To spur ordinary Players into being more proactive, besides incentives of money and fame, they ultimately needed a chance to compete with pay-to-win Players.
But Yu Sheng'an knew all too well how terrifying pay-to-win could be.
A high-tier Puppet that ordinary Players had to grind countless days and nights for could be bought casually by a pay-to-win Player. Wasn't that infuriating?
Worse still, once ordinary Players obtained high-tier Puppets, they would likely lose their edge and become Gold Farming Teams.
Why?
Because they were afraid of dying!
After all, Conquest of Sub-Plane was not a virtual game. If they died, they would not merely lose levels, equipment, or experience.
That, incidentally, was the essence of the Fourth Calamity.
Conquest of Sub-Plane was, ultimately, a real game. If they died, the efforts they had grinded away at for countless days and nights would truly vanish, sending them right back to square one.
Pay-to-win Players were different. If they died, they could just buy another one. What was the big deal?
Therefore, ensuring the drive and creativity of ordinary Players was extremely important.
After some thought, Yu Sheng'an came up with an idea.
He decided to establish Kill Leaderboards at different tiers according to Puppet level.
For example, a Level One Puppet Kill Leaderboard, a Level Two Puppet Kill Leaderboard, a Level Three Puppet Kill Leaderboard... and so on.
Those ranked near the top would receive Puppets of corresponding tiers as rewards.
The leaderboards would reset once a week, or once a month.
That way, ordinary Players and pay-to-win Players could compete on staggered tracks.
Everyone would only need to compete with Players on the same level.
As long as they ranked near the top, they could turn their lives around in minutes, acquire high-tier Puppets, and become elite Players.
Even if