Novels2Search

258. ALTER REALITY (Part-2)

CHAPTER 258: ALTER REALITY (Part-2)

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“Hold on, don't get ahead of yourself,” Jay cautioned, his words pulling Qew back from her excitement. “We’re not out of the woods yet. The game isn't a done deal. The survival rate only edged up to 43%, despite the claim that it could surpass 75% with the right approach.”

Qew, however, remained unfazed. Her eyes gleamed with determination as she confidently gestured, a sly smile playing on her lips. "This is just the beginning. I'm far from done."

She then turned her piercing gaze to Baby Santa, her tone firm and commanding. "Run the simulations back-to-back, using the parameters I provide. If you think of any improvements or adjustments, speak up. Understood?"

Baby MJ gave an eager nod, his small form tense, clearly intimidated by the unwavering demoness before him.

Qew's eyes lit up with a sly gleam as she faced her brothers. "The key to success here is motivation," she said, her tone sharp with intent. "And nothing drives people quite like the promise of money."

She then focused on Baby MJ, outlining her idea. "What if, in the VIRTUAL SANCTUARY, the monsters dropped in-game currency when defeated? Players could then convert that currency into real money."

MJ’s eyes widened as he considered the implications. “Bringing real-world value to in-game currency could be risky,” he said carefully. “If players can convert their earnings into actual money, it could cause inflation within the game. The market might get flooded with items, driving down their value and potentially impacting the real economy too.”

Qew remained unfazed, having anticipated his concerns. “You're right, MJ, but think about this. We could regulate the in-game currency flow by introducing a taxation system. Every transaction—whether it's trades or monster rewards—could be taxed at different rates depending on the player's activity level. This would allow us to control the economy, limiting the amount of currency that could be converted into real money and keeping inflation in check.”

MJ pondered her proposal, but his expression remained tense. “Even with taxation, we'd have to stop players from exploiting the system. The risk of over-farming is real—groups of players could grind endlessly just to sell the currency, which could destabilize the economy inside and outside the game.”

Qew’s smile widened, brimming with confidence. “We can counter that by introducing a dynamic difficulty scaling system. The more a player or group tries to farm a specific area or monster within a set timeframe, the tougher the challenge becomes. This would discourage excessive farming and keep the game both engaging and challenging. Additionally, we could tie the value of in-game currency to a scarce resource—something I’ll reveal later. It will ensure players are more motivated to spend their currency within the game rather than cashing out.”

MJ’s eyes lit up with new understanding. “So, the currency would retain its value because it’s constantly needed for that scarce resource in the game, and the difficulty scaling would prevent excessive farming. But what about the exchange rate between in-game currency and real money? If it fluctuates too much, it could create chaos in the real economy.”

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Qew's expression grew thoughtful as she weighed his concerns. “We could stabilize the exchange rate by tying it to a reliable index, like a basket of in-game resources that are always in demand—including that scarce resource. Similar to how some countries peg their currencies to a stable foreign currency, this would help maintain a steady exchange rate, ensuring it reflects the health of the in-game economy without causing drastic swings in the real world.”

MJ nodded slowly, visibly impressed by her foresight. “If we can maintain that balance, the game could develop an economy that mirrors real-world complexities without the volatility. It could become a legitimate alternative marketplace, offering players not just entertainment but a viable means of earning a living.”

“Let’s see how that impacts the simulation,” Qew suggested.

MJ adjusted the parameters and ran the simulation. The survival rate skyrocketed to 61%, a significant 18% increase.

Qew’s eyes gleamed with satisfaction, though not entirely content. “This is a strong start. The key is balance and regulation—ensuring the game’s economy is robust enough to support real-world transactions while remaining self-sustaining. If we get this right, we won’t just be creating a game; we’ll be shaping a new kind of virtual economy, one that could potentially revolutionize how we think about work and play. But there’s still more to perfect.”

As the enormity of the idea settled in, even Jay and Kay couldn’t help but admire Qew’s vision. Her foresight extended far beyond the game itself, touching on the future of virtual economies and the very nature of value in a digital world.

“But we’re not stopping there,” Qew continued, her voice resolute. “Let’s take it further—make the game playable even while sleeping, using a device like a helmet. Of course, this gadget shouldn't disrupt sleep but enhance it. We need to determine the optimal time flow within the game—whether double, triple, or quadruple the normal speed—based on what the human brain can handle without being overwhelmed. MJ, what’s your take?”

MJ paused, calculating the optimal balance. “Triple the normal speed would be the most efficient. The human brain can process information at that rate without significant stress or fatigue. It’s the sweet spot between maximizing learning potential and ensuring the user wakes up rested.”

“Let’s add that and see the effect,” Qew said, eager to observe the outcome.

MJ quickly spun up a new simulation, integrating the updated parameters. The survival rate surged from 61% to 72%.

Qew nodded, clearly pleased with the results, but a lingering feeling told her there was still more to be done. The numbers were promising, yet she sensed untapped potential.

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