Pinnacle player

1596. Explanation of mission mechanism such as failure chance

Explanation of mission mechanics such as chance to fail (required reading)

What I wrote earlier may not be clear enough, and some content was originally intended to be written later, which caused some readers to ask questions. Let me explain.

Failure in combat missions and non-combat missions will deduct a chance of failure. If you die during a combat mission, you will also deduct a chance of failure.

If you die in a non-combat mission, you can spend meritorious service to revive once, but the entire resurrection process takes 10 minutes. If you die after resurrecting, the non-combat mission will fail directly, and only the failure chance of the mission failure will be deducted.

This mechanism is set to deal with enemy invasion or harassment, because if there are a large number of foreign enemies invading, players doing collection tasks outside the city will easily die.

Considering that the players who do the collection tasks are mainly subsistence players, and the remaining small number of players are also players who accumulate chances of failure, the weak ones, the defeated ones, it is reasonable to give them a chance to revive.

Moreover, when foreign enemies invade or harass, citizens engaged in various production activities put down their production tools and actively participate in the war.

Otherwise, if the task of expelling foreign enemies is issued, the living players will definitely not be able to compete with the combat players when the task quota is limited.

And even if you can grab it, you may not be able to grab it. When you want to expel the foreign enemy as soon as possible to reduce losses, if the foreign enemy is expelled one minute later, one more player who is active in the outskirts of the city may die. Life players will go to this kind of task at this time. The quota will be scolded.

After the chance of failure is zero, you can no longer accept combat missions, but you can still participate in non-combat missions.Failure chances can be reaccumulated by completing non-combat missions.

When the chances of failure have been exhausted, if you fail a non-combat mission, the penalty is that you cannot accept any area raid missions for one day.This day does not include the day of the non-combat mission failure, but the next day.

Some readers think that such task setting is the death of the game planner, but I think it should not be.

The task of conquering a region is originally a kind of extra welfare task, how do you want to take care of it after all the welfare tasks?

Moreover, the chance of failure will not be deducted as a negative number anyway, and the probability of failing in non-combat missions after the chance of failure is zero is also very low.

How stupid is this to fail a non-combat mission that has plenty of time and hardly triggers a battle when there is no chance of failure and one resurrection is possible?
There is no chance of failure, so we must ensure the success of the mission. For example, if you are doing a collection mission, you can hand in the materials until you reach the passing mark. .

I have spent a lot of thought and pen and ink on the design of the regional strategy missions, hoping to minimize loopholes.

Regional strategy missions will appear more and more in the middle and late stages of the game as the strength of the player's lord increases. It is one of the main game modes for players to exert influence on faction wars, and it is led by the players themselves, so I have to write in detail Some.

(End of this chapter)

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