Golden Experience

Episode 2: Smell Even

I can't skip the tutorial.

Support AI will exchange footage to explain the world view and the minimum specifications players should know, etc. It's fine, but I can't fly it as mentioned, and sometimes I'm like, "Did you hear that?" and so on are checked, and therefore cannot be properly listened to. I could skip it when I closed the test, so there was probably a tester who had something wrong with not listening to the tutorial.

In summary, the parts that seem important are:

"There is no world view difference between player and non-player characters"

"The only systematic difference between PCs and NPCs is in terms of 'can I receive system messages'"

"There is no systematic distinction between NPCs and monsters"

"Even when the player is logged out, the player's avatar remains on the spot and is set to be asleep"

Something like that?

It was about this much that the support AI particularly emphasized in the long enough explanation to last an hour.

Of course, there is a difference in intelligence between the AI on NPC and the AI on Monster, and there seems to be a difference in individuality between NPCs and between the same monsters.

Rae had interpreted that caveat as containing moral suggestion at this time.

In other words, treat it highly because it's NPC, kill it for no reason because it's a monster, or refrain from under-considered behavior.

Upon finishing the unskippable tutorial, Rae spawned in a dizzying, dim spot. Looks like some kind of cave trail. It also smells like something.

I'm concerned that it's not complete darkness despite the lack of light sources, but is it because it's an early area?

As far as looking around lightly, there is no Enemy. He doesn't even look like a player.

You can select the initial spawn position when starting the game.

If you choose one of the six countries supposedly on the continent, you randomly spawn somewhere in some initial spawn positions set in that country.

In this case, there are only enemies in the vicinity that are basically equivalent to player characters immediately after character creation, and there are towns or villages near areas where only such enemies pop.

It becomes a basic style of play to use those towns and villages as a base at the beginning, gradually expanding their range of activities or moving their bases to areas with stronger energies to advance the game.

However, it is problematic to start players who have chosen goblins and skeletons in their early race from such close proximity.

All six countries on the continent are countries called the Nation of the Human Species, operated by races classified as human beings in the world in the game, such as those with a lot of humans, elves, dwarves and beasts.

Under the influence of these states, goblins and skeletons are subject to crusade.

It was also a reversal of such disadvantages that there was a lot of return of experience if you chose goblins or skeletons.

For these reasons, if goblins and skeletons start right next to the town, residents and others risk being called in and attacked by crusaders.

In the event of death there, after undergoing a death penalty, lispawn to the initial spawn position. If the guards were on guard around, they would soon be crusaded again.

Completion of automatic despener manufacturing system.

Nevertheless, the guards and residents who are NPCs are equipped with advanced AIs, so if crusading is perceived as a monster popping from a particular location, they don't actually take unusual actions like continuing to crusade, such as installing cages and traps in spawn positions.

I don't know what fate demon players captured by the human species will follow.

In order to avoid such a kind of stuffing state, it is also possible to select non-six countries.

6 As the state side put it, "the realm of demons".

If it is the realm of demons, there is basically no human species. When it comes to being attacked if it's a demon of the same race, it doesn't necessarily, but it can also be treated somewhat more rationally than a human species that comes to kill without question.

Rae's early spawn was one of those demonic realms.

Rare is an elf, classified as a human species, but the initial spawn position can be chosen separately regardless of race. Of course, any penalties or obstacles suffered by that choice are the sole responsibility of the player chosen, rather than judging that the operator is "placed in that situation if he wishes". It's just that it's possible to play where goblins are captured by the human species and enjoy a state of affairs that you don't know what kind of eye it will be.

It's not hard to imagine what a rare, determined to be elf and even more aesthetically shaped by the system, would look like if captured by demons here, but it's only a matter of thin books getting hot, and only answers coming from the formula that that doesn't happen, and that gameplay will just keep me skilled. AI of demons like those in the early area are not intelligent in using traps, unlike guards.

Despite those risks, Rae chose this place because of its innate properties.

'Albinism' is vulnerable to sunlight and 'vision loss' is not suited to a field with wide prospects.

Probably from the early position of the cave system thinking it was prepared for a skeleton or something, randomly chosen is where Rare is now.

Because demons have nothing to do with the differences between nations of the human species and so on, if you do not choose six nations, they will take the form of choosing the surroundings, like Rare's chosen "cave environment". For that reason I am certain that the place I am now in is somewhere in the realm of demons, but I do not know which country it is close to.

For Rae, who is an elf, there are only demons around that become enemies.

It is also possible that there are many undead demons, given the initial position that Skeleton would choose.

In any case, we must first secure a place where we can use it as a base.

It's unclear if there's something like that in the cave, but assuming you were starting out as a skeleton, there should be a similar problem, so you should just look for it considering there's something like some kind of safety area.

If we decide on a course of action, we should move on to action immediately. If you get attacked in this place, which is a trail, you can fall into an infinite loop of risk skills.

Rare does not possess any skills at present, so he must survive only with his character's base athletic ability.

Initial energies of the same magnitude as closed tests should be able to handle them barely even as they are today. If you speak of greed, I would prefer a people-shaped energy.

Stick to the walls of the first branch point, put out only half of your face and peek across the corner.

I don't see anything moving. Even though it's dim, I don't see it clearly because of my weak vision, but I can tell if there's any movement.

Wait a while and nothing will show up that moves.

When I put a sign with a stone on the branch wall, I decided to move on to the right side for now.

Going down the road to the wall preaching, I saw the corners and thoughts at the end of the cave, and from beyond the wall, the lights were gleaming.

Assuming that's the exit, if the lights are the light of day, I'll just take damage if I leave now. But we need to know where the cave exit is.

I walked away for the lights carefully.

As we approached, we heard things like people talking.

- Is there a human species in the cave in the realm of demons...?

It was not determined to be a human species. There is also the possibility of demons speaking humanities.

In any case, it doesn't feel like there's a cave exit right there because of the echo of my voice.

If it's not an exit, it's likely that someone prepared this light for a purpose. Would a demon do that?

Then it's still a human species.

It could happen to be the player who spawned at the same point.

Peek carefully over the wall to make sure of that.

"Hey, I'm gonna pee in the back"