Pheonix Dance/C4 Setup
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Pheonix Dance/C4 Setup
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C4 Setup

1. The rules on the game fee for Phoenix Dance:

After the internal test, the company decided that the game will carry out an extremely long time public test, that is, from October 1, 2049, to March 1, 2050, into the collection phase, the specific fee is RMB 300 per account per month, and can also be paid in game currency.

2. The establishment of the game currency as well as the question of game currency and currency exchange:

Regarding game coins, there were three types of currency announced on the official forums of Phoenix Dance: copper, silver, and gold. In the early game, most of them were copper, while in the middle and later stage, most of them were silver and gold. There was also a currency that exceeded gold, which was the Golden Bricks, 1 Golden Brick = 1000 Gold Coins. However, due to the fact that there was a certain tax rate on the exchange of Golden Brick, the usage of Golden Brick in the game was estimated to be the lowest.

As for the problem of exchanging game currency with real money, in the early stages of the construction of the game, my company had already set up a platform for exchanging game currency with real money. As such, in this game, the exchange of game currency with real money can be conducted in both directions. Furthermore, the game currency exchange with the real world currency exchange will soon open, but a certain fee will be charged.

(3) The establishment of the national war and the national war:

According to the company's research, during the game test period, the national war system will not be activated for the time being. After the game is officially charged, the national war system and the national war system will be opened at the same time. The system defaulted to the nation's plans first, and players could be established by themselves at the end of the game. The time of the national war is 10 hours. The invading side will have to attack the base camp of the other side, break the building order (in the base camp), and the defending side will have to defend the base camp for 10 hours. Of course, if we sneak attack the base camp of the attacking side, breaking the building order can also be considered as a successful defense of the city.

4. Setting up the PK:

The PK of all the online games is the most difficult part in the game making. After half a year of testing and consulting many professional players and game experts, the PK of this game is made as follows:

PK is divided into three modes: sneak attack PK, challenge PK and friendship PK.

Ambush PK: A sneak attack by one party without notifying the other." If the ambushers succeed 1 person times, lose 20 prestige points, cannot enter the city for 2 hours, if the ambushers fail and die, every time they lose 10% EXP, 100% of their items (the items in their storage bag will not be lost), they will be sent directly to the dungeon and locked up for 12 hours; if the ambushers die, they will lose 5% of their EXP and 25% of their items (the items in their storage bag will not drop).

Challenge PK: A PK in which one party is issued a challenge order and the other party allows it, the loser loses 5% of the challenge PK and has a 25% chance of dropping an item (the item in the storage bag won't drop).

Friendly PVP: A PVP order that is issued by one party. The PVP event is conducted with the permission of the other party. Regardless of the outcome, both PVP parties will lose 5 Prestige points while the other players will lose nothing.

Players with a level difference of 10 or higher were not allowed to PK Cheap Shot.

Players with a level difference of 15 or higher were not allowed to PK Cheap Shot or PK Challenge.

5. The settings for the establishment of a gang:

There are two types of gangs. The gangs are divided into five ranks according to their rank: Lou, Tang, Hui, and Union. The specific conditions are as follows:

1) Formation, forming a team is the beginning of establishing a gang, each group must not have more than 6 members, forming a team requires a captain's order, (can be hit on a normal monster, drop rate is 1%) When forming a team, you need to write the team member's order into the team leader, once the team member is set down, the team leader will be the team leader's order. Each command can be changed 10 times, can not be filled at once. The group name is self-defined.

2) Every building shall have one tower lord and one vice building lord. Each building shall have one building lord and one vice building lord. The maximum number of people to be organized into groups of twenty shall be one team leader and one vice team leader. When building a building, you would need to have 20 Captain Orders for each of them. The Captain Orders could be inlaid into the Camp Orders, and the specific monsters within the building would be eliminated. The drop rate would be 1%.

3), Hall, Hall Master 1 (succeeded by the Building Master), Vice Hall Masters 3, Elders decided, team up to 5 storeys, with a maximum number of 650 people in each hall, building the hall requires 5 building orders, 100 Captain's Orders, building the army can be embedded into the building order, building the regiment order specific monsters drop rate, 0.5%.

4), meeting, president 1 (succeeded by the head of the founding hall), 5 vice-presidents, appointed by the elders as brigade, up to 3 halls, with a maximum of 1950 members per meeting (same as for the building of the hall above). When the guild was established, they needed to set up a travel order of 3 to build a party order of 15 to build a camp order of 300 captains order. They needed to set up a travel order of a certain monster, which meant their rate of loss was 0.1%.

5) Sect, Sect Leader 1 (will be succeeded by the Assembly President), and Deputy Sect Master 5 (will be appointed by the Elders themselves). Up to 3 meetings, with a maximum of 6,000 people per gang. The sect requires a teacher order of 3 building order of 9 building order of 45 building order of 900 building order of captain order of 45 building order of the monsters, the rate of loss of 0.05%.

6) Union, the final form of the gang, a chief (who is to be succeeded by the forming gang leader), 5 deputy chiefs, and the set up by the elders as the army. (2) The final form of the union, the one who is to be succeeded by the forming gang leader, the one who is to be appointed as the deputy chief, the one who is to be appointed as the army. At least three gangs, each with at least 18,000 members. It required at least 1 military order, 3 military orders, 9 military orders, 27 military orders, and 135 military orders, all for a certain monster, with a drop rate of 0.01%.

The tokens were a prerequisite for the Component Gang, and were also a warrant for the transfer of personnel. The building order, building order and building order can be synthesized, the specific synthesis method is: 10 building order can be synthesized, 10 building order can be synthesized, 10 building order can be synthesized, 1 building order can be synthesized, the success rate is 35%. All tokens (with the exception of the group order) are one-time tokens and cannot be reused.

7) State, Alliance completed the quest. If you can get the National Establishment Order, you can establish your own country, but the drop rate is 0.001%. A specific monster will drop.

Starting from the tower, if one wanted to change members, they would need corresponding tokens, written with names, and replacing the original tokens.

A group battle was equivalent to a national war, but the duration of the attack and defense was 4 hours.

(6) Setting up continuous online time for characters:

Phoenix Dance management has consulted a physiologist to determine that each person is not allowed to go online for more than 18 hours a day. Before a player leaves the game, they can assign a character to repeat a job, but with 35% experience when working online.

7. Setting the ratio of game time to real time:

According to the ratio of the actual action rate to the brain wave rate, Phoenix Dance had a 1: 5 ratio of real time to game time, which meant that 1 hour in real time was 5 hours in game.

8. The settings for creating an ID:

When creating a character, the brainwave device would automatically check the gender, blood type, and physical fitness of each person. Therefore, if one helmet was used by one person, no one else would be able to use it, and another company would put a batch of helmets without binding an account, but they were restricted to use in Internet cafes. Each person was only allowed to create one character at a time, and if that person was deleted, they would be allowed to log in and create another person 24 hours later.

9. The setting of the game rankings:

There are several rankings: Wealth, various skills, various professions, general ranking, pet rank and rank ranking, weapon and equipment ranking, armor ranking, support equipment ranking, top 100 for each ranking. Players can choose to hide their identities before entering the leaderboard, if they are not online, they can hide their identities by default, but if they are not answered online, they can display their identities by default.

10. The setting of game equipment level:

The game equipment was divided into 8 categories: White Equipment, Blue Equipment, Green Equipment, Silver Equipment, Gold Equipment, Dark Gold Equipment, Divine Equipment, and Set Equipment.

Blue equipment had 1 property, green equipment had 2 stats, silver 3, gold equipment had 4, dark gold equipment had 5, god equipment had 5 or higher stats, and a full set of equipment would have at least 3 stats.

11. Setting up the game pet:

The game pets were divided into 7 ranks, 16 ranks, upper, middle, and lower, and 1 and 2 ranks. They were considered normal pets and could be bought in a pet store. There was no limit to the number of pets. Rank 3 and 4 pets were high level pets, so there was no limit to the number of pets that could be stolen or dropped from monsters or quasi-bosses. Rank 5 and 6 pets were high quality pets, which could be obtained by completing a hidden quest or a boss, the number of pets was 1000. A LV7 pet was a high quality pet. The method to obtain it was unknown (probably the final boss). The number of pets was unknown and their functions were unknown. It required the player to explore by himself.

12. Setting up the distribution of experience:

Personal EXP: Monster level + 5, 100% experience for monsters. Monsters that were 5 levels higher than a player would gain 5% EXP for every level that they passed. The level of the monster was lower than the player's level of 5. Every level below the player's level would reduce the player's experience by 5%. Players who exceeded level 15 would not be allowed to gain any experience.

Party Experience Points: n In a party, the total experience gained will be 100% + (n1) 10%. The total experience points would be distributed according to their levels.

After reading the introduction, the four of us looked at each other. Isn't this setting too detailed, especially regarding the formation of the association? If it's the same as the introduction, then who knows when we'll be able to establish an alliance, let alone establish a country. But this is good too, if the game is too simple, then we will lose a lot of playfulness.

"If we want to have a place in the game, we can't just look at our levels and rush to change classes. I suggest that we all train to the maximum level for each transition, so, although our level may be lower than many other players, our strength definitely cannot be underestimated, especially in the later stages of the game." The boss earnestly said.

Big Bro was right. In the "past" game, there were a few players who would upgrade every time they reached Level 50 in order to get into the top 100. In the end, all of them deleted their accounts and leveled up again.

"Also, according to this setting, the association's various tokens will be in short supply, so I suggest that you do not take care of all the tokens that we get." Looking at the announcement, I recalled the 'former' games, I reminded him.

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