He looked at the Experience point meter and called up his personal interface by the side.
Since he was going to edit many things, he might as well give himself some advantages.
The experience meter displayed how many EXP a character has and how many they need to level up a certain ability.
The more one leveled up, the more points one needed to level up. This was where he was going to start.
He directly removed the leveling cap on his personal interface. He was still level one and needed 1000 points to level up.
[EXP: 0/1000]
He directly removed the limit. He did not want to level up at all.
The levels had their uses, but he did not need them. At least not now. In the early stages, levels were not good. Especially after the merger. Now, even if he had a trillion EXP, he would still be at level 1.
As for the other panel from the system, he directly increased the leveling cap by ten times.
[EXP: 0/ 10000]
This 'ten times' might not be much in the early stages, but what about the later levels?
He also made the anti-grinding feature stricter. This feature is mostly used in games to make reaching the next level take longer. Five goblins might make you level up from 1 to 2. But going to three, you will need to kill 20 goblins.
He made it so that high-level characters could not use low-level monsters to farm EXP. Every level higher equals 20% less EXP. A level 5 would not get any EXP from killing a level 1 monster.
In a game, this feature would kill it, but since it had turned real, he had to do it.
He also added a stat death to counter a 'one stat to rule them all' character.
Stat death applied when a character dies because one of their primary stats is reduced to 0.
One stat to rule them all was when a character put all their stat points into one stat to compensate for other areas.
A mage did not require much in strength of physique. If they put all their stats in intelligence, they were practically overpowered. He did not want that.
He also made it impossible for one stat to be leagues ahead of other stats.
A physique of 10 could not hold mana over 1000.
This also made the leveling process longer, forcing everyone to take a jack of all trade route or a master of all trade route.
He also introduced a conversion system. Any stat points can be converted to some other points. It was just expensive as…
He looked at the new stat window and nodded in satisfaction.
[ Name:
Age:
Level: /999 EXP: ?/ 10000
Stat Points (SP):
HP:
MP:
Stats:
Strength:
Agility:
Intelligence:
Attributes:
Luck:
Wealth:
Charm:
Conversion System.
1 SP = 100 EXP = 1000 Attribute Points (AP) = 100000 Wealth
]
This was all he could do to the stat window.
Some games like the dating sim required some rather absurd stats. He combined them to Charm, while the Myriad Occupation game required assets to be quantified, thus he had to put the Wealth meter. The Luck attribute was basically in all the games.
The conversion system only converted stats that had not been allocated, while attribute points came from loot and other equipment. The Sim game even had a pill that could enhance beauty.
He made the conversion one way for the general population. That is; EXP could not be converted to SP and so on. The only exception was himself.
His panel was the same but he did not have the leveling cap and he could convert his stats in any way he wanted. He could even use allocated points.
Add to that his low-level advantage…
He could only laugh foolishly.
All games tend to give low-level players an advantage. Imagining killing a level 50 monster with level 1. The points he could get would be off the charts.
[ Name: Sam Wren (Duke)
Age:
Level: 1 EXP: 0/???
Stat Points (SP): 0
HP: 100
MP: 0
Stats:
Strength: 7
Agility: 6
Intelligence: 13
Attributes:
Luck: -40
Wealth: ******
Charm: 13
Conversion System.
1 SP = 100 EXP = 1000 Attribute Points (AP) = 100000 Wealth
]
An ordinary person had a max of 10 in any of their stats. They also did not have any MP.
Apart from Charm and Luck, he was as ordinary as it could get. His wealth was not even calculable because of the lack of a standard wealth system. He had to create it.
The wealth system was rather easy to create. He only had to reference one currency and the system would handle the rest.
This would also kill all the other currencies and get rid of physical money in the near future. After all, this system was more secure and convenient than all the other systems.
Since most of his wealth was in USD, he was going to use it as a reference. As for the new system, he was going to use the one from the Action Adventure game, King Avatar.
King Avatar had three simple coins to calculate wealth.
[1 Gold = 100 Silvers = 10000 Bronze.
1 Bronze = 1 USD]
This conversion system was very unfavorable but that is what he wanted.
Each of these games had their own stores, and each had very crazy items that were made to trap players. But these very items would be his doom if anybody could buy them casually.
Raising the value of money while maintaining the original cost was the best way to keep those items from reaching those OP characters. He might be wealthy, but he was not the only one.
He had to curb as many people as possible.
The stores were also a mess. He had to change many things and increase the prices of some things. He also had to make sure that those rusty swords cost a ton. He did not want some rando picking up legendary weapons for pennies.