Chapter 565: Epic Journey (6) Camp

Style: Gaming Author: Nothingness Walker BeimingWords: 2118Update Time: 24/01/11 22:44:30
Compared with the "Extended Period" and the "Capstone Period", the biggest difference occurs in the changes in grassland. In the previous era, it was divided into pieces of submarine grasslands. In this era, the area expanded rapidly, and many places were connected into one.

The expansion of the grassland area certainly means that the difficulty of the game is further reduced for most ordinary players, but it also makes it more difficult for overlord players to master the grassland.

It was already very difficult and required a lot of effort to prevent other players from sneaking into the pasture that you occupied before. Now it can be said that the difficulty has become even greater.

In the past, as long as an overlord was a little more diligent, he could guard the pasture by himself without recruiting subordinates, but in the era of "Extended Era", it was really impossible.

Moreover, in this era, many grasslands are connected together, and there are no landmark buildings in the game. It is difficult to determine the specific ownership of each grassland, so that even the overlord players have disputes.

It is under such a game situation that the game mechanism that many players called for in the last era was finally implemented in the "Extended Era" version.

In this way, the players can finally feel relatively relieved and don't have to worry about being stabbed when forming alliances with each other. Although the phenomenon of betrayal cannot be completely eliminated, at least there is an extra layer of protection compared to the past.

So the grassland overlord quickly reached an agreement with those loyalists, and a more solid relationship was established between the two parties, with no way to betray each other at any time.

Loyalists cannot suddenly jump back and launch attacks. If they want to leave the alliance, they must apply first. Within one hour after the application is issued, they cannot eat food in the pasture, and they cannot attack their former colleagues in the pasture.

During the application period, if you engage in eating behavior or attempt to attack a former ally, you will be immediately marked as a traitor. At this time, you still cannot attack others, but others can cause effective harm to you.

The reason why these mechanisms are designed is to force those players who apply to withdraw from the game to quickly leave the pasture where they once stayed.

There are bloody lessons behind this design. Many betrayers deliberately stay in the pasture, waiting for the enemy to come to besiege them and cooperate with them inside and outside.

However, the Ghost Hunting Company only considered the needs of the overlord, but ignored the overlord's malicious intentions in the first version of the design, resulting in many pastures becoming pig-killing grounds.

The overlord will deliberately invite the player to join his pasture, then block the opponent's way out, and then actively kick the player out of the pasture. After an hour, you can enjoy the pig-killing feast.

If the player makes a mistake while busy or is angry and chooses to attack the cells blocking the road, then the pig-killing feast can start early.

In fact, the main purpose of doing this is not for food. After all, how can you be short of food if you occupy a grassland? It is mainly for the evaluation gains obtained by annihilating all players.

So soon Ghost Hunt released a patch for this behavior. If the system detects that the kicked player has been maliciously intercepted, it will transfer the privileges of both parties after the warning is invalid.

That is to say, the players who were kicked out at that time will no longer be damaged when attacked. Instead, the besiegers will take real damage from the attacker, so they should open the road and let the victim leave when they are warned for the first time.

In addition to releasing this patch, Ghost Hunt also browses game videos based on player reports, and notifies the names of players who engage in this behavior, so as to make their reputations bad and reduce possible victims.

However, there are only a few players who engage in such arrogant operations. Most players still act more honestly and allow the overlord and loyalists to form a vassalage agreement.

One difference between the "Extended Era" and the previous "Cryptozoic Era" is that although food resources have become more abundant, conflicts between players have also become more intense.

If you are honestly searching for food in the wilderness, you might as well go to the "Arena" to play single-player mode. Since you are playing an online game, you have to participate in interaction, and the grassland in this era is undoubtedly the center of interaction.

In this way, the contradictions and conflicts between the overlord and the non-overlord became more and more intense, and even the loyalists were jealous of the non-overlord players.

Therefore, the group that was called "Loyalists" in the "Liper Epoch" era was given a very indecent name - "doglegs" in the "Extended Epoch" era.

All "dog-legged" people have received this treatment, so as the masters and overlords of "dog-legged people", their names will naturally not sound good.

After a chaotic discussion on the forum, those grassland overlords were finally unified as "Grass Overlords", a title recognized by the vast majority of players.

Although the Overlord has always emphasized that he didn't call us Overlord before, how come he can change the title at will now, but he can't help but the name "Grass Overlord" is spreading more and more widely on the forum.

After all, those who cannot eat grapes will always belong to the majority, so calling this group of "overlords" "grass overlords" can satisfy their wounded hearts to a certain extent.

On the one hand, it causes damage to the image of the overlord, and on the other hand, it still reflects the "dominance" of the other party, so that the resister's resistance will not look like a clown.

And these "overlords", who are derided as "grass overlords" in the new era, have established "overlord alliances" with each other just like signing vassalage agreements with loyalists.

The "overlord alliance" provides mutual offensive and defensive assistance, on the one hand to reduce internal friction within the overlord camp, and on the other hand to jointly deal with the rebels in the new era.

Therefore, just like in the "Cryptozoic" era, an overlord controlled a pasture with loyalists, this situation became increasingly rare in the "Extended Epoch".

In most cases, several overlords work together to share the pasture with their loyalists and repel those who want to spy on the pasture.

In fact, overlords will also fight each other. If their loyalists have an absolute advantage over their opponents, they will launch an invasion to destroy their neighbors.

In this era, there are also some groups called "fallen". They clearly do not belong to the overlord and are not loyal, but they are willing to accept the overlord's employment to participate in some wars, during which they can enjoy the benefits of pasture.

The largest player group in the "Extended Era" is the players who failed to occupy the grassland and are unwilling to become loyalists. They are the main enemies of the Overlord.

There are two types of players like this in the "Extended Era". The first type is called "attackers". They are at the level that is about to break through the overlord. They will constantly attack the pastures of each overlord, bringing about killings and wars.

Even some players who already have the technical strength to dominate will join the "Attacker Alliance" just to enjoy the excitement of attacking for no other reason.

The second type is called "wanderers". They are not strong enough, so they just shoot and change places. They are called the "Thieves Alliance" contemptuously by the "Overlord Alliance".