Information[]
Satisfy is a virtual reality massively-multiplayer online game developed by the S.A Group, regulated by the supercomputer Morpheus. It has a player base of over 2 billion people. Satisfy's system is configured to allow users to discover and develop themselves. There is no such thing as a customer service center, and so Satisfy's 2 billion users had been developing the world by pioneering and exchanging information on their own. Players log on to the game through a capsule. A fee for Satisfy must be paid at regular intervals.[1]
Satisfy is more colorful, thrilling and dramatic than any movie, so the main characters of Satisfy enjoyed more popularity than movie stars. Hundreds of channels were filled with Satisfy related programs are broadcast on TV, and due to their high ratings, Satisfy profession news channels were created.
While Satisfy pursued realism, it is still a game so the barrier isn't set high in order to allow more people to enjoy it. This means that knowledge of certain subjects, such as blacksmithing, are much easier for normal players to understand.
- There are currently over 120,000 classes in Satisfy.
- The NPC's are so realistic players may find it hard to differentiate between players and NPC, and the only way to distinguish between them is through the color of their name tag
Satisfy's system is configured to allow Users to discover and develop themselves. There is no such thing as a customer service center like in other more traditional online games. Satisfy's two billion users have been developing the world by pioneering and exchanging information on their own.[2] Players who first started Satisfy did not know anything. It was the NPCs who guided them. As the players grow, the NPCs would grow and steadily teach them.[3] The S.A Group is not allowed to intervene in the game in principle. It is impossible systematically as well. Not even Chairman Lim Cheolho can do it. All control is placed in the hands of the supercomputer Morpheus in case of unintentional manipulation.[4]
The flow of Satisfy is made by players. The actions of billions of players cross each other, creating many new stories. The same is true for the emergence of a Great Demon. The actions and choices of the players accumulate, resulting in the moment when a great demon is summoned. Someone can play a crucial role and destroys opportunities of others by just staying faithful to the role assigned. Someone else has to suffer in order for a person to gain benefits. In the beginning, not everyone can be the same. The conclusion is that there will be hostilities, expressing the intention to kill each other.[5]
There is no concept of a pause in Satisfy. Having it forms a structure that would just drive players away from the game. Nor can they reverse the history written by the players themselves. The S.A Group cannot damage hundreds of millions of people just for one person. Even if there is a bug, in the understanding of the S.A Group no rollback is allowed, even if it is recommended to rollback the server. That is why they pay very close attention to the balance, even if it does not help to prevent crumbling.[6]
Satisfy had a low degree of freedom when it came to customization. The player’s appearance wasn’t much different from reality. Skin color, eyes, hairstyles, tattoos, scars, and weight could be modified freely, while ‘naturally born physical conditions’ such as height and skeletal structure were very similar to reality. [7]
General Mechanics[]
- Users under level 10 wouldn't experience a drop in experience even if they died, due to the beginner bonus. But there were no exceptions to a failed quest's penalty;
- Items can be enhanced up to +10. The higher the enhancement number and item rating, the lower the probability of the enhancement succeeding. If the enhancement was successful, the enhancement value would be +1; however, if it failed, it would be -3;
- A character is stunned after receiving 40% or more damage in a single attack[8];
- If a player dies twice within 24 hours, they cannot access the game again for 12 hours;
- The game cannot be ended while a timed quest is underway (it can be forced, but players suffer a huge penalty);
- Currency conversion:
- Auction house sales commission[11]:
- 8% for normal rated items
- 10% for rare rated items
- 15% for epic rated items
- __% for unique rated items
- __% for legendary rated items
- __% for myth rated items
- When users, NPC's or monsters are killed, they fade into grey light.
- Time in Satisfy is 3 times that spent outside the game (i.e. 1 hour in real life equals 3 hours in Satisfy)[12]
- The weight limit can be exceeded, but any excess slows down the movement speed by half of the percentage excess. For example, the weight limit exceeds 200%, so movement speed is reduced by 100%. This also increases the probability of receiving the 'weakened' state. [13]
- Carriage transports can be used to travel faster and to cross dangerous areas without fighting. In the safe zone, the base fare for a carriage is set at five gold. In a monster-infested area, the price increases with the level of risk.[14]
- Items can be stored in a warehouse in any community to clear the inventory. Each warehouse has a registration number and a password, can be summoned to any place by teleportation magic. Opening the warehouse costs 30 silver and placing an item costs 10 silver. [15]
Other Mechanics[]
Race[]
Unlike normal games where different species could be chosen when creating a character, there was originally no such option in Satisfy. Players could only change to a non-human species through performing a hidden quest. It was a quest similar to the quest that gave Grid a chance to become a half-god.[16]
If the worldview experiences change, the above rule can change as well. A race can be given the opportunity to mass change players into themselves.[17] Given the right circumstances, the race options a new player can choose from can change, allowing people to start as non-humans.[18]
Facts[]
- 100 gold is worth 120,000 won[19]
- One strategy for achieving success in Satisfy is to treat NPCs as if they’re real. This concept is overlooked by people, because they believe doing so might make them look like someone with mental illness. However, Grid demonstrates the effectiveness of this approach by successfully resolving NPCs' emotional struggles. Good examples are Braham, Piaro and Asmophel. [20]
References
- ↑ Chapter 20
- ↑ Chapter 2
- ↑ Chapter 623
- ↑ Chapter 489
- ↑ Chapter 568
- ↑ Chapter 826
- ↑ Chapter 1516
- ↑ Chapter 7
- ↑ Chapter 21
- ↑ Chapters 13 & 14 | Grid gets bronze as quest reward, but the conversion value is never mentioned.
- ↑ Chapter 21
- ↑ Chapters 42 & 46 | Note, initially it was said that it was 4 times the time, but was later changed to 3 times.
- ↑ Chapter 21
- ↑ Chapter 10
- ↑ Chapter 22
- ↑ Chapter 1034
- ↑ Chapters 1089 & 1090
- ↑ Chapter 1401
- ↑ Chapter 21
- ↑ Chapter 827