Since they have agreed to form an alliance, they must have agreed on a meeting place before entering the game.

For example, the place that Ian agreed with his two former allies was St. Belle's Cathedral in King's Landing.

But because his allies withdrew from the game, he changed the starting point to the Riverlands.

Now that he has no allies, other players are not like that. They will definitely go to the Crossroads Inn or Shataya's Tavern to meet up in iconic buildings like the original plan!

Driven by this ‘first blood’ mission, don’t those promised allies become ready targets for hunting?

It is true that some players will become wary after seeing this mission and will not go to the appointment, but human beings will never lack adventurers.

When doing something, if it has a 20% profit, people will be eager to do it; if it has a 50% profit, he will dare to take risks; for a 100% profit, he will dare to trample on all human beings. Law; if there was a 300% profit, he would dare to commit any crime and even risk hanging.

And what is the profit of this task?

Putting aside attribute points and skill points, the money alone is worth three thousand gold dragons. With this money and two S-level NPCs, players can even easily form a small army of hundreds of people.

In this game where the vast majority of players cannot get resources from the system, what does it mean to be the first to get such a large amount of resources?

He may be difficult to surpass in the next few years, or even get rid of the threat of the assassination mechanism of the standings and be free to develop the way he wants.

There's no reason why players shouldn't take the risk.

"But the second problem is still unresolved!" Ian quickly calmed himself down, "See through, how do players see through other players' disguises?

First of all, let's assume that two allies who have made an appointment in advance meet at the agreed place. However, when there is a first-blood mission, they can't possibly boldly use the pre-arranged secret code to remind each other of their identities, right?

They will definitely try to test others while carefully hiding themselves.

But how can a wary player find out so easily? We are all elite players who have made it through so many qualifiers. How can we easily expose our flaws?

From a planning perspective, since he has designed it to this point, it means that in his opinion, the players can definitely see through each other. In other words, there is something that all of us don't know or ignore. There are loopholes. "

Ian suddenly thought of the background story. According to Annie, the existence of the background story is to help players disguise themselves.

But obviously, the planner does not want the players to disguise themselves well. On the contrary, he wants the players to see through each other and start a fight.

The act of planning in this way is very contradictory.

Unless there's something wrong with this backstory?

Ian quickly closed his eyes and opened the auxiliary system, and entered the information column to read his background story in detail again.

Soon, he really discovered a little problem.

That is, I don’t have a last name.

Originally, as a commoner in the valley, he did not have a surname at the beginning. However, in the subsequent story, he has been canonized as a knight, which means that he has the qualifications to give himself a surname.

But he still doesn’t have a last name, which is unusual.

However, this is only a small problem, and it is not considered a flaw that will be discovered. Moreover, this problem should only be unique to players who start as a hired knight, and it is not a problem that exists for all players.

"Yes, all players. If we want to achieve the goal of stably detecting flaws, this flaw should be shared by all players, at least the vast majority of players. In other words, what is the common denominator for all of us?"

What do the players have in common that is obvious enough to be a flaw that most people can see through?

It can’t be that he likes to jump and walk, right? This is the real world! It's impossible to dance and have fun, okay? Isn't that exhausting?

Ian thought about this as he paced back and forth in the room.

Suddenly, his eyes fell on the set of equipment he piled in the corner.

A half-hand sword, a nose-guard, a gorget, an old piece of mail, a pair of mail gloves, and a pair of greaves.

In a daze, the preview of the final interface for character creation appeared before his eyes again.

"Fuck! The starting equipment! It's the starting equipment!"

The starting equipment for each profession is the same, and more than 90% of players should have chosen the five professions listed by Ian to start.

This means that except for the face, the other parts of the player's image at this moment are exactly the same as the preview on the final interface when creating the character!

Among them, the traveling merchants are the most obvious. Their set of 4 servants, 4 old draft horses, two carts and 7 mules is almost a clear sign (but correspondingly, they will definitely find themselves easily exposed to this, so they will make change).

The second is the mercenary knights, because they abnormally have a full set of equipment that usually only wealthy knights have, but they don't even have a squire.

Of course, the Wrecked Sailor and the Brotherhood Hunter are not much better. After all, these two professions are relatively uncommon, and one uses a throwing ax and the other uses a yew longbow, which are also easy to spot.

When it comes to concealment, I am afraid that only the wandering mercenary is better. After all, the taverns in Westeros are full of mercenaries, and the wandering mercenary starts with a set of old leather armor, short swords and daggers. There is almost no difference from the aborigines.

But except for wandering mercenaries, once other professions appear at the meeting place agreed upon by the players, they will probably react as soon as they meet - Have I seen this guy somewhere?

This is the real purpose of planning a background story for the players!

He deliberately made the character creation options so complicated in order to give each player numerous differences while ignoring the similarities brought about by the final profession.

He asked the AI ​​to deliberately interpret the existence of the background story as "allowing the player to have background memory for better disguise", in order to mislead the player and give them the impression that he is not easily seen through!

When the human brain receives information about a matter, the opinion it accepts first will usually have greater influence, and people will not even actively think about the opposite possibility.

Even Ian himself ignored the obvious flaw in the starting equipment at the beginning!

Since the organizer will not be able to interfere with the progress of the game by any means after the game starts, the planners chose to use this method to make arrangements in advance to quickly trigger players to fight and make the game more exciting!

Mudd! Unexpectedly, participating in this one-hundred-player game, the first enemy the players have to face is not each other, but a trap designed in advance!

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like