Monsters Are Coming-Chapter 1006 - 276: Adventure World, Instance Begins

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For example, 30 players participate in a dungeon, and the total reward of this round is 35 Divine Coins. The extra 5 coins are distributed to the leader or the Damage-bearing Stream players of the team.

The second scheme, the gold group.

All resources produced from the dungeon must be allocated through sacrificial power bidding, with the final profits evenly split among team members.

For instance, in a team of 30 players, after defeating a monster, a Spirit Plant is dropped. The ownership will be auctioned internally, and the player with the highest bid offers 1000 points of sacrificial power.

This Spirit Plant will belong to the highest bidder, and any future transactions regarding it are not related to other players in the team.

The 1000 points of sacrificial power obtained from the auction are then evenly distributed among the remaining 29 players of the team.

Each player receives 34.48 sacrificial power.

This allocation scheme is entirely transparent, allowing players to gain sacrificial power bids even if they don't get the dungeon's resources.

It is very suitable for Solo Players without a guild or friendship group, as profits can be settled on the spot without waiting periods.

The third scheme, the DKP group.

This mode is more suitable for players with a fixed team, such as a guild or friendship group, requiring fixed teammates to function.

Through attendance and performance, members accumulate DKP to auction items using internal points.

For example.

Attendance points: Participating in dungeon activities on time per the leader's requirement grants fixed DKP.

Killing each dungeon boss grants DKP.

They may receive extra subsidized DKP for commanding the team or acting as a Damage Tank...

Suppose Player A didn't fancy anything in this round of the dungeon but earned 100 points by the end. These points don't reset and remain recorded in the guild log for future use.

If a player hasn't bid on any items for three consecutive rounds, but in the fourth round, a "Rule Fragment" drops, allowing the player to bid 300 points uncontested, effectively getting the highest reward for a pittance.

This reward even surpasses the combined yields of the previous dungeon rounds.

Players banking points might spend on potions early on, but in later stages, they might get rich with their accumulated points or continually accumulate them without getting significant rewards.

If, during bidding, two players offer the same points, an additional roll of the dice is conducted.

The player with the higher roll wins the item, while the losing player retains their points.

This model comes from classic online games, distributing dungeon benefits through a "more work, more gain" approach.

The only drawback is the high time cost, making it difficult for newcomers or occasional participants to compete with guild players.

DKP groups and gold groups both cater to different player demographics.

DKP group advantages lie in long-term stability, making it suitable for fixed-member groups. The distribution method is more detailed, and players don't need to hoard sacrificial power, converting it into strength based solely on points allocation.

In contrast, gold groups are more flexible and appealing to Solo Players wanting instant profits, with each round marking a fresh start.

The downside is that gold group players must carry a fair amount of sacrificial power, as insufficient sacrificial power on hand might lead to losses via others snagging opportunities.

For example, during a round of dungeon trials, a Rule Fragment appears.

If none of the 30 team players brought enough sacrificial power, but one player carries 3000 points,

then by rules, the player offering 3000 points would own the Rule Fragment.

The remaining players can only split a measly 100-odd points of sacrificial power.

However, the Rule Fragment's Trading House price starts at tens of thousands of sacrificial powers.

Gold group players carrying sacrificial power aims to protect their own interests.

Even if they don't want an item, they can raise the resource's price in the dungeon to a reasonable level, ensuring that even if they win the bid, it can be resold at the Trading House.

From the perspective of team cooperation, the tacit understanding from long cohabitation in a DKP group's fixed team surpasses that in a Solo Player-made gold group.

The fourth scheme, the mixed group.

This allocation mode is only suitable for friendship groups.

The distribution scheme can be adjusted flexibly.

Common items produced in the dungeon can be distributed using a roll of dice for fun or through DKP auctions. High-value items might be entrusted to a trustworthy team captain or player, selling them at the Trading House and distributing the sacrificial power to team members.

This model requires absolute trust among team players.

Even rotating rewards can be a way of earning.

For example, in a ten-person friendship group, all rewards from the first round go to Player A, and second-round rewards go to Player B... The amount of profit generated in a round depends entirely on luck.

Players on the forum increasingly formulate clear selection schemes through discussions.

The Adventurer World has also matured during this process, forming thoroughly.

...

Node Space in the Cave Space.

With a flash of white light, Hong Yang's five-member squad emerged from the teleportation point.

Summoning the map, a rugged parchment map unfurled in their mind.

They noticed a new icon appearing to the north in the Node Space, marking the newest feature: the Adventurer's Teleportation Point.

The icon resembles a bluish Divine Lamp, with spiral Rule Runes wrapped around its body, and the base consists of three intersecting Black Stone spikes.

Without hesitation, they immediately set off toward the Adventurer's Teleportation Point.