before death. No matter how much you spend at this time, the authorities will take it back.

Some players complained dissatisfiedly on the forum, saying that aside from the fact that we don’t want to inherit the lost wealth, from a plot perspective, wouldn’t the forced acquisition of property by the human authorities make the hunters feel chilled?

The ghost hunting customer service said very definitely that they would not. On the contrary, it would make the ghost hunters feel at ease. After all, they have narrowly escaped death in the New World just so that their children and grandchildren can eat steak and live in a big house?

These policies established by human authorities ensure that the property of ghost hunters can be passed on to future generations as safely as possible. How can they be opposed by the characters in the game world?

At this moment, the players had nothing to say. They could only feel heartbroken to see that the wealth they had earned through hard work was given away in vain to NPCs they did not know.

In this regard, Ghost Hunters has launched a krypton gold service in a timely manner. As long as you can earn krypton gold in reality, it can lower the upper limit of your floating wealth determined by the human authorities. It can be said that Ghost Hunters will not give up any opportunity to create revenue.

The above are the issues related to the inheritance of floating wealth during the replacement of hunters in "World Mode". So how should fixed assets and dangerous assets be handled?

Generally speaking, hunters will cultivate their favorite heirs through adoption in the New World. Such heirs are usually the hunter's juniors.

Hunter players are free to choose the gender of their character when creating a character. If they choose a male, the junior is usually the younger brother of the player character, and if they are female, they will be the younger sister.

Basically, after hunter players get their careers on track in the New World, they will summon these juniors who are willing to work hard to serve as their possible successors.

Of course, because this kind of character is controlled by AI, their growth is completely a text-based development game, and they will not perform tasks with the player himself.

The second heir besides younger brothers and sisters is usually the player's son or daughter. However, unless there are personality reasons, these younger generations are generally not willing to come to the New World and fight for a lifetime.

And the hunters who went to the New World were all in their prime, which meant that their children were young and not adults like their younger siblings.

Generally speaking, the sooner you come to the New World, it means the sooner you can be trained as a successor. In this way, when the hunter generation changes, the initial attributes of the next generation of hunters will be better.

However, who is the first heir of the player character can actually be designated by the player himself, as long as the character reaches adulthood and gives birth to an heir.

This means that players do not actually need to limit their heirs to relatives. Designating their deputies in the New World as heirs is also an operation allowed by the game.

The level of hunter relatives basically depends on luck. If you are unlucky and don't have a reliable relative, the player will be speechless and shed tears.

But the deputy is different. It can be constantly refreshed in the talent market. Basically, the character who can become a deputy and be trained will have an average attribute panel that is stronger than that of the hunter's relatives.

This made the hunter players think. After all, the hunter's relatives are not their relatives. As players, the only thing they value is the data itself.