First of all, players need to collect information by chatting with NPCs. Some NPCs will mention that the city lacks certain supplies during the conversation, but there are more than one urgently needed supplies. NPCs will not rank the supplies in terms of urgency, so they still need
Players can further complete intelligence collection through their own observations, thereby analyzing which materials are most urgently needed, and even make their own urgent needs rankings.
Secondly, the collection tasks also have a certain psychological game component. You must know that the material requirements are not static, but will change in real time as players submit materials. (Submitting materials is applying for task settlement. Players can only
Submit supplies once)
For example, four players a, b, c, and d are all mining copper mines. All four of them have relevant mining skills, and their mining efficiency is almost the same.
After digging for half an hour, the four people dug a copper mine that could meet the minimum requirements of the task. However, player A immediately submitted the task, and the other three players all chose to continue digging. Player B chose after digging for an hour.
Player c chose to submit after digging for an hour and a half, while player d submitted the task despite the two-hour final task time limit.
Since player a submitted the earliest, the demand for copper ore was still very high at this time. Although player a submitted the least copper ore among the four, he received a lot of rewards.
After that, players continued to choose to submit copper mines, and the demand for copper mines in Erice City also continued to decrease. When player B submitted copper mines, although the copper mines he handed over were twice those of player A, the rewards he could obtain
But it's only slightly more than player A.
In the future, it may be that there are fewer players submitting copper mines, or it may be that the demand for copper mines has dropped to a certain level and the decline has slowed down. Player c exchanged three times the amount of copper mines from player a in exchange for 1.3 times the reward of player a.
.
While player d was preparing to submit the task, Erice City happened to have collected enough copper ore and temporarily suspended the collection of copper ore.
As a result, player d's copper mine cannot be submitted temporarily, and the collection task also fails.
At first glance, it seems that there is a loophole to exploit. It doesn’t matter if you can’t submit the copper ore for this round of tasks. The copper ore used in the collection task will not disappear. You can still submit it when there is a copper ore collection task in the future. At that time, you can start the collection task officially.
Submit it as soon as possible. This is the peak demand for copper mines, and you will receive high task rewards.
But how could a rigorous game designer leave such an obvious loophole? This loophole can be exploited, but the cost is too high. Failure in the mission will not only deduct the player's evaluation points, but also deduct the chance of mission failure (the player did not die, so
Only deducted once), which is commonly known as deducting a life by players.
Players only have three lives in total at the beginning. Generally speaking, one life can be added for every five combat missions or ten non-combat missions completed. It is impossible to afford to lose a life just because of a collection mission without combat.
In addition, collecting a variety of materials in this round, but only submitting one of the materials to complete the task when submitting is also unworkable. Players submit materials with one click and fool-proof. Once they click submit, all the materials they carry (collection tasks)
suffix, and at the same time, all supplies that are still being collected will be handed over.
Moreover, materials with the suffix (collection mission) cannot be placed in the warehouse, nor can they be traded, they can only be carried with you. Failure to hand them over will only lead to the failure of the collection mission and take up a lot of space in your luggage.
Therefore, if the task is not completed in this round, the task mechanism for submitting later is more of a compensation for the players, so that the players will not be too upset because the task is late.
To sum up, if life players do the collection tasks mechanically, they will only get twice the result with half the effort. Only by using their brains can they get twice the result with half the effort.
Although the collection mission is very well designed, to be honest it has little to do with Yun Xiaohan.
He is a pure combat player and has no life skills. His efficiency in collecting ores, plants and other tasks is too low. Even fishing, he can't do it. The efficiency of those fishing masters can surpass him eight blocks.
All Yun Xiaohan can do is hunting. This is the only path left by the mission designer for pure combat players. Hunting does not require any supporting life skills. After shooting wild animals, you can cut the meat.
Moreover, food can be purchased unlimitedly. Although the food demand will change with the player's material submission, the change range is very small.
In other words, players who collect food do not need to think too much about changes in demand and can just do the work without thinking.
Although collecting food does not require much thinking, hunting is not that simple and requires good skills.
There is one difficulty in hunting - if you shoot an arrow from a long distance, it will be difficult to hunt if you can't shoot accurately.
The key lies in the long distance. You cannot enter the wild animal warning range. When performing a collection mission, the warning range of wild animals for players who have accepted the collection mission has been greatly expanded.
Under normal circumstances, the warning range of low-level wild animals to high-level players may only be 10 yards, but in the collection mission, the warning range of wild animals against players who have taken the collection task is not less than 50 yards, and the warning range of wild animals up to 60 yards is equivalent.
common.
If you think about it, you will know that a skill with a range of more than 60 yards is considered to have a very long range. Even based on the range alone, any skill with a 60-yard range can easily sell for a high price.
What's more, you can't use skills to attack wild animals when hunting. You can only use archery to attack. Long-distance archery of more than 50 yards. If you shoot flatly, the arrow will have already hit the ground before it hits the prey. You must use projectile.
The angle cannot be too low, which further considers the player's archery skills.
So can we close the distance and shoot again?
Sorry, no!
Wild animals are not monsters and will not fight the player. They will flee immediately as soon as the player enters its warning range.
Yun Xiaohan also tried to use [Flash] to instantly close the distance, but it didn't work either.
Within 3 seconds after using any skill, the hunting-specific whiteboard hunting bow will be disabled. Yun Xiaohan can only run behind the prey without using skills. However, during the collection mission, the wild animals seem to be greatly accelerated.
, moves very fast, even if you run with it, you will be quickly thrown away.
Moreover, the AI of wild animals that are alarmed has also been greatly improved. After the ban time of the whiteboard hunting bow has expired, it will run irregularly, and even frequently make sudden stops, changes of direction, and jumps, which is very outrageous.
In contrast, if you do not enter the warning range of wild animals, most of the time they will only move slowly or even stop for a short period of time, so the difficulty is not that high.
The arrows fired by the player will also alarm wild animals within a certain range after landing, causing them to flee. At this time, the player must either wait for the previous prey to calm down again, or choose a new prey as the target.