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Add more interactivity


IonBlue

Question

Hi,My English is not good enough. If there are any inconsistencies, please forgive me

I recommend introduce three systems to ensure the game more competitiveness and fun:

 

1. Faction System: Each channel adds challenge points to the online PC2 floor of each city. Guild members who defeat NPC can gain possession of their own city and receive a certain amount of gold coins (not too much) and food every hour within the city. Other guild members can initiate challenges at NPCs. If the guild is unmanned (offline) within 1 minute or defeated twice in a row, other guilds will gain possession of the city.

 

2.Hunger System: The game grants each player a satiety value of 0.1.2.3, which is four levels. In reality, it automatically decreases by one level every two hours, increases by one level when eating five tree fruits, and increases by one level when eating one food (obtained from the city occupied by the faction). When the satiety value is 3, the character gains a faint star particle surround effect. When the satiety value is 2, there is no effect. When the satiety value is not greater than 1, the shiny rate decreases to 1/31000. When the satiety value is 0, running or cycling is not allowed.

3. Dungeon System: Dungeons can randomly refresh their entrances anywhere on the map at any time. Players can only carry up to 6 Pokémon and up to 12 items before entering. Time limited reality time of 1 hour, players enter the dungeon and all monsters in the wild are appear on the map, ranging from 1 to 100 levels. Defeat the wild monster and randomly pick items such as props, medicine, rare fashion fragments, effect transferors, and a large amount of food. The deeper the dungeon level, the higher the level of the wild monster, and the better the reward. Reduce the saturation value every 10 minutes within the dungeon, and automatically exit the dungeon when the saturation value is 0. The number of wild monsters in the dungeon is constant, so it is possible to team up to reduce the pressure of dungeon exploration.

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