"Is that a kill reward?" Ivan nodded. "This will indeed increase players' interest in killing other players, but… it won't increase it by much. Killing a player only gives 4 points. Even if you kill everyone, it's only 400 points, which is a huge gap from the 10,000 points needed for victory.
Moreover, the income is halved for non-direct kills, which will also reduce the attractiveness of the kill mechanism to players. After all, except for the early stages, the possibility of a player personally killing another player is almost negligible, unless he is confident enough to have his subordinates capture them alive.
"Continue, AI." Ivan waved his hand, his intuition telling him that the planner's big move was still to come.
"Second is the Alliance mechanism. After entering the game, players can form an alliance face-to-face through the auxiliary system's alliance function. Each alliance can accommodate a maximum of 4 people.
Players in an alliance will not receive kill rewards for killing allies, nor can it be used to complete missions."
"Let's talk about this later. I don't have any allies anyway." Ivan chuckled awkwardly, shaking his head helplessly.
"Third is the point rules," Annie said, jumping directly to the third item. "Points are the most important strategic resource in this game and can be obtained through four channels: completing system missions, killing other players, achieving accomplishments, and performing highlight operations. Each player has 1 initial point.
Points have three uses: purchasing items in the point store, serving as the ranking basis for the point leaderboard, and declaring final victory."
"The point leaderboard? What's it for?"
"This game has designed a set of reward and punishment mechanisms based on player point rankings.
Starting from the first day of the game, the point leaderboard will be settled once every month thereafter.
The top three players with the highest points on each settlement day will receive generous rewards corresponding to their rank. If there are ties for the top three, the tied players will equally share all corresponding rewards. For example, if two players are tied for first place, they will equally share the total rewards for first and second place.
And starting from the second settlement day, the bottom three players in the point ranking will face attacks from the Braavos Faceless Men, Quarth Regretful Guests, and local ordinary assassins, respectively.
If there are ties for the bottom three, assassination targets will be drawn first from the tied players in last place. If there are fewer than three tied players in last place, the remaining slots will be drawn from the tied players in second to last place.
When the number of surviving players is less than 20, the point leaderboard will be canceled."
"Holy crap!" After hearing Annie explain this third mechanism, Ivan immediately cursed.
Originally, Ivan was still wondering why such an obvious lord-domination competition was called "Battle Royale Game." Now he understood a little.
Isn't this a different kind of shrinking circle?
Strictly speaking, this is much more terrifying than a shrinking circle, because no matter how players farm points, there will always be the bottom three.
This way, players who want to escape the mechanism's pursuit can only engage in fierce internal competition.
This is simply a disaster.
"Continue."
"Besides this, there are no other mechanistic things. You can now close your eyes and enter the auxiliary system in your consciousness to view and familiarize yourself with its functions."
Upon hearing this, Ivan immediately closed his eyes and entered the system.
The entire system interface was very simple, with only 8 toolbars arranged at the bottom: Missions, Alliance, Data, Achievements, Mailbox, Backpack, Point Store, and Point Leaderboard.
He first clicked on the Missions tab. There was a small question mark on the Missions tab, and clicking it opened an annotation.
"Mission Function: Given the player's ordinary starting conditions, the system will provide missions to help players develop.
Note: There are no penalties for mission failure."
Under the Missions toolbar, there were three sub-toolbars: Main Missions, Bounty Missions/Public Missions, and Optional Missions/Triggered Missions.
Since the game had not officially started yet, the Missions tab was completely blank. Ivan just glanced at it and then exited, clicking into the next function.
In the Alliance function, only the "Face-to-Face Alliance" button was lit up; the others were grayed out and unclickable. And clicking "Face-to-Face Alliance" also showed a blank space inside.
Next to the button was a small question mark. Clicking it opened an annotation: Two players need to simultaneously click this function within one meter to obtain each other's information.
Skipping the uninteresting "Data," "Achievements," and "Mailbox," Ivan entered the Backpack.
"Backpack: A storage space that can be accessed at any time.
The initial space of the backpack is 1 cubic decimeter. For every 10 points spent, it can be expanded to four times its original size, with a maximum of 4 purchases."
It was clear that the backpack provided by the auxiliary system was incredibly weak compared to backpacks in normal games; that pathetic 1 cubic decimeter couldn't even hold a large cup of milk tea.
But considering this was a real world, such a function, almost like 'space magic,' did have some practical significance, such as—carrying money.
Players might run trade routes all over the world and not have fixed assets, so carrying several kilograms of gold on them at all times would certainly not be very suitable. Moreover, the system needed a way to issue rewards to players or for the store to issue goods to players.
Such a small backpack just fulfilled this function.
Returning from the Backpack, Ivan clicked on the Store.
"Level 1 Store:
Large Money Bag (contains 300 silver deer): 1 point
Medium Money Bag (contains 20 gold dragons): 5 points
Current Points: 1"
300 silver deer would not be of much obvious help for either trading or buying equipment, but if it was just for buying food, it could probably last a long time, making it very suitable for players who chose to stack all their background attributes and started with no money.
20 gold dragons, on the other hand, was a considerable sum for the early stage, but the price of 5 points seemed a bit expensive.
Ivan thought, and flipped to the next page.
But what appeared in his sight was not the next level of the store, but a prompt box.
"Level 2 Store: Preview unlocked after possessing 10 points."
It should be some more expensive items, Ivan made a somewhat indifferent judgment.
"Ding!" Two crisp metallic clangs exploded one after another in Ivan's mind, startling him.
"What the hell?"
"That's the sound of a mission being issued. The 3 hours of preparation time are over, and the game has officially begun."
"Are the missions here?" Ivan nodded and quickly opened the Missions tab.
"Main Mission One: Path of Honor
Mission Description: As a mercenary knight, you have been far from honor for too long. Money has blinded your eyes, making you forget your original vows. Now, go reclaim your honor.
Mission Objective: Win a formal jousting tournament held in one of the Five Great Cities.
Mission Reward: 5 points, 3 attribute points, 3 skill points."
"Accept" "Change"
"Jousting tournament in one of the Five Great Cities?" Ivan twitched his lips. Such a mission was simply hell-level difficulty.
