never transparent in game

Chapter 8 Newbie Village Gameplay Introduction

The design concept of the second world's first holographic online game "Scarlet Moon" is to design a second world that is the same as the reality but different. Xinshou Village is not only for everyone to gain identity, but also introduces the general gameplay of the game.

The identity of the previous life establishes that the first exercise is good or bad, but correspondingly, the player will also inherit the grievances of the previous life.

The system does not force players to repay favors, but those who never repay favors will reduce the upper limit of NPC favorability (does not repay favors, will people feel heartless?).

The system does not force players to take revenge, but it is not easy for people who never take revenge to become attached to NPCs (do not take revenge, will people feel less important?).

The above is the [Affinity System] in the game.

The affinity system is also called the favorability system. NPCs have their own temperaments. If you do something that suits the NPC's temperament, your favorability will be greatly improved, and if you do something he hates, your favorability will decrease a lot.

In the second world, players may hit it off with NPCs at first sight, or they may meet each other for the first time and hate each other.

Some NPCs are cumbersome after getting married, some can accompany you in battle and give you gifts, some will become the type that loses friends in real life, and some NPCs with industries may give you free bills if you go.

It's as if they are not NPCs, but people who really live in the second world.

The Marriage System uses the technology of Smart Tree. The real-time calculation technology of "Smart Tree" is actually a template of white technology. It can automatically detect people's context, language, tone, expression, action, etc., and will update the words used on the Internet in real time , Make different processing and reactions according to different events, characters, favors, etc.

And the memory ability is also added to the smart tree, that is to say, the NPC in the second world can remember what the player has done, and there may even be a situation where a snake bites a ten-year fear of well ropes.

There will be no situation where the NPC will follow the drama and go to the next thing just because the player suddenly said another thing.

They will learn the language independently, and their personalities will also change according to their favorability.

Maybe... when you have worked so hard to complete the task and go back to want a reward, the NPC will talk about him like a fool, or there may be an interesting consequence of the NPC refusing to give you another task because you have not completed the task.

[Faction System] Divided into four camps, gods, demons, demons, and humans. The camps are basically irrelevant to players, but related to NPCs.

The Protoss trusts the Protoss (50), is hostile to the Demons (-50), sympathizes with the Humans (10), hates the Demons (-10);

The demons trust the demons (50), are hostile to the gods (-50), hate the humans (-30), and ignore the demons (0);

Monsters guard against monsters (20), hate gods (-10), restrain humans (-5), fear demons (10);

Human races guard against human races (20), respect god races (30), be hostile to demon races (-50), and restrain demon races (-5);

This has led to the fact that if Protoss players contact Mozu players too much, they will be warned by Protoss management (if no NPC finds out during the meeting), it will be the same as Xiupo and Xihuan warned Qiyan.

Players with higher influence in their own camp can gain supporters, just like Qi Yan once liked the human race and also has supporters.

Players who have no influence in their own camp, or whose influence is negative, will be judged by NPCs, which may seriously cause them to be unable to obtain tasks in their own camp.

Players from both gods and demons cannot go to each other's main city openly. No matter whether the player has an NPC close to the opposing lineup or not, it will cause people who don't know you to shout and kill.

But if the protoss went to the main city of the human race, the NPCs of the human race might offer some small gifts, although they were eggs and other food without attributes.

If the Protoss goes to the Yaozu, they may be expelled by the Yaozu. If they wantonly kill the players or NPCs of the Yaozu, they will encounter resistance from the Yaozu.

If the demons go to the human race, the higher-level humans will try to kill the demons, and the lower-level humans will run away and announce the demons' attack.

When the Mozu goes to the Yaozu, it is possible to meet the Yaozu NPC who strongly worships the Mozu. Most of the Yaozu will remain in awe, hiding or observing secretly.

Where the monsters go to the gods, they will definitely be expelled. Where the monsters go to the humans, most of the humans will choose to turn a blind eye. Some people who are close to the monsters will communicate normally, and those who hate the monsters will directly avoid them.

Monsters go to demons... Most of the demons will ignore it, and some who like pets may let the player transform into pets-of course there will be a symbolic reward.

When the human race goes to the Protoss, you will meet the close faction and the ignoring faction. The former will generously give you some tasks or rewards, while the latter will directly ignore it.

The human race goes to the demon race... Isn't it good to live?Unless the player has a high force value or a lot of life-saving items, don't try to go to the demons. After all, the demons don't have low-level NPCs, and they rush to them... The protoss can fly, can you too?

The place where the human race goes to the monster race is the same as the place where the monster race goes to the human race. The ignoring faction and the closeness faction, the former ignores, and the latter can communicate normally.

The faction system is related to the bond system. If the protoss player has a close relationship with a high-ranking NPC of the demons, he may get a special order to go to and from the demons. After arriving at the demons, he may encounter a sneak attack.

This is what is said in the legend - if it is not upright, let's do it secretly.

In addition, hatred is also related to the faction. For example, if a monster player kills a high-ranking NPC of the Demon Race, it will reduce the favorability of the NPC who supports that person in the Demon Race camp, and increase the favorability of the NPC who hates that person.

In the same way, the four races are common, even if gods kill gods and demons kill demons.

Hatred is related to influence, and the influence in the camp is strong. Even if you do the actions of gods killing gods, demons killing demons, demons killing demons, and people killing people, you will have your own supporters.

Grace is the opposite of hate.

In short, the relationship network of NPC is intricate, and the favorability and initial value of the camp are just basic data, and the relationship between them will be updated all the time.

For example, if an NPC is killed and another NPC receives the news and rushes over, but the former is rescued by the player by chance, then the relationship between the two NPCs will increase less.

It is also possible that the latter thinks that the former lied to him, which reduces the favorability of the former.

If the middle player sows dissension, as long as the relationship between the two NPCs is not too high, it is likely to make the former suspect the latter, and even break up between the two.

That is to say, each NPC has its own favorability system. If you have a high favorability for him, he may have a low favorability for you, which restores the complex relationship between people to the greatest extent.

Players can lie to NPCs, coax them away, even lock them up or torture them to extract confessions - anything that can be done in real life can be done here.

In the face of this situation, we have to talk about the [Security System] of the second world.

Each main city, sub-city, small town and even village has a corresponding security system, which is managed by the four clans in the camp of the four clans.

For example, fights and troubles are not allowed in non-designated places of the Protoss, and the trading of the Protoss cannot be stolen, looted, smashed, etc. If you break the law, you will be fined, locked up or banned from entering the Protoss camp.

Light payment penalty (you can borrow if you don’t have enough money, but you have to pay.)

Serious ones will be locked up, ranging from 10 to 50 game hours.

People who break the law many times will be strictly forbidden by the Protoss, and if they want to go to the city of the Protoss in the future, they will have to sneak in.

Being in confinement is definitely not a pleasant experience. Players will be confiscated of all items in the space and forced to wear heavy shackles. They will only be removed when they are sent to the place. The confinement room has a time record, which can only be used during online games.

After wearing the heavy shackles, they will fight in the city. This process allows players or NPCs to "rob prison", but it will increase the bounty of both parties.

There are several ways to get out of confinement in advance: one is to leave by force, the other is to bribe the guards, the third is to dig a tunnel secretly, and the fourth is to promise never to commit another crime—of course, there is a success rate.

The fourth path is equivalent to "released after serving the sentence", but the first three paths will increase the bounty.

[Bounty system] is... If a player has a bounty in a certain faction, as long as he enters the range of that faction, the bounty will be displayed immediately, and anyone from any faction can choose to "capture him and bring him to justice".

On the premise of the friendliness of the faction system, players who successfully capture will get bounties and friendliness. The higher the friendliness, the easier it is to get the bounty, and the lower the friendliness, the harder it is.

NPCs with initial friendliness and below will reduce their friendliness when they see someone with a bounty. NPCs with higher levels will try to arrest them, and those with lower levels will secretly report to the manager. Only players who have been "released after serving their sentence" will Eliminate the bounty.

The bounty continues to increase with the length of time you have not been caught, and will slowly decrease over time after more than eight months of playing the game-as long as you don't get caught for a year, the bounty will disappear.

[Borrowing money] is linked to favorability, players are free to do so, but if you borrow money from an NPC and fail to repay it, his favorability will slowly decline, and after it is reduced to the initial favorability value, it will be publicized everywhere—even if it is only 1 copper coin.

It can lead to...well, all the NPCs in the NPC's communication circle will drop their favorability, and other players can accept the debt collection task sent by that NPC.

There is also a [reputation system] in the game. People who often steal, cheat, and rob will be publicized by the victimized NPC, increasing the defense of other NPCs against you—unless you are not discovered by anyone every time.

Despite this, players with low reputation can see each other.

When it comes to life in the second world, people always think of five points: martial arts, official career, business, making friends, and life.

That's right, if we have been talking about martial arts before, then there is also a system about official career.

[City System] means that the city lord can appoint players as officials, which can be roughly divided into four different types of officials: guards, tax officials, messengers, and city soldiers. Officials can obtain official orders from the city, and summon two NPCs with the same level as your own participate in the battle for 5 minutes.

A guard at a confinement or city gate: the former can be bribed, the latter can secretly let in the excommunicated.

A tax official who collects taxes from shops in this city: There may be shop owners who will give you something, or you can ask the shop owner for it.

The communications officer in charge of negotiating with adjacent cities: the construction cooperation between the two cities, or the cooperation of shops across cities can be profitable.

The city soldiers who are responsible for the city's security and prevent intrusion: they can turn a blind eye to the "jailbreakers" during the period of escorting the players into confinement, or they can choose to ignore the people who sneak into the city.

Officials are divided into ranks one to three, with salaries of 10 copper coins, 30 copper coins, and 50 copper coins for a game.

The NPC will tell the city lord if he is found to be using his power more than three times, and he will be forcibly dismissed if he is found more than ten times.

You can also choose to threaten the NPC who sees you using your power, but everyone has different personalities. Some people may report directly to the city lord after being threatened, or they may wait until they can't bear it before filing a complaint.

If the lord is an NPC, it depends on the character of the lord. Greedy lords may choose to help, and honest lords may dismiss you without waiting for ten times.

Speaking of which, each city has a city lord token, and players with a city lord token can also become a city lord. You need to be above level 80 to start the city lord task, and you can become the city lord after completing the task.

The city lord can designate players or NPCs as officials, and can also transform and build the city, release locked-up players, or adjust taxes for shops in the city, etc.

But the city mainly pays attention to the residents in the city. The residents will choose to "revolt" or leave through the city's taxes, labor, and safety. The former can be suppressed by force, and the latter can be ignored.

Of course, as long as the city owner doesn't worry about the lack of resident NPCs, all the city's needs will come from players and other cities.

Moreover, the resident NPC will also issue "rebellion" tasks to the players, and may also choose "assassination", "poison killing", "instigating other residents" and other methods, so be careful.

After all, if the city lord dies during the "uprising", the drop rate of the city lord order is [-]%.

When it comes to tax collection, we have to mention [Business System].

Each city allows players to own shops, and the tax rate depends on the tax set by the city lord of the city.

The store is divided into three levels. The first level is a small booth, which can display 5 different products. The owner needs to take care of it all the time and cannot hire NPCs—but you can let players accompany you.

The second level is a small shop, which can display 50 different products, can hire a cashier and a guard, and NPCs and players can choose at will-but they may also be greedy for your things.

The third level is a large storefront, which can display 500 different products, and can employ three accountants, two salesmen, and five guards. The ten people are the same as above, and NPCs and players are free.

It takes 10 silver coins to open a booth, 5000 silver coins to open a store, and 30000 silver coins to open a storefront. The price of the goods can be adjusted and marked at will. Not only players will buy it, but NPCs will also buy it if they think it is appropriate.

Speaking of [currency], 1000 copper coins = 1 silver coin, 1000 silver coins = 1 gold coin, the ratio of silver coins to real currency is 1:2, equal to two dollars to exchange for one silver coin in the game.

Transactions in the business system include but are not limited to: equipment, medicines, food, drinks, stationery, vouchers, tasks... and the shops are all decorated by players themselves - opening a restaurant and teahouse is also excellent.

[Friendship System] is the only bridge for communication between players in the second world.

After knowing the player's name and adding it as a friend, two people can "Tianli Transsion", which has two ways of voice and text (similar to calling and sending text messages after knowing the mobile phone number).

When you are nearby, you can use "area note" to chat, even if you don't know the other party's name, you can still see the other party's text. This is "#area#" chat, which is equivalent to a powerful tool to block NPCs.

Or you can talk directly when the two are facing each other, but the NPC can hear the normal conversation between the player and the player, if you happen to be researching something bad...

cough.

Two strangers can trade with each other when they are face to face, so as not to be picked up by NPCs after being "discarded". Each person has three opportunities to give gifts to friends without face to face every day. This is the legendary mailbox.

Two people who have added friends can form a [team], the team can avoid completing the task or killing the BOSS, only the tasker can touch the rewards, after all, some players are lucky...

In addition, the friendship system also includes [guild system] and [business alliance system].

【Guild System】It is a guild organized by players who are mainly involved in the world. It mainly participates in martial arts disputes and competes for hegemony in the second world.

公会等级从一到九,可吸收人员10、100、500、1000、1800、3000、5000、7500、10000人,升级公会需要消耗不少资源,而有些资源非常稀少,只能争夺。

After the guild level reaches level [-], guild maps can be established outside the camps of the four clans.

The map is divided into four levels: low-level camps for fourth- and fifth-level guilds, middle-level villages for sixth- and seventh-level guilds, high-level residences for eighth-level guilds, and guild cities for ninth-level guilds.

To open the guild map, you need a camp order, a village order, a resident order, and a guild city order. In addition to the token, you need to build and decorate the guild map.

There are a total of twelve places where the guild map can be opened, corresponding to the corresponding twelve tokens. Only after opening the guild map and upgrading the guild camp can one receive the task of obtaining the village order, and so on.

The starting point for guild registration is 50 gold coins (equal to 3 real coins), and you need to have at least 1000 members and have [-] copies of [guild building materials] to register as a guild.

The names of the guilds cannot be the same. The guild warehouses are located in the player cities in the center of the four camps. The guild warehouses are adjusted and built according to the number of registered guilds in the city, and it is allowed to "steal" from other guild warehouses.

As for the consequences of the theft... There are no NPCs in the player city, so the access to the guild warehouse will be registered by the system, and it is likely to be registered after the alarm is triggered.

The alarm and registration device of the guild warehouse is placed in the location chosen by each guild. Most players do not want their hard-earned items to be stolen.

Well, it may lead to being chased and killed by the entire guild in real name.

Guild members can participate in an unlimited number of teams, and the interesting [guild battle] can improve the guild ranking, and the guild resources that can generate higher guilds are also high.

The [Business Alliance System] is undoubtedly a commercial guild system.

Most of them are the backing of the guild, mainly for business, earning game coins, materials, equipment, etc., and a small number of them are players who want to earn a living in the second world, because gold coins can be exchanged for money in reverse of.

Some business alliance systems will help players without guilds to clear dungeons, touch corpses, open treasure chests, etc., but mainly set up shops in each sub-city or main city, sell some things that are not needed in the guild, and also help some players sell them on behalf of others .

The business alliance can be linked to the guild, and the business alliance is established under the guild. The members of the business alliance are all members of the guild. It is impossible to recruit other guilds or players without guilds.

The business alliance does not need to belong to the guild, it is formed by the players independently, they can choose the neutral camp, they do not belong to any guild, and they can cooperate with all guilds - the premise is that people can get it.

Business alliances are divided into three levels:

The first-level business alliance is mainly about stalls and shops. It needs 10 gold coins to register. After registration, you can choose three sub cities in each camp, and you can set up a stall and two shops respectively without increasing costs. It is equivalent to a first-level Shops can open four stalls and eight shops.

The second-level business alliance is mainly shops. It needs 50 gold coins to upgrade the business alliance. You can choose five sub cities, and you can build three shops in each city. In addition, you can choose a sub city in the clan to build a storefront.

The third-level business alliance is mainly based on storefronts. It needs 150 gold coins to upgrade. You can create a storefront in each of the main cities of the four camps, and you can choose ten sub-cities. Each city can open two storefronts and three shops.

【Life system】Including but not limited to pharmacy, collection, sewing, refining, cooking, fishing, tea art, etc., comprehensive and colorful.

If the player identification and favorability system is deleted, this is like a real world, a second world with complete structure, full of surprises and surprises, conflicts between people, and different from reality. world.

——This shows how much thought the game company has put into it.

The game company that has spent so much thought said: Don’t worry, there is Huahua World waiting for you outside of Xinshou Village~

The author has something to say:

Here is a supplement to the settings of the "smart tree".

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