I Just Want Players to Save Money, They Insist on Giving Me!
Chapter 381 - 138: Great Victory! The First Esports Event Ends Perfectly!_1

Chapter 381: Chapter 138: Great Victory! The First Esports Event Ends Perfectly!_1

The venue for the event was chosen to be an open-air circular stadium that can accommodate over 8,000 people.

As the top hundred Korean server players boarded planes and grandly entered the country.

The top hundred domestic contenders also converged on Jianglin.

For a time, masters from all walks of life surged forth like a rising wind and scudding clouds.

The outside world also focused its attention here.

Lay people watch the excitement; insiders watch the technique.

Whether it’s the countless online fans or the audiences who specifically came to watch offline,

they’re all here for a good show, for the excitement.

But real insiders or capital from other industries are on the lookout for things beyond the competition.

Such as the size, the audience, the degree to which it can be standardized, how to control the rhythm of the event, how much it can give back to the game itself after the match, and how much potential can still be tapped.

These are the focal points of capital interest.

After all, as the first event of its kind in history, many big companies ask themselves and do not have the confidence to handle it well.

Even some manufacturers believe that the top player might also get flustered during the competition, maybe even messing up this ’sporting event’ which seems to have a decent outlook.

Whether it’s the expectations or doubts of countless people.

The "Eternity" competition finally kicked off in Jianglin with the passage of time!

In terms of the schedule, Ke Jin arranged a duration of half a month.

The neighboring Olympic events total to about a scattered month, which also encompasses over a hundred sports competitions.

Dragging out the duration of a single game too long will inevitably lead to audience fatigue.

An excessive number of matches can also cause the state of competing players to slide, preventing them from unleashing their true abilities, and decreasing the watchability of the match.

days’ time.

For the first four days, 200 players from China and Korea waged a solo free-for-all battle.

Deviating from the basic 60-person per game setup, it was changed to 50 people per game and the drop rate of higher-level supplies was increased by 20%.

The benefit of this is that players can divide more resource points amongst themselves in the early stages.

It prevents the situation where a player survives from the beginning to the end with just a basic white sword.

The 200 people were randomly dispersed into four groups, ABCD, each playing four matches to complete one large round.

Moreover, after the end of each large round, the groups were reshuffled.

Meaning, a player who was in Group A this round could end up in Groups B, C, or D the next round.

This action was to ensure an even distribution of players’ abilities.

Over four days, a total of 12 large rounds were played, amounting to 48 matches.

Three rounds a day, 12 matches per day.

The entire day’s proceedings would last approximately 5 to 6 hours.

By the end of the fourth day, the top hundred would be decided to enter the semi-finals.

Then, from the 5th to the 8th day, the solo players rested, proceeding to the trio matches showdown.

In trios, aside from a slight difference in numbers, there were a total of 192 players from the Chinese and Korean teams, 96 from each side, forming 32+32 (32 each from China and Korea) teams to compete.

The competition format was the same as solo, with a four-day competition cycle as well.

Within four days, the top 96 were decided.

They could then smoothly progress to the semi-finals.

On the 9th and 10th days, the top hundred solo players started to play 24 matches, with the top 50 scorers entering the finals.

On the 11th and 12th days, trios did the same, with 32 teams competing, and the top 16 teams from the leaderboard advanced into the finals, totaling 48 players.

The 13th day was a rest day before starting the final rounds.

On the 14th day were the solo finals, with 50 players battling it out in six matches within the same group.

The champion was determined based on the total score after 6 rounds.

If the top two had the same score, a tiebreaker 7th round would be played, extending overtime until a champion emerged.

The 15th day was the trio finals, following the same mechanism as solo.

The competition format could be said to perfectly leverage the 15-day interval, with solo and trio players resting alternately.

Even in the middle, there was a day off for everyone to adjust their state.

Beyond the competition format, the scoring system for individual players in each game was also accordingly adjusted.

In the two months since "Eternity" has been available on Blue Star, low-score public games were one thing.

But in high-score games, a phenomenon would occur.

Playing it safe.

Many players find it difficult to get to that score and don’t want to see their points drop.

Thus, they would avoid fights in the early game, considering it a victory to survive into the final circle (usually the fourth or fifth time the zone shrinks, referred to as the final circle).

However, such a playstyle is unfair for the competition.

Possibly very strong players could collide with many others in the early stages of the game, killing four or five people fervently until finally being ambushed by the sixth.

But if a player who hasn’t drawn their sword and survives to the final circle to score heavily has more points, it severely disturbs the game’s balance.

And not to mention this point, just talking about if the final circle gave more points.

If a bunch of people are all playing it safe until only a tiny circle remains, and then a massive brawl breaks out amongst dozens of people, that wouldn’t have much spectator value either.

Therefore, Ke Jin also adjusted the scoring system for obtaining points.

Unlike the regular public match scoring.

The competition would use a special scoring system.

With killing one person earning 1 point at its core.

And a time coefficient was introduced.

In the early stages of the game, the time coefficient was a noble *2.0 bonus.

That is, before the Resurrection Flower disappears, killing a person is worth 2 points. (Before the second shrink, when a player dies, they are not immediately eliminated from that game but instead are resurrected, albeit the equipment on them drops, and the system provides a set of basic white quality armor and weapon for free)

Until the second shrink, after the Resurrection Flower disappears, the time coefficient drops to *1.5.

For the third shrink, it becomes *1.2.

After the fourth shrink, there’s no time coefficient bonus for kills.

But starting from the fourth shrink, the final circle bonus applies.

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