Chapter 162
Chapter 162
"Shorten the resurrection time? When did the system become so generous?
Lin Feng was a little surprised.
Since the start of the server, the player's resurrection time has been an untouchable twenty-four hours, and he has never found any features in the system to reduce the cooldown.
Unexpectedly, now, the system actually took the initiative to turn on!
This is definitely good news for both him and the players.
With joy, Lin Feng entered the system and checked the function of reducing the resurrection time that had just been unlocked.
"You need to consume experience points to revive..., there really is no free lunch in the world!"
After reading the function introduction, Lin Feng couldn't help but sigh.
The function of reducing the resurrection time is simple, players of any level, after dying, consume a certain amount of experience points, can reduce the original twenty-four hours of resurrection time.
For players from level 0 to 10, the resurrection time can be reduced by 1 hour for each experience point consumed (current level *1), up to a maximum of 12 hours.
For level 11-20 players, the resurrection time can be reduced by 1 hour for each experience cost (current level *2), up to a maximum of 12 hours.
Level 21-30 players can reduce the resurrection time by 1 hour for each experience point spent (current level *4), up to a maximum of 12 hours.
And so on....
Lin Feng carefully pondered the relationship between the consumption of experience points and the level.
First of all, this feature is friendly to novice players, especially for level 0 newcomers.
Level 0 is new, and reducing the respawn time does not require the consumption of experience points. This means that they can reduce the resurrection time from the original 24 hours to 12 hours without any consumption.
This is definitely a newbie benefit.
For Level 1 players, reducing the respawn time by 12 hours only requires 12 experience points, which is absolutely friendly.
But it's different for high-level players.
For a level 10 player, for example, each hour of resurrection time costs 10 XP, and a 12-hour reduction costs 120 XP.
Without brushing illusions and without large-scale events, it is unknown whether you can gain 120 experience points in these 12 hours of reduction.
This is especially true for players above level 10.
Therefore, Lin Feng expected that novice players would use the function of reducing the resurrection time without any scruples. High-level players, on the other hand, will be much more cautious.
There are only three situations in which high-level players will use this feature without any concerns.
In the first case, there is a large event in the game, and after resurrection in advance, the experience points obtained steadily exceed the experience points that need to be paid.
Like now.
Resurrect early, go to Red Feather City to support one more wave, and the experience points obtained are definitely higher than the experience points consumed by reducing the resurrection time.
Second, after resurrection, you can challenge a fantasy before the number of illusions is refreshed at 12 o'clock in the morning.
For example, a player died at 9 o'clock in the morning, but his illusion today has not yet challenged. According to the normal 24-hour resurrection time, the number of challenges he challenged today is obviously going to be wasted.
However, after consuming experience points to revive, he can revive at 9 p.m., and can also use up today's fantasy challenges.
The experience points gained by challenging the illusion are obviously higher than the experience points consumed by reducing the respawn time.
The third is pure fun-loving, regardless of experience worth losing. Regardless of whether the reduced 12 hours can earn back the experience points consumed, you can enter the game and play.
He felt that the third scenario would be overwhelming.
At the same time, as the owner of the system, Lin Feng can also make some additional additions to the player's consumption to reduce the resurrection time.
For example, every hour of reduced respawn time requires additional consumption of contribution points, etc.
It's a great way to recycle your contribution points.
As the only reward value other than experience points, the value of contribution points in the player's mind is still relatively high, but the way to consume it is very lacking.
The only way to do that today is to redeem non-system equipment.
Over time, players will accumulate more and more contribution points, and contribution points will become less and less valuable.
His original intention in creating the value of contribution points is to use contribution points to attract players to perform tasks that are not high in experience points and are relatively boring.
If the value of contribution points in the player's mind continues to decline, his plan will fail.
During this time, he has been thinking about how to increase the recycling path of contribution points and increase the value of contribution points, and has also thought of several solutions.
Now, taking advantage of the emergence of the function of reducing the resurrection time, it is just being implemented together.
Lin Feng logged in to the official website and posted an update announcement.
"
Update announcement:
First, the function of reducing the resurrection time is enabled, consuming a certain amount of experience points and contribution points, you can reduce the resurrection time, and the upper limit of a single resurrection time reduction is 12 hours.
Respawn costs are as follows:
For level 0-10 players, for every experience point and 1 contribution point consumed (current level *1), the respawn time can be reduced by 1 hour, up to a maximum of 12 hours.
For players at levels 11-20, for every experience point consumed (current level *2) and 2 contribution points, the resurrection time can be reduced by 1 hour, up to a maximum of 12 hours.
For players at levels 21-30, for every experience point spent (current level *4) and 4 contribution points, the respawn time can be reduced by 1 hour, up to a maximum of 12 hours.
And so on....
2. Some of the contents related to contribution points are adjusted as follows.
1. The clan no longer provides free food for players, players need food, can consume a certain contribution point to exchange to the clan, or make their own.
2. The knighthood system is turned on, and players can consume contribution points to upgrade their knighthood and obtain knighthood titles. Some later functions, such as creating a clan, applying for a station, etc., need to reach the corresponding knighthood to apply.
3. The equipment auction system is opened, every Sunday at 12 am (blue star time), there will be an equipment auction in the game, the number and quality of equipment are random, and all players can consume contribution points to bid.
Lin Feng checked it and confirmed that there were no big mistakes in the announcement, and then updated the announcement.
The three updates related to contribution points are all plans he has already conceived to recycle contribution points and increase the value of contribution points.
First, players need to spend contribution points to exchange for food.
As the number of players increased, he was already a little unable to raise this group of players for free, so he made this decision.
After the player hunts, they turn the prey to the clan to gain experience points and contribution points. The tribe then uses contribution points to issue quests to life players to craft prey into food.
Prey recovered by contributing 10 points may eventually sell for 100 points. 30 points are awarded to the Life player, and he can eventually reclaim 60 points.
It would be a virtuous circle.
Of course, players can choose not to hand over their prey and directly make it into food, refusing the middleman to make the difference.
However, there are not too many players who know how to handle prey and cook food, and most players still need to exchange food from the tribe.
And if you don't turn in your prey and cook it yourself, although you can save some contribution points, you will lose the experience point reward for turning over your prey, and players may not be willing to.
The second knighthood system naturally needless to say, which can not only enhance the player's sense of superiority, but also recover a large number of contribution points, and also set a threshold for the creation of legions in the later stage, which is simply a triple win.
The third one, the auction system, is to digest the equipment he obtained by challenging the illusion.
He takes six NPCs from his tribe to challenge the illusion once a day, and gets an average of one or two pieces of equipment every day.
Moreover, they challenge the illusion of difficult difficulty, and the quality of the equipment obtained will be higher than the equipment obtained by the players themselves challenging the illusion.
He and the six NPCs have limited equipment to wear, and instead of leaving it in the warehouse to get moldy, it is better to auction it off to the player, which can not only improve the player's strength, but also recycle contribution points, killing two birds with one stone.
These three points can greatly enhance the value of contribution points.
The appearance of the function of reducing the resurrection time, after he added the consumption of contribution points, made contribution points a necessity.
It is foreseeable that in the future, a large number of players will perform some tasks with low experience points, high contribution point rewards, and boring content in order to brush contribution points.
His purpose of setting the contribution point value will also be perfectly realized.
After the update announcement was released on the official website, it quickly caused a strong response from players.
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