Chapter 487: World Mode (13) Hunter-Battle

Style: Gaming Author: Nothingness Walker BeimingWords: 2202Update Time: 24/01/11 22:44:30
Therefore, many hunter players choose the deputy who has been with them the longest based purely on data strength, rather than the "waste" relative from their hometown as their heir.

Of course, this "waste" does not mean that the heirs provided by relatives are pure waste. Some players' relatives have pretty good data, especially after using krypton gold.

It's just that compared to the deputies who have grown up in the New World, the heirs born from relatives are generally a notch behind.

Some players who pursue a sense of experience will try their best to cultivate their relatives, but players who purely look at data will not do this.

They will use various methods to kick their useless relatives out of the line of succession and leave the inheritance to the talented deputies they have trained.

The Ghost Hunting Company does not explicitly prevent this kind of behavior. If you want your deputy to become the heir, that is not completely impossible.

It's just that the ghost hunt has made it more difficult for heirs other than relatives to inherit the inheritance. If you think about it, you can actually understand why.

There were so many troublesome inheritance issues discussed before, but the older generation of heirs still left the inheritance to their relatives and even their heirs.

Therefore, the older generation of heirs controlled by the player said that they should send as little inheritance as possible back to their hometown, and they just accepted it with their noses pinched. After all, the meat was rotten in the pot.

But if the player does the above operations, the inheritance will not be kept for his family, but will fall into the hands of irrelevant outsiders.

For players, the deputy is an NPC that they get along with day and night, and they make a lot of contributions during your journey of running the stronghold. But to the relatives of the old hunter, the deputy is just a handful.

Therefore, when an old hunter decides to choose an irrelevant deputy as the heir to his inheritance in the New World, the relatives will have a higher threshold of vigilance about the inheritance left behind.

Although they are in the Old Continent and the fixed assets in the New Continent are of no use to them, it does not prevent them from leaving the property rights to them. Selling them to the authorities can also bring in a lot of money, which is better than giving away the money to outsiders in vain.

So as the next generation heir controlled by the player, how much wealth can he inherit from the previous generation? Ghost Hunt has specially set up a mechanism for this to ensure that you can definitely obtain a certain amount of property.

However, how much you can inherit beyond this standard depends on the player's own luck. The easiest way is to spend money on hunting ghosts.

The powerful deputy selected after spending money will become a relative of the old hunter. Either he marries the old hunter's sister, or his offspring marries the old hunter's offspring.

In this case, the deputy can be regarded as half a relative. Although there will still be some opposition from the old hunter's family, it will not be as loud as before.

For players who are unwilling to spend money, there is naturally a way out. Do more tasks related to the authorities and manage the relationship with the authorities well.

In this way, when caught in a heritage conflict, the human authorities will be slightly biased towards the deputy, leaving more heritage in the hands of the deputy, that is, the real player.

A player on the forum shared his tragic experience. The heir he chose was completely defeated in the lawsuit. Even the settlement was deprived by his useless relatives, and he could only use some of his free money to open up new settlements.

Of course, this kind of inheritance of property is a worry between normal players and experts. For some players whose operations are too bad, why should they consider this issue if they don't even have inheritable inheritance?

Because of their poor operating skills, this type of player falls into a state of suspended animation one after another and requires a large amount of funds for recuperation. As a result, the loans are too much and cannot be repaid with compound interest.

Generally speaking, this kind of players delete their accounts early and run away to practice again, that is, some who think they can still work hard to pay off are gritting their teeth and persisting.

Naturally, they don't have much money to leave to their relatives. Instead, they can pass on their little property to their deputies very smoothly.

The above is the very complex hunter property inheritance mechanism in "World Mode", so some players commented that this mode is more similar to a simulated management.

The style is more inclined to the ghost camp of the first eleven chapters, and the hunter camp, which has a stronger simulation management color, together form the "Chapter 12: World Mode" called "New Ghost Hunter".

At first, when Ghost Hunt said that in the "World Mode", which camp would not be fixed as the winner, the players were a little unbelievable at first, but it turns out that Ghost Hunt has fulfilled its promise.

However, the first round of the "World Mode" duel still ended with the victory of the human camp. Although this reason had something to do with the mechanism, there was no forced intervention by the ghost hunting official.

Specifically speaking, it is an issue of credibility. There is a unified human authority on the hunter side that supervises the alliances signed between hunters and punishes hunters who violate the covenant.

In this way, even the fourth natural disaster of the chaotic camp must carefully consider breaking the agreement and ensure that the benefits outweigh the punishment before doing so.

But things are different here in the Fierce Ghost camp. There is no mechanism to bind them. All their agreements are verbal promises without any coercion.

It can be said that the "World Model" has witnessed how chaotic the fourth natural disaster will be without official mandatory constraints.

The strength of the Fierce Ghost camp was actually much stronger than that of the Hunter camp, but because there was no restraint between them except morality, a drama of betrayal and counter-betrayal soon ensued.

Some players got angry later, saying that I don't care which camp wins in "World Mode", but I must let you, my grandson, lose the duel.

In this way, the advantage of the two camps was sharply weakened in the infighting, so that the hunter won the victory.

By the end of the first round of the game, the cities built by humans were all over the New World, and the entire New World had returned to the civilized world.

Players in the ghost hunting camp are very unconvinced by this, believing that the failure is due to the two sides standing on a naturally unequal starting line. In a word, victory or defeat is not my fault.

However, because of this inequality, many players revealed in forum surveys that if the Fierce Ghost camp continues to be like this, there is no need to choose this camp in the next round.

After listening to these opinions on the forum, Ghost Hunters decided to set up an alliance system for the fierce ghost camp to reduce the internal friction of the camp.

In fact, this idea had already been set up in the middle of the first round, but because the game was already halfway through, this mechanism was not implemented.

It was not until the end of the first round and preparations for the second round that the Ghost Hunters announced that in the next round, the alliance mechanism of the Fierce Ghost camp would be implemented to strengthen the confidence of those players who are willing to choose the Fierce Ghost camp.

As a result, many players who were originally dissatisfied and planned to abandon the fierce ghost camp returned to the fierce ghost camp. The second round of the "World Mode" kicked off under such circumstances.