Gu Fan glanced at the prompt on the edge of his view.
["Infernal Trajectory" has acquired a negative emotion value: 482,916!]
With the surge of players, the negative emotion value also began to skyrocket, having increased by a hundredfold compared to before, but this was just the beginning.
Clearly, Instructor Ding's promotion was quite successful, and the traffic conversion rate on various platforms was also favorable.
Based on this trend, it was estimated that the game would effortlessly break through ten million in negative emotion value, perhaps even reaching twenty to thirty million.
However, the game's sales performance was rather dismal.
Up to now, Lilith's marketing plan had brought the game about over a million valid clicks and more than a hundred thousand "living people."
In other words, over a hundred thousand people had downloaded the game and played for a little while at least.
But so far, the game's sales were at 167.
Gu Fan was unsure whether this number still had room to rise, but he was pretty certain it had room to fall.
"Infernal Trajectory" adopted a peculiar payment model where players could play for free for 2 hours, only having to pay if they were satisfied afterward.
Ordinarily, no one would pay before trying out the game.
But there are all sorts in the world, and among these hundred thousand live players, there were always some rich guys who would pay as soon as they saw the game's graphics or after watching a streamer introduce it.
However, as the true nature of the game was revealed, these rich guys, who bought it without trying, would probably become fewer and fewer, and those who had already bought it might likely request refunds within a week.
Even with the most optimistic estimation and assuming that in the end two thousand people bought the game,
Transcendent Heaven Gaming Company would barely earn a pitiful twenty thousand yuan after revenue sharing with various platforms!
And the 5% that would go to Gu Fan's share would be less than a thousand yuan.
What's more terrifying is that the game's art resources were directly provided by Hell, while the money for buying the game template and functions was fronted by Lilith herself.
If these costs were included, the game would naturally be operating at a loss, and Gu Fan would not get a penny of the bonus.
At this moment, Lilith was very happy; she sneaked a glance at Gu Fan and became even happier.
Because right then, Gu Fan was sitting on a small stool, his expression blank and his demeanor dispirited, clearly resigned to his fate.
The pleased Lilith and the "supposedly" unhappy Gu Fan didn't say much but continued to watch Instructor Ding's livestream.
...
Soon, only the last ten minutes remained for Instructor Ding's moneymaking segment.
In the past 1 hour and 50 minutes, Instructor Ding had fallen countless times to the demons' gunfire, but he had no choice but to grit his teeth and persist in order to fulfill the task assigned by Client Daddy.
After ending a round of online combat, Instructor Ding returned to single-player mode to contend against an Infernal Inferior Demon.
After contending for a while, he entered online mode again to battle with his followers.
This went back and forth three or four times.
Still, no fun element could be found in the game!
During this time, Instructor Ding also played as a demon once, but this didn't make him happy; instead, it confirmed his belief that the game's designers really should seek treatment at a psychiatric hospital.
The demon's side could choose a High-rank Demon with a life force of 2,000 points and could wield any of Hellfire Gatling or Apocalypse Cannon as super-mod weapons.
The human's side stood no chance at all!
So in the end, Instructor Ding and his followers all gave up on trying to win, and they stopped attacking the warehouse or paying attention to the demons. Instead, human players began to entertain themselves.
They enabled friendly fire and started happily shooting at each other.
Instructor Ding had completely given up. He had to admit that the game's promotion had thoroughly crashed and burned, but it wasn't his fault—the game itself was flawed.
In these last ten minutes, there was nothing he could do but shoot randomly with his followers to simply pass the time.
...
Instructor Ding held an AWP sniper rifle, aimlessly searching for the next "lucky one" on the field.
"Brothers, watch closely, I'm only going to demonstrate this once—what it means to be a natural sniper and how to flick shoot!"
Suddenly, a follower peeked out from a corner not far ahead.
"You're it!"
Instructor Ding immediately locked onto his position, ready to end the fight with a beautiful flick shot.
His AWP scoped and fired in an instant, flicking swiftly toward the follower who had just peeked out from the corner!
"Bang!"
However, the follower was also quite alert and "swooshed" back behind the corner before Instructor Ding could shoot.
"Hey! Bro, don't run!"
Flick shooting relies on instinctive reactions, so Instructor Ding's crosshair subconsciously followed the follower's movement, but as he shot, he already had the feeling that he would miss.
Because the follower had hidden behind the corner wall, and naturally, the shot hit the wall instead.
This wall was quite thick, and the model was solid; even heavy sniper rifle bullets couldn't penetrate it.
Instructor Ding subconsciously switched to an automatic rifle, preparing to rush forward for a melee attack.
However, a headshot notification appeared on the top right corner of the screen.
HEADSHOT!
The friend who thought he was safe behind the wall only saw a bright splatter of blood burst from his head, and his body slumped to the side.
After making the shot, Instructor Ding was also completely dumbfounded.
"Hey? Guys, what's going on, is this some kind of bluff?"
He couldn't understand it at all. According to his years of experience with FPS games, that shot should have been impossible to land.
A fluke shot?
But even a fluke shot shouldn't be able to defy the foundational rules of this game, right?
The viewers in the live stream also saw this scene, but they were just as clueless about what had happened.
"Wait a minute, what just happened? Can snipers really make those kinds of shots?"
"Is he hacking?"
"Don't falsely accuse. Special insight isn't a hack!"
"A bunch of ignoramuses, obviously it was a wallbang headshot."
"Is it even possible to shoot through such a thick wall?"
In a game match, the entire map scene wouldn't refresh, so Instructor Ding subconsciously took a couple of steps forward to check the wall at the turning corner.
If there were bullet holes in the wall, then it would mean that the shot did indeed penetrate the wall and score a headshot.
However, what shocked Instructor Ding was the wall's smooth and clean surface with no bullet holes!
The display of bullet holes had always been working fine in this game, so it shouldn't be a display issue.
In other words, the bullet hadn't penetrated the wall!
So, from where had the bullet come?
Also, the corpse on the ground was another mystery: the friend had been facing the direction where Instructor Ding was. Even if an AWP's bullet penetrated the wall and scored a headshot, the body should have fallen backward, not to the side.
Yet, there he was, falling to the side, with blood spatter spraying sideways too.
All signs pointed to one outcome.
The bullet hadn't gone through the wall.
It had hit the friend from the side!
But a new question arose: why had the bullet come from the side?
Instructor Ding scratched his head, puzzled, "Guys, it seems like... there's a bug in this game!"
...
Before they knew it, dinner time had already passed.
According to Instructor Ding's "never work overtime" mentality, had it been any other game, he would have already swiftly exited the game and switched to different live streaming content by now.
After all, he had done his utmost to promote this game during the two hours.
But the situation with "Infernal Trajectory" was a bit different.
The bug that appeared at the last moment sparked intense curiosity in Instructor Ding!
Shots fired straight ahead, but the bullets ended up hitting the enemy from the side and scoring headshots. This implied that the bullets were bending!
They were drawing an arc in the air, allowing them to avoid the blockage of the wall corner.
The question now was, how did this bug occur?
Instructor Ding immediately organized the viewers to run a series of tests and, surprisingly, discovered that the bug was highly reproducible; in fact, it would appear 100% of the time if the method was right.
What caused it to trigger?
Quite simply, it was due to the "flick sniper" move!
The so-called "flick sniper" refers to aiming and pressing the left mouse button while scoping, while simultaneously flicking the mouse quickly; using the crosshair to aim at the enemy's current position.
Then, the moment you aim properly, you release the mouse button, and a precise flick sniper headshot is completed.
However, in "Infernal Trajectory," the situation seemed to have changed.
After performing a "flick sniper" move in this game, the bullet trajectory wasn't a straight line but an arc!
The specifics of this arc depended on the position of the mouse at the time of pressing and releasing the left button and the direction, speed, and distance of the mouse flick.
Since the bullet's trajectory was an arc, naturally, the point of impact was not where the mouse was aimed at the moment of release.
That's how the phenomena of "Bullet Bending" and "Shooting Through Walls" could occur!