Primordial Altar.
Everything that happens in the real world is under Guidance's surveillance.
That includes the latest product launch conference held this ti by the Moon Eclipse Clan.
Qi Sheng naturally understood what Star Network's purpose was in doing this: it wanted to actively develop the real world in order to create more online ti for him from the players.
Many players, though they want to play for long stretches, are forced to cut back because of issues like real‑world health.
The two latest products Star Network released are both ant to solve this problem.
But just as Star Network itself anticipated, its arrangents in reality only treat the symptoms, not the root cause.
They cannot break the predetermined fate that players are destined to grow old and die.
chanical Ascension is indeed feasible, but achieving chanical Ascension for all people would take imnse ti, and the process is truly cumberso.
Qi Sheng had considered the related issues very early on.
He naturally would not abandon the old players.
In the early days he had indeed considered whether the construction of the Player Faction should follow an era‑replacent model.
The so‑called era replacent refers to optimizing the Player System generation by generation, disregarding the birth, aging, and death of players in the real world.
Whenever a player dies, the account cannot be inherited, and everything belonging to the dead player will be Decomposed into sacrificial power and recycled.
This portion of sacrificial power would be used to forge more完善的 player functions and Support systems, helping the next generation of players grow at a faster Speed.
For example, the next generation of players might start with ten thousand points of sacrificial power as initial resources, or even more.
Under this model, players are more like a recyclable resource.
It makes the developnt of the Player Faction like a surging, unending river, where every drop of water vaporizes upon reaching the end, then falls again at the Source in a new form.
The total amount of sacrificial power would always maintain a trend of positive growth.
This model looks like it's full of drawbacks, yet it also has its advantages.
Like renewing cells by replacent, it periodically updates the player group to ensure the faction always retains growth vitality.
As Guidance says: death is the optimal solution for resource redistribution.
Placing this problem in the real world, it is the sa.
In an environnt with limited resources, if there is no death, then the older generation of elites will forever occupy the most resources.
This model turns death from a chanism of class solidification into a node of circulation, making the growth of the Player Faction into an Evolution engine that never stops.
Like Falling Leaves turning into spring soil, ultimately nourishing a denser, more luxuriant forest.
The Eternal nature of the Player Faction is no longer the Life of individuals, but the growth of the faction itself.
It makes death beco the fairest chanism.
Every player starts from zero; no matter how strong an account the older generation has forged, at the mont of death its attributes cannot be inherited by the next generation.
Although the growth of the next generation can receive assistance from the previous one, the most core part still cannot be inherited.
Every era replacent is a tempering of the Player System.
It eliminates obsolete thinking and breeds brand‑new possibilities.
It ensures competition appears without end; each generation of players must once again prove their own ability.
The sacrificial power legacy of old players can provide an initial boost, but the true Peak still requires one's own effort.
This competitive vitality can force the new generation to keep breaking their limits; the once‑upon‑a‑ti Legend will beco a benchmark to be surpassed.
Thought renewal, breaking monopolies, resource cycling… these are all advantages of the era‑replacent model.
But the drawbacks are also obvious.
Under the era‑replacent model, experience inheritance is a contradiction that cannot be perfectly resolved.
The experience of the strong, the accumulation of Combat Skills, the accumulation of war experience, the understanding of the Player System… all these require ti to accumulate and precipitate.
Though he can solve the problem of players' knowledge reserves by implanting mories.
But the mory‑implantation model has a drawback that cannot be solved.
Suppose the complete mories of a battle‑hardened old player (including Combat Skills, tactical thinking, system understanding, etc.) are implanted into a new player's brain; the "self" part of the new player will quickly be diluted and ultimately be overwritten by the old player's thinking patterns.
The old player's mories are not isolated data; they also include emotions, combat habits, thinking patterns, decision‑making logic, and other deep‑level content.
When this content floods into the new player's brain, the new player's original cognition will be drowned out.
It's like a small pond being poured into by a large lake; in the end the pond is no longer a pond, but just part of the lake.
The so‑called "new player" is essentially no longer a new individual, but more like the old player's return from the dead using another's body.
This violates the original intention of the "era‑replacent model": to let each generation of players truly start from zero, rather than letting the top players of the old era achieve a de facto Eternal Life through mory transplantation.
In that case, it would be better to just let the old players live forever from the start.
There is a way to solve this problem, and it has already been tested on the Little Mage.
To avoid the old players' thoughts and emotions overwriting the new players, one can choose to transplant only pure knowledge (such as the procedural steps of Combat Skills, the theoretical frawork of tactics), removing the emotional and Enlightennt portions.
But this model has already been answered by the Little Mage: it does not work.
The Little Mage who inherited the Blood King's mories is, in essence, still himself; he has only mastered all of the Blood King's mories.
But the essence of mory is a fusion of knowledge, emotion, and thinking logic.
Once emotion and thinking logic are stripped away, what is poured into the new player can only be instruction manuals, not experiential Enlightennt.
It's like soone who has watched a thousand hours of war movies but has never truly been on a battlefield.
He knows in theory what should be done, yet lacks muscle mory and precise thinking‑logic judgnt.
Real combat experience, as the Champion Fighter said, is not about knowing what to do, but about training what you do into instinct.
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