Liu Yifei secretly rejoiced in his heart, and turned around to check the injury of the man who was hit by the arrow. However, the other man acted very indifferent and said frankly that it was a big deal to find a corpse. What's the point? It's not like he never died~
It's not like he never died...
This is definitely the common sentiment of almost all players, but Liu Yifei just wanted to roll his eyes silently after hearing it.
In my previous life, no one took death seriously in the early and middle stages of the game. After all, in normal mode, you only lose level experience and will not be forced to drop levels. Under normal circumstances, there is no worry about losing equipment. Death is even a quick recovery in the eyes of many people.
A shortcut for some stubborn injuries.
Only in the battle, the player has an "identity", and death becomes a costly and risky behavior. First, once you die in a battle, you will exit directly, and you can no longer participate in this battle. Second, as the player's identity continues to change,
As the interaction with NPC deepens, death may cause "identity death".
For example, if a player joins the army and fights, he will definitely be much braver than an NPC soldier, because he is not afraid of death. It will be easier to accumulate merit and get promoted, and he will even take the initiative to perform some high-risk and fatal tasks.
But in fact, in the understanding of NPCs, many deaths of players are covered up as "retreat with serious injuries". In fact, this is not only a privilege exclusive to players, some important NPCs, such as heroes, also have similar privileges.
"Failure Mechanism".
Take the famous undead hero [Sandru] that Liu Yifei knows as an example. This is a core hero that runs through almost all the main lines of the war in the game. Basically, he will become the target of countless players from the middle of the game.
But there is only one [Sandru]. No matter how powerful he is, he will always overturn in the gutter when facing an army of millions of players. But his "historical mission" has not been completed yet, how can he be easily led away?
Woolen cloth?
Therefore, in the NPC's understanding, he only encountered "serious injury and retreat", and the player will receive a gorgeous kill reward.
Only when a hero has basically completed all his historical significance - to put it bluntly, his plot line has ended - can he be truly killed by the player. Before that, the player can at most force him to completely kill him in the current battle.
Just disappeared.
Players enjoy the same "protection mechanism" as NPC heroes. After death is whitewashed, it becomes "defeat", but this protection also has limits. Even for NPC heroes, after meeting many and many stringent requirements, they can
Forcibly cut off its plot line and kill it directly before it has completed all the historical events!
For example, use [War Shackles], an artifact with incredible effects...
Players are promoted quickly because they are not afraid of death, but once they encounter certain accidents, they will "socially die". You can still play the game in the next battle, and your attributes will not change at all, but the NPC will suddenly not recognize you.
The kind that are completely unrecognizable, but they will tell you unanimously that "the old you" is dead and you are a "brand new stranger"...
Players first discovered that dying in the campaign became risky and extremely costly!
It can be said that once you are "confirmed dead", everything else except one person will leave you. Only other players will know you until you die, but the reputation, wealth, status, rights and so on accumulated in the NPC society will all be lost.
All gone~
And much later, players who began to explore the game in depth were shocked to realize that his death in normal mode also came with a price!
Apart from the discounted bit of experience, no one is aware of it, but what has a far-reaching impact is the hidden deduction in basic attributes!
Of course, it is not a method of directly deducting the player's basic attributes, otherwise the players will notice it early on.
Players have already understood the concepts of attribute base value and attribute added value. When you die in normal mode, what is deducted is the "future base attribute value" - that is, what you can get with future training after this death.
The basic value of some attributes is deducted.
The actual performance is that for a period of time in the future, players will not get an increase in the basic value of attributes, and this negative effect will not disappear over time. Players must meet the deduction value before they can get the basic improvement.
The basic attribute value is slow to take effect. Players basically focus on the added value. After all, this thing is added when it is upgraded, or it is added randomly. Players will naturally care about how many attributes they have added at each level. Basically, the value is added.
I'll check it out if there's any movement.
The growth of base value is slow and silent. In the early stage, players were not aware of this at all. Many people even killed themselves frequently. The growth of base value was even slower~ making this hidden penalty.
There is a reason why the mechanism was discovered only after a long, long time.
However, there is one place where this punishment mechanism can be circumvented, and that is the copy!
As mentioned before, the dungeon is regarded as an independent small space. Fighting in it does not accumulate actual combat training effects. In contrast, death in it will not be implicitly punished, and even experience will not be lost.
It's just that running away from corpses and repairing equipment is a little more troublesome... Of course, if you go crazy and run to Nightmare difficulty and lose your wealth, that's a different story~
Therefore, in the later stage of the game, if the player encounters something very troublesome while fighting monsters in the wild and needs to die once to get the DEBUFF, the fastest solution is to find a dungeon and rush in to die, which is safe and simple.
But what Liu Yifei's teammates are going through right now is that you were beaten to death in the dungeon, but managed to escape, and then wanted to die outside - this is so stupid that your underwear fell off at your grandma's house.
Already.
Hearing the nonchalant attitude of his teammates, Liu Yifei felt so stuck in his throat that he almost choked himself to death... Since you are so unafraid of death, why didn't you sacrifice your life heroically in the dungeon just now? As for running outside to report serious injuries?
Although he didn't want to expose such secret and priceless information, it was not Liu Yifei's style to see his teammates doing stupid things just now, so he used the newly acquired medical skills yesterday as an excuse to practice with this guy who almost cried.
Take off your clothes and belt, and apply medicine to stop bleeding.
It should be mentioned here that there are many ways to heal injuries such as herbs, potions, and spells in the game. "Simple first aid" only makes items such as hemostasis, bandages, and medicinal effects more effective and faster. It cannot be made out of nothing.
Heal injuries.
Herbal methods have a slow recovery effect but almost no side effects;
The potion works quickly, but it is expensive, and you cannot drink too much in a short period of time, otherwise you will be exposed to various alchemical toxins;
Spells are basically effective on the spot, most suitable for life-saving in the front line, and can even change the comparison of combat power on the battlefield. However, there will be hidden penalties similar to death, but slightly better than death. The effect of spell treatment depends on the severity of the patient's injuries.
The basic attribute value that determines the final implicit deduction is not recommended for players to use frequently except as a last resort...