Chapter 22 (1/2)

Translator: Atlas Studios

Editor: Atlas Studios

It had been the same when Fatty had played the Berserker in the Holy Order Assembly Camp in the past. The PK mode had been unlocked after he’d entered the capital and handed in the main quest. However, the person he’d had to find had been different. The cardinal in charge of the entire Paladin army helped the players unlock the PK mode in the Holy Order Assembly Camp.

Because it interweaved with the main story, every player’s PK mode would be turned on then, unless the player did not want to complete the main quests in the future. They could then avoid unlocking the PK mode.

However, whoever did that was a fool!

Even if they didn’t unlock it, it didn’t mean others would do the same. The other players could still forcibly attack. Then, they couldn’t even retaliate…

Besides unlocking the PK mode, the 5 Camp Reputation given in the main story was also extremely important!

Unlike the PK system of general online games, there was no such thing as having a red name1 in the Chaotic Era. The PK between players would affect their Camp Reputation!

Regardless of which camp a player came from, their initial Camp Reputation was 0 when they spawned. They could obtain Camp Reputation by completing the main story, part of the side quests, camp killing, or redeeming points by clearing dungeons.

Many Reputation Merchants wandered around in the game selling many rare items, including high-level Equipment Crafting Blueprints, high-level Skill Books, precious embedding gems, rare materials, life skill materials, and so on. Only when a player’s Camp Reputation met the requirements could they purchase these precious items through the Reputation Merchants with Gold Coins. It could be said that in the later stages of the game, purchasing with Reputation had become one of the most important channels for obtaining high-level items.

In the game, players always pursued to obtain Camp Reputation.

On the contrary, if a player’s Camp Reputation was lower than the basic 0 points and became a negative value, the NPCs in the game would refuse to trade with them and the NPC that issued the quests would not give one out either. If the value was too negative, not only would the players need to be careful so that the camp guard wouldn’t throw them in jail, but they would also need to be wary of the low drop rate!

Yes. If their Reputation was deep in the negatives, it would affect the drop rates of items that fell from monsters…

Apart from using Reputation to buy some items from the Reputation Merchant, the decrease in a player’s Reputation was mostly due to PK. When it came to players in the same camp, the active attacker in PK would immediately consume 5 Camp Reputation points, regardless of how many players were killed or not. If the players being attacked were killed, they would also lose 5 Camp Reputation points. However, if they weren’t killed or their counterattack wasn’t successful, their Camp Reputation would not decrease.

Some people might ask why a person with more Reputation wouldn’t be able to keep killing players with less Reputation and directly kill them until their Reputation became negative so that they could be jailed? What was fair in that case? Wouldn’t players with less Reputation be bullied?

In fact, that was not the case. The Reputation consumed during the PK was not fixed at 5 points. It would increase along with the number of players killed. When a player killed one player, they only consumed 5 points. However, if they killed a second player, they would consume 10 points. If they killed a third player, they might consume 20 points. It was completely impossible to kill players continuously based on their Reputation.

Furthermore, most importantly, it was fine if the player who attacked first could kill the other party. If they couldn’t and were killed instead, they would have to be congratulated because this player had been killed and they would 100% lose a piece of worn equipment!

One had to look carefully, or they would lose it! In other words, that piece of equipment would vanish immediately instead of being dropped. The player could not take back this piece of equipment, so they would have to think twice if they were confident about killing the other party before making a move!

This setting also put an end to the malicious provocation of those players, who enticed another player to make a move before they looted their equipment. Even if they coveted the other player’s glistening high-quality equipment, they could not obtain it through these means…

After playing the game for so long, Fatty had long been familiar with this PK rule. Although he wouldn’t dare say that such a setting was the fairest and the most reasonable one, it was a more humane setting. Players were not banned from having a PK in the game, but they were banned from doing it maliciously and killing red-named players to loot their equipment, thus causing the player to reset and have a white name. This had never happened in the Chaotic Era.

The Chaotic Era advocated a fair competition of PK. Various classes, pieces of equipment, and skills in the game gave various possibilities to the player’s PK. It was a competitive charm that encouraged players to enjoy themselves!

This was the main reason that the Chaotic Era was so popular among so many players.