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Chapter 854 - Chapter 853: Letting Penacony Experience the Joy of Cat Mario and I Wanna

Pei Guang first created a dungeon based on Cat Mario and I Wanna, but it wouldn't be a fixed map. Instead, it would be a dynamic map where traps were dynamically combined based on the individual participants. 

The traps would remain unchanged until they left the dungeon. If a visitor did not return to the dungeon within one hour of leaving, the dungeon information would be reset.

After adjustments by the Memokeepers, upon dying in this game, the Dreamchaser would wake up, re-enter the dream, and could choose to return to the last checkpoint to continue the experience.

As for the reward? Pei Guang already had that figured out.

Reaching the first checkpoint awards 10,000 credit points, and every subsequent checkpoint also awards 10,000 credit points.

Clearing one stage gives an additional reward of 100,000 credit points, and clearing ten stages gives an extra 1,000,000 credit points. For every ten stages cleared after that, an additional 1,000,000 credit points will be awarded. 

The entire game doesn't have many stages, just one hundred, and clearing all one hundred stages will award 1 billion credit points.

Each reward is calculated separately. Theoretically, clearing the final stage could truly make someone rich overnight.

Is giving this much money a loss? Not at all, in fact, he would even profit.

As long as this dungeon has a kill drop characteristic, he would make a huge profit.

Because when he kills a unit, a regular unit can drop a minimum of about 100 credit points, sometimes even hundreds or thousands; he hasn't kept statistics for larger drops.

Basically, before the tenth stage, if they average more than a hundred deaths per checkpoint, he won't lose much, and might even profit.

However, Pei Guang included a nasty setting: if a player chooses to continue the challenge from a checkpoint, the rewards obtained before reaching the next checkpoint or the end-of-stage only amount to one-fifth of the corresponding checkpoint and end-of-stage bonus rewards.

Reaching a checkpoint grants the full checkpoint reward, and only clearing the stage grants the full stage reward, with each reward calculated separately.

At the same time, Pei Guang also had the two Memokeepers add a little sensing capability to the dungeon: when a player's desire to quit is wavering, the difficulty is slightly lowered, and when the desire to quit is firm, the difficulty is increased.

The first checkpoint and the first stage are relatively easy, ensuring they can clear the first stage after dying about a hundred times. After that, the difficulty will gradually increase, like boiling a frog in warm water.

After the tenth stage, the difficulty will increase sharply, requiring at least a thousand deaths per stage to clear it.

In Pei Guang's calculation, even for someone highly gifted, the final stage would require tens of thousands of deaths at a single checkpoint.

As for whether this reward can actually be obtained? Pei Guang's answer is yes, after all, he's not losing anything. 

Besides, he doesn't value the credit points: he values the Relics. Dying so many times, even with the smallest probability, would drop enough fodder.

Of course, high difficulty alone is not enough to attract people. He needed to select a few lucky people every day and set their dynamic difficulty to easy randomly.

Based on the daily visitor count, he would select a few lucky people proportionally to have a very easy difficulty, allowing them to clear the stages with an average of a few dozen deaths per stage.

Then, he would publicize the deeds of these lucky people to encourage more people to participate.

The dungeon experience is free anyway. Even if they try it and don't want to play anymore, they only lose a little time. 

What if they get lucky? Even if their luck is bad and they don't get the easy difficulty, they can still clear one or two stages and get a few hundred thousand?

And once they try it, Pei Guang guarantees that these people will definitely not escape, because he immediately incorporated big data.

Based on big data, he would ensure some people have good luck and some have bad luck, guaranteeing that their value would be heavily squeezed based on their psychological state.

For participants, with a bit of bad luck, they could get 200,000 credit points by dying a few hundred times in one day.

With good luck, dying a few dozen times, clearing ten checkpoints and the first stage, they would get over 200,000 credit points directly. 

That's a huge profit, isn't it? Besides, the experience is free! If you don't want to play, or don't care for the credit points, you can just quit.

It's not like you're spending money.

Or, you could just farm the first stage. It's fast, and you can get at least 100,000 credit points a day, all for a free experience—truly something only the dreamscape offers!

The free things are the most expensive, because when something is free, it may not be your money they're after.

As for the drawback of this dungeon? There is only one: maintaining it for a few years might impact the Family's economic system, because this money... is truly generated out of thin air.

If the number of people were small, it would be fine, but given the visitor flow in Penacony, if the daily number of participants in this dungeon were high enough, the Family would probably discover the abnormality in the economic system, the emergence of extra money, in a few decades.

Firefly and the two Memokeepers were stunned by what Pei Guang created. 

Ruthless! It was truly too ruthless. As long as someone wanted to participate, they couldn't leave without dying a few times.

However, this mob-farming tower was just the first. Pei Guang had other things planned.

He had survival-horror game experience dungeons and large-scale multiplayer combat dungeons prepared, but these dungeons didn't offer as good rewards as this Cat Mario + I Wanna hybrid, as this mixed dungeon actually gave out money.

But the confrontational or conqueror's desire within them would certainly attract many people to try the experience.

And besides this torturous content, Pei Guang also set up a special venue: the 'Die-Happy Hall.'

That's right, Pei Guang planned to use his Holy Light and teach the method of transmitting the Path Seed to a Trash Can or a Cat Cake, having them work in this Die-Happy Hall. 

They would keep the Holy Light constantly on, making everyone who came here blissfully happy until they died.

While commanding the Memokeepers to build, Pei Guang calculated in his mind: it wouldn't take much: if a thousand people participated every day, and each person provided over five hundred deaths on average, even with a one percent Relic drop rate, he could still get over a thousand Relics.

Even if they were all blue and white, he could still use them to enhance! The thought of making himself bulkier made Pei Guang excited.

"Let me use the five-hundred-year lifespan of Nanook! May all my future stats rolls be Defense and HP!!!"

For Pei Guang, Defense and HP were supreme in the real world, and he really hoped not to get too many offensive stats. 

However, Pei Guang reconsidered, getting offensive stats wouldn't be a problem either. 

As long as he could get this dungeon up and running, wouldn't the Relics just pour in?

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