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Chapter 2: 2

The tutorial cannot be skipped. AI support will explain the world concept and minimum specifications that players need to know by including a video. Although this is great, as mentioned earlier, it's impossible to skip, and sometimes there are checks like "Did you hear?" so it's impossible to completely ignore it. During closed testing, the tutorial could be skipped, so there might be issues with testing that doesn't listen to the tutorial.

In summary, the important parts are:

"Player characters and non-player characters have no difference in the world context."

"The system difference between PCs and NPCs is only in terms of 'receiving system messages'."

"There is no system difference between NPCs and monsters."

"Player avatars remain in place even when the player logs out and are set to sleep."

So, in the nearly one-hour-long explanation, this is roughly what was emphasized by the AI Support.

Of course, there is a difference in intelligence between the AI installed on NPCs and the AI installed on monsters, and there is also individuality differences among NPCs and among the same monsters.

At that time, Rare interpreted this warning as something with ethical implications.

So, avoid acting arrogantly towards NPCs or killing indiscriminately because they are monsters, and so on.

After completing the non-skippable tutorial, Rare appears in a damp and dim place. Like a dead-end corridor inside a cave, with a somewhat unpleasant aroma.

Although there is no light source, it's not entirely dark, perhaps because this is the starting area.

After a quick look around, there are no enemies. There are also no players.

Initially, spawn positions could be roughly chosen, but related to one of the six countries on the continent, players will randomly spawn at one of the predetermined initial spawn locations within that country.

In this case, most of the enemies around are enemies equivalent to newly created player characters after the character creation process.

There are towns or villages near areas that disallow pop-ups. Using these towns or villages as a starting base, and gradually expanding activity range or moving bases to areas with stronger enemies becomes the basic playstyle.

However, starting players who choose races such as goblin or skeleton from places close to human settlements are a problem. All six countries on the continent are referred to as human race countries, where each country is managed by races classified in the game world as humans, elves, dwarves, or other races. In the influence of such countries, goblins or skeletons are targets for hunting.

The fact that there is a significant experience reduction when choosing goblin or skeleton is also part of such disadvantages.

For these reasons, if goblins or skeletons start from near a town, there is a danger of being reported to the locals and being attacked by conquering forces.

If they die, they will receive a death penalty and then respawn at the initial location. If there are vigilant guards around, they are likely to be immediately attacked again.

The automatic punishment system has been completed.

However, because guards and locals are equipped with advanced AI, unusual behaviors like repeatedly respawning from a certain location as killable monsters will be avoided if seen as specific enemies.

It's unknown what will happen to players of creatures caught by humans.

To avoid such a dead-end situation, allowing selection outside the six countries is also an option.

This is called the "Creature Territory." In creature territories, there are basically no human races. Although not always safe from attacks if you are a creature of the same race, at least you have a better chance of interacting rationally rather than being automatically killed by humans.

Rare appears in one such creature territory. Rare is an elf and classified as a human race, but the initial respawn location is not associated with any race. Of course, any consequences or obstacles that may arise from such choices are the responsibility of the players who choose them, and from the management perspective, they will only consider that "the person has chosen to be in that situation voluntarily". This simply means that players can enjoy various uncertain situations, such as goblins caught by humans and not knowing what will happen to them.

Although it's easy to imagine what might happen if Rare, an elf deemed attractive by the system, is caught in creature territory, it will only be speculative material. Officially, the answer will come that such things do not happen, and in the game, Rare will continue to respawn. AI creatures in such early areas do not have the intelligence to use traps or strategies like guards.

Although there are risks like that, Rare chooses this place because of its inherent features.

Albinism makes him sensitive to sunlight, and decreased vision is not suitable for areas with broad views.

Perhaps from caves seemingly prepared for skeletons or something, the current location of Rare is randomly chosen.

For creatures, the difference in human race countries is irrelevant, so if not choosing one of the six countries, they will choose their surrounding environment like Rare did, such as "cave environment." Therefore, the place where I am currently is definitely somewhere in the creature territory, but it is unknown if that place is close to any country. For Rare, who is an elf, there are only enemy creatures around.

There may be a possibility of many undead creatures given the likely initial places to be chosen by skeletons.

However, the first thing to do is to ensure a location that can be used as a base.

Although it's unclear if there is something inside the cave, if I start as a skeleton, the same problem is likely to occur, so I have to find something like a safe zone.

After making a decision about the next steps, the next step must be taken quickly. If attacked in a place like this, there is a possibility of being trapped in an endless respawn cycle.

Currently, Rare has no skills, so he must rely on his character's basic abilities to survive.

If the initial enemies are comparable to the closed trial, the current abilities should be enough to handle them manually. Ideally, enemies resembling humans are preferred.

Sticking to the wall of the first turn, I peek across with half of my face hidden.

Nothing is moving. Due to the dim environment and poor vision, I can't see clearly, but at least I can detect the presence of movement.

After waiting for a while, nothing appears.

I mark the wall at the intersection with a stone, and decide to temporarily walk to the right.

As I continue walking along the wall, I see faint light creeping from behind the wall that I suspect is the last turn inside the cave. If that is the exit and the light is sunlight, going out now would only cause damage. However, it's important to know the location of the cave exit.

I walk towards the light carefully.

As I get closer, I begin to hear sounds similar to human conversation. - Humans are in the cave in the creature territory...?

It's not confirmed that they are definitely humans. There is a possibility that it is creatures that can speak human language. From the response of the voices, it seems that the cave exit is not nearby.

If not the exit, most likely the light was prepared by someone for a specific purpose. Would creatures do something like that? Maybe it's humans.

It's possible that it's a player who respawned at the same location. To check that, I carefully observe through the crack in the wall.

"Sorry, I'll go back for a moment."

===

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