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Explanation of mission mechanics such as chance of failure (must read)

What I wrote earlier may not be clear enough, and some of the content I originally planned to write later has caused some readers to have questions. Let me explain.

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

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

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

Considering that the players who do collection tasks are mainly life players, and the remaining small number are also players who re-accumulate the chance of failure. The weak ones are weak, and the defeated dogs are defeated dogs. It is reasonable to give them a chance to resurrect.

Moreover, when foreign enemies invade or harass, citizens engaged in various production activities put down their production tools and actively participate in the war, which is both real and touching. After all, life players must be given some opportunities to participate in the fight.

Otherwise, if a mission is issued to expel foreign enemies, the number of mission places is limited, and life players will definitely not be able to compete with combat players.

And even if you can rob it, you may not rob it. When you want to expel foreign enemies as soon as possible and reduce losses, if the foreign enemies are expelled one minute late, one more player who is active outside the city may die. Life-style players should rob this kind of mission at this time.

The quota will be criticized.

Once the chance of failure reaches zero, you can no longer accept combat missions, but you can still participate in non-combat missions. You can re-accumulate the chance of failure by completing non-combat missions.

When the chance of failure has been exhausted, if the non-combat mission fails again, the penalty is that you cannot accept any area strategy missions for one day. This day does not include the day when the non-combat mission failed, but the next day.

Some readers think that this kind of mission setting is the game planner's attempt to kill someone, but I don't think so.

The regional strategy mission is originally a kind of additional welfare mission. How do you want to take care of it when you already have welfare missions?

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

How stupid does this have to be to fail a non-combat mission that has plenty of time and hardly triggers combat when there is no chance of failure and you can be resurrected once?

There is no chance of failure, so you must ensure that the mission is successful. For example, if you do a collection mission, you can hand it in after collecting materials to the passing level. If you delay it any longer, isn’t it suicidal? Since you are suicidal, what does it have to do with planning?

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