Ding! Player, please note: congratulations on defeating "Xiao Ding" (Six Star Dou Zun, Five-Colored; Ascended). You have gained 350000 experience. You are currently in the "Extremely Fast Potential" state. Your actual experience gained is 1050000.
Yang Shan: "That's all?"
Although Yang Shan had completed a "kill" while guarding the stage, this was ultimately only a "stage defense." Xiao Ding was still alive and well.
So compared to a genuine kill, the experience had been cut in half! Yang Shan rather missed the Novice Realm, where he could casually get ten times the experience.
Nothing like now.
Killing a "Five-Colored; Ascended" Word Seal of the same level required two kills even with the triple experience from Extremely Fast Potential! If it were a Purple Word Seal, he would probably have to kill ten or twenty of them! And killing lower-level NPCs came with a severe experience penalty.
Tian Yao Company's planners had truly put a great deal of effort into leveling.
They had broken the dull process of grinding monsters into:
Acquiring relevant resources, then independently choosing to challenge high-intensity NPCs, or spending more time leveling up slowly.
During this winding process, players might trigger interactions with other NPCs, unexpected events, or even lucky opportunities.
The sense of reward players gained would be far stronger than from simply grinding monsters!
It ensured that players invested enough time into leveling while also ensuring that no two leveling paths were the same, keeping the sense of freshness and excitement alive.
Combined with all kinds of safety-net mechanics, it minimized the chance of players quitting the game.
As for Top Players, it was very difficult to find high-level NPCs in the current version. But Top Players were meant to face greater challenges—otherwise, why would they be Top Players? As it happened, Yang