Ficool

Chapter 67 - Chapter 67 Four Rules

Seeing this line of data, Lin Sizhi fell into a brief moment of thought.

"In other words, the copycat who designed this game believes that even with a higher number of intelligent people in the game, there will still be a baseline death rate of 40%.

"And when the players participating in the game are not so intelligent, the death rate will be as high as 70%.

"Was it designed with these numbers from the very beginning?"

Depending on the game type, the format of the design proposal provided by the Arcade would have slight differences.

For example, for allocation-type games like "Blood Poker," or general judgment-type games, the copycat would not be required to fill in the [Estimated Death Rate].

But this game was a new type: "Screening," which, judging from the Arcade's previous description, simply meant elimination.

And the targets for elimination included both the copycat and the players.

A rather significant feature of the design proposal for a screening-type game was that the first page had a field for [Estimated Death Rate], with a note: the designer needs to write down the upper and lower limits of the death rate they believe might occur.

But there was no requirement stating "the death rate must reach a certain level."

In other words, even with the goal of "eliminating players," the specific number to be eliminated was still decided by the copycat who designed the game.

40 players, if 70% were eliminated, that would mean 28 people would die.

Lin Sizhi couldn't help but frown slightly.

"Isn't this death rate a bit too high? Is this 'screening' or 'reaping'?"

He continued reading.

The design proposal, following a set format, was densely packed with a large number of rules, and all the required props were also clearly listed.

Lin Sizhi carefully read the incomplete design proposal in his hand from beginning to end, roughly determining the content of the game.

The "Dating Game" will select 40 players from 6 communities, 20 male and 20 female.

The three players with the least visa time in each community will be forced to participate.

Additionally, players can also participate through voluntary registration, with each community limited to a total of 4~8 people, and the male-to-female ratio must be 1:1.

The game will last for 8 hours.

Male and female players have different reward rules:

Male players will indiscriminately receive 30,000 minutes of visa time as a reward upon leaving the game;

Female players will have a small amount of visa time randomly deducted every hour during the game (within 5 minutes), and will not receive the 30,000-minute visa time reward at the end of the game.

After the game officially starts, it will alternate between a "10-minute rest - 10-minute meeting" mode, meaning that within 8 hours, each player will have 24 meetings.

During the entire 8-hour game, apart from entering the meeting room to meet with other players, players can only move around in their own lounges and cannot communicate with other players in any way.

During meetings, players from different communities will be randomly matched, with the probability of being matched with a player of the opposite sex being "75%."

Each hour, players will receive 1 "Like" and 1 "Dislike," which can be given to the other person during a meeting to express their attitude.

In the final meeting of the game, a "Final Vote" will be held. If the two parties in the meeting are of the opposite sex and have liked each other, both will receive an additional 30,000 minutes of visa time upon leaving the game.

Starting from the 2nd hour, the game will also update the "Talent Show" rule, randomly selecting two players to PK in a talent show.

Other players can vote "Interesting" or "Boring" for them. 10 "Interesting" votes can be exchanged for 1 "Like," and receiving 20 "Boring" votes will result in the performance being forcibly cut off.

In the lounge, there are vending machines and data query machines.

The vending machines will sell high-priced food, drinks, and visa time exchange vouchers.

The data query machine can be used to check the number of "Likes" and "Dislikes" one has received, as well as query data related to "ratios" within the game, and broadcast it to all players.

But it cannot query any data related to an individual's "Like" or "Dislike" changes.

After 4 hours, the game will enter the second stage and add new rules.

But what the specific rules were, was not specified on the remaining pages of the design proposal.

There were only three fragmented pieces of information:

[After entering the second stage, if a player receives 20 "Boring" votes in the talent show performance, they will suffer an instant death penalty.]

[After killing another player through any in-game rule, you will receive 1/10 of that player's remaining visa time as a personal reward.]

[When multiple people are involved in a player's death, the above reward will be shared equally.]

Besides the design proposal, there was also a blank document with space reserved for five new rules, for Lin Sizhi to fill in.

...

"Can a game like this really cause a 40%~70% death rate?

"It's obvious that in the last four hours of the game, the second stage, there must be more brutal killing rules, and likely more than one."

Lin Sizhi quickly realized this.

From the rules seen so far, the only killing rule was "receiving 20 'Boring' votes in the talent show leads to death," but it was unlikely to create such a high death rate with just this one rule.

Moreover, for the rule "killing another player through any in-game rule grants 1/10 of the deceased's visa time," the key point was "any rule."

So there must be more than one way to kill in the game.

But these killing methods were completely absent from the first stage of the game.

In other words, this copycat deliberately split the "Dating Game" into two halves: the first 4 hours have no killing rules, making it seem like a harmonious and low-difficulty game where players work together for rewards.

But in the last 4 hours, several killing rules will suddenly be added, and players will be provoked to kill each other in some way to gain the greatest benefit.

The copycat uses 1/10 of the deceased's visa time as bait, while in reality, they can keep the remaining 9/10 for themselves.

Judging from the invitation content the Arcade gave Lin Sizhi, it seemed the Arcade was not entirely satisfied with this game's design either.

But the Arcade didn't directly reject the game.

Within this ambiguous range, the Arcade chose to let a copycat judge a copycat.

If Lin Sizhi did nothing, then this game might still proceed as planned, harvesting a large number of players' lives.

What particularly concerned Lin Sizhi was the Arcade's final sentence.

[Just as players can slowly change the community, copycats will slowly change the Arcade.]

"This might be hinting that the Arcade's review standards and rules are not strictly fixed, but are influenced by the majority of copycats.

"Just like players to the community: if all players are harmonious and friendly, then the community will also be harmonious and friendly; if all players are selfish, then the community will likely fall apart.

"If all copycats take pleasure in harvesting players' visa time and continuously push the boundaries of the Arcade's rules in game after game, then the New World might also become a pure slaughterhouse for players."

Lin Sizhi picked up the design proposal again, tapped it on the table to align it.

"I don't like slaughterhouses."

Then, he took out the blank page for adding rules and began to write.

Once he accepted the Arcade's matched game, it meant that both he and the copycat who designed this game would enter the game.

Therefore, the rules Lin Sizhi added had only two purposes:

First, to ensure his own safety as much as possible, adding or expanding exploitable backdoors for himself;

Second, to compress the opponent's survival space as much as possible, preferably to quickly identify the opponent and kill them.

But the problem was, these rules could only be added to the game after the other party agreed.

In other words, the new rules Lin Sizhi added had to deceive the other party on the surface, even making them mistakenly believe that these rules were beneficial for "reaping players."

He absolutely could not reveal his intention to kill the other party.

After some consideration, Lin Sizhi wrote down four rules.

[1. Once visa time exchange vouchers are purchased, the buyer cannot exchange them back into visa time. They can only be given to other players through the meeting room.]

[2. Each time you enter the meeting room for a meeting, you need to pay a room usage fee: 200 minutes of visa time. Each player has three buttons, namely "I'll pay," "Go Dutch," and "You pay." When both parties reach an agreement, the fee is deducted according to the agreed method; if no agreement is reached or the button is not pressed within the time limit, 200 minutes of visa time will be deducted from each player.]

[3. For any method of killing, the system must notify the person being killed 10 seconds before it takes effect.]

[4. After making a total of 5 broadcasts, you can forcibly cut in line for the talent show and choose a player to PK with.]

After writing the rules, Lin Sizhi checked them for errors, signed, and submitted.

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