Monsters Are Coming

Chapter 178: Death Game Mine Test (Part 2)


Causing the living beings of the Hometown World to resist the game it created.

Therefore, it previously considered changing recruitment to forced recruitment.

Randomly selecting living beings from the Hometown World to become Bliss Players, and forcing Bliss Players to act in Monster World according to its wishes.

This plan is more reliable compared to the first plan.

As for what thoughts the beings of the Hometown World have, it doesn't care.

Choosing to recruit the living beings of the Hometown World in the form of a game is not about exposure, but exposing it would require addressing many potential issues.

But this test changed its mind.

Since the beings of the Hometown World cannot face high-intensity wars with a gaming mindset, cannot play normally, and will proactively give up or even quit the game due to mental imbalance, then change recruitment to compulsory.

Using the player's Life as a threat.

This test also revealed another issue: overly convenient death and resurrection modes lead players to disregard their own lives.

Yet each death consumes the Energy resources it provides.

If forced recruitment mode is chosen, it will set a Resurrection Quota for all players.

For example, each player would have twenty resurrection opportunities, which can be earned by collecting resources and investing them in the resource furnace to obtain Jile Points, which can purchase attribute enhancement, Skill Imprint, and additional resurrection quotas.

This would prevent potential Bliss Players from disappearing due to frequent deaths.

It would also make Bliss Players value their lives more.

But importantly, all Bliss Players must carry out tasks according to its wishes, and failing to complete tasks would deduct resurrection times.

Changing the nature of recruitment from a simple game to a Death Game solves most problems.

Bliss Players will not be able to be truly fearless of death like the Player Clan.

Yet compared to the Extreme Joy Purple Tide and Jile Insect Tide, they have more developmental potential; each Bliss Player is an independent entity with the ability to think independently and solve problems.

Under the threat of death, Bliss Players might demonstrate higher growth potential.

After all, with limited resurrection times, to survive, one must become as strong as possible.

After a detailed feasibility analysis of this plan.

It finds that both infinite resurrection and Resurrection Quota modes have their advantages and disadvantages.

The advantage of infinite resurrection is the speed of combat experience accumulation, where each death is a learning opportunity.

Bliss Players can frequently engage in high-intensity battles, which helps them quickly improve Combat Skills and combat awareness.

Secondly, encountering a random event might bring opportunities or death.

Bliss Players with infinite resurrection ability can explore such events without burden, but those with Resurrection Quota think differently, considering potential risks and hesitating to waste a life for exploration.

Finally, the psychological advantage.

Bliss Players with infinite resurrection ability feel no fear of death psychologically, enabling decisiveness in combat and the adoption of aggressive strategies; this psychological advantage sometimes allows Bliss Players to perform extraordinarily in battles.

In contrast, Bliss Players with limited resurrection times will be more cautious in war, acting prudently.

But the Resurrection Quota has its advantages, too.

To survive better, Bliss Players will emphasize team collaboration and meticulously plan every action.

It becomes easier to establish a comprehensive command and battle system.

Realizing death resets resurrection, Bliss Players will use resources wisely, investing every resource in Strength enhancement, and repeatedly studying before spending, pursuing maximum benefits.

From a strategic point of view, Bliss Players with limited resurrection times will have longer-term strategic planning, won't easily join high-risk battles, and will gather intelligence extensively before any war.

Comparing the two.

It's clear that players with unlimited resurrection conditions will be stronger.

The drawback is excessive resource consumption, and players may quit due to too much negative feedback.

Players under Resurrection Quota settings are weaker in many aspects but will consume resources significantly better, possessing more warfare cohesion compared to those with infinite resurrection ability.

The Resurrection Quota setup along with forced recruitment can completely solve the issue of Bliss Players quitting due to psychological imbalance.

In fact, it prefers players under infinite resurrection conditions.

But since player mindset issues cannot be addressed, the second plan becomes the better choice.

The first step of this plan requires the Jile Army to reconquer the Hometown World, becoming decision-makers above the world's beings.

In submission, they live; in defiance, they die.

As for resistance, in the face of absolute Strength, resistance does not exist.

All struggle is futile, won't affect the unfolding of its plans, nor does it need to conceal through the game anymore.

The game name of Monster World Endless Adventure will be changed to Monster World·Death Game.

The third option is mental transformation.

Compared to the first two plans, the mental transformation plan is the most perfect one in its view.

Using the Power of Extreme Joy to construct a worldwide psychological enchantment scene in the Hometown World, but this time it doesn't seek the Power of Extreme Joy from the beings of the Hometown World.

It also disregards the weak beings of the Hometown World producing the Power of Extreme Joy.

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