Chapter 9 Intermission 3 (1/2)
Chapter 9 Inter for rewards…]
[Player receives:]
[EXP: 500]
[Coins: 0]
[Equipment/Items: None]
[Complete/Quests: 0/0]
[Complete hidden/special quests: 0]
[Worldview Unlocked: None]
[Fear Value Surged: 0 tie Fear Value: 0]
[Your Fear Rating: A whole sack of guts]
[This scenario does not have bonus rewards]
[Calculation completed Please continue]
Noe have to know some rules related to calculation for rewards in multiplayer mode
In Thriller Paradise, the number of mobs a player had killed by themself would not affect the EXP rewarded EXP would be calculated altogether when the scenario was co a d!ckhead that he caused a serious probleress of the scenario, survivors would receive the same EXP In case the player’s perfor’, the system would then reduce that one’s EXP reward
This was to li mobs’ and ‘over-performance’ Some players, to ensure that the iteed to them, would use unnecessary attacks excessively For exa in order to create bigger dae and faster performance than that of their teammates This is an individual performance that wastes the resources of the party
However, this rule gave birth to another proble more mobs just wasted their blood and Sta actively
In fact, it didn’t go like that since the active players ere good at fighting would receiveparts would explain this
In Thriller Paradise, besides no reward for killingitems’ either For example, when a mummy died, it would be certain that there was no saber, shi+eld or souns that could drop fro froes or its rotten flesh And, they had to take it thee and hold the item in their hands, the system would provide the properties of that said item How crooked it was, please refer to the [Stone]
Searching for ite the puzzles to enter soenerally, players had to ‘find’ many items for their quests on their own For instance, theof the shop opposite the street hung a tight Spiderman Suit Perhaps it would be totally useless, or perhaps it was an ‘Excellent’ rated iteiven attributes Another exa in the sewers It is possible that they could find soer (1), a long rod, etc
In short, if players wanted to find iteence, luck and effort The first te couldn’t wish for The last one just required more time Of course, if players wanted to findUsually, the scenarios wouldn’t give players much free time to wander, moreover, they have to spend their Physical Value just to run around