Chapter 428 Super Pill
"Hehe, the function of this is not to increase your magic attack power, but..."
"But what?"
"Instead, it increases the attributes of your existence."
"Existence attribute?" The little crocodile's words made me stunned for a moment, because I had never heard of this existence attribute before.
"What kind of attribute are you talking about?" Kristina asked doubtfully.
The little crocodile explained: "Each of us living in this world is constantly paying attention to it, and this attention is your existence attribute. The higher a person's existence attribute, the more important you are. Being valued by the world, your life will become more complex and changeable. On the contrary, if your existence attributes are low, you will become an existence that does not receive attention from the world."
"Being noticed by the world?" I frowned and recalled the underlying system design of "Zero" that I had seen, and then began to recall what things could match this level of attention. I didn't have much impression before, but with the explanation of the little crocodile, I seemed to have found something that matched the number.
The little crocodile continued: "To put it simply, if you pay close attention to people, your probability of encountering various adventures will be very high, and vice versa. Of course, the adventures here are not necessarily good things, but most of them Adventures are actually fair events. As long as you make efforts, you will be rewarded. Of course, there are also some odd encounters. For example, some adventures will bring huge benefits no matter what you do. Otherwise, you will definitely be unlucky no matter what you do. It also exists.”
After listening to the little crocodile's explanation, I suddenly understood a little bit. The so-called adventure he mentioned is probably the mission trigger probability, and if my guess is correct, the real official name of this so-called existence attribute should be called "system resource occupancy".
"Zero" is an online game, which means that the game is not run for one person. In addition to supporting the operation of the entire game world and those NPCs, the remaining computing resources of the system will be allocated to all players. At the beginning of the game, this distribution is basically even, that is, each player gets the same data. Of course, there are exceptions, and those exceptions are those lucky accounts that come in with rewards. but. The system resource occupancy of lucky accounts is actually not much higher than that of ordinary players, at most it is slightly higher.
So, what exactly is this system resource occupancy used for? This specific content can be said to be very complicated. If I go by the detailed settings in the game design plan I saw, this content may be more than the content of the Xinhua Dictionary. However, as a player, many of the background operations have little direct relationship with you. What really has an intuitive impact on us is the character trigger probability.
The adventure the little crocodile talked about was actually a triggering task. This kind of tasks are not fixed, they are all tailor-made for players by the system. As a major selling point of "Zero". Of course, this customization task requires the system to calculate and generate it, and this process requires system resources. For players with high system resource occupancy, the main system will allocate more system resources to serve them, so the tasks they trigger are often large tasks. Although such tasks are relatively difficult and the task process time is relatively long, The rewards for such tasks are usually much higher than those for ordinary tasks. At the same time, low system resource occupancy means that the probability of you getting this kind of customized task is very low, and even if it is triggered successfully. The subsequent tasks are mostly small tasks such as running errands. Simple is simple, but the rewards are minimal.
Comparing the two, normal people will definitely hope that their system resource occupancy is higher, because in this way, they will have more hope of accessing large-scale tasks, and they will receive much more rewards than others.
In fact, things are far from that simple. Another characteristic of system resource occupancy is that it is directly related to the probability of encountering monsters in the wild.
If your system resource usage is high. Then in the same leveling area, your probability of encountering a boss will be much higher than that of people with low system resource occupancy, and if there are very few monsters in a certain area, you may encounter, Others may not encounter it at all.
Don't think that encountering monsters and bosses when going out is a bad thing. If this were to happen in reality, if you just wandered into the mountains and encountered a jackal, tiger, or leopard, it would certainly be unfortunate. Because it could kill you. But the problem is that it’s different in the game! Everyone comes into the game just to fight monsters. Monsters don't run around, so how can you encounter monsters if you don't take the initiative to enter the leveling area? If your system resource occupancy is high, then in a leveling area with a lot of people, you will definitely have an advantage over ordinary people when grabbing monsters, because a small number of monsters will take the initiative to hit you, while others need to fight all over the mountains and plains. Go find it. In this case, the efficiency of leveling will obviously be greatly improved. certainly. In some special circumstances, some people don't want to encounter monsters, but in general, it is more advantageous to have a strong ability to attract monsters.
In fact, system resource occupancy affects many things in players' various gaming lives, but generally we will not be directly exposed to this attribute.
I was a lucky account when I first entered the game, so my initial system resource occupancy was definitely higher than that of ordinary players. In fact, the value of system resource occupancy can also be changed proactively. For example, the guild president's system resource occupancy is definitely higher than that of ordinary players, and the system resource occupancy of high-level players is definitely higher than that of low-level players. Also, players with good equipment and outstanding combat effectiveness will have a higher share of system resources.
In addition to the above, what players don't know is that having too many friends will also increase system resource occupancy. In fact, in my opinion, this system resource share is something similar to the popularity index. The more people follow you, the higher your share of system resources will be. Because a player like you is the center of attention, anything done to you will have a more significant effect than the same thing done to ordinary players. This is also the key significance of the existence of system resource occupancy.
If the little crocodile is right, and the purple pill is really used to increase system resource occupancy, then this thing is really an incredible thing. After all, I have never known anything that can directly interfere with it before. Here comes this completely hidden property! (To be continued. If you like this work, you are welcome to vote for recommendations and monthly votes. Your support is my biggest motivation.)