Chapter 1 Online Game "Choice"
As a reasonable party, in order to make the various plots in the online games in this book reasonably advance and the character abilities do not appear too many unexplained bugs, I have designed a set of basic rules that are more suitable for the online games in this book.
"Choice" is a new era online game jointly developed by several giant software and game companies around the world.
Although it still can't get rid of the operation mode of keyboard and mouse, "Choice" officially claims that each server can accommodate 200,000 players online at the same time when it opens the server, and with the operation of the game, it will continue to expand to increase the player capacity and reach the real hundreds of thousands of people on the same server.
This kind of improvement is a huge change compared with the scumbag server that claimed to be up to 100,000 people online at the same time at the same time, but actually more than 10,000 people are on the verge of collapse, and it will inevitably lead to huge changes in the guild's operation mode, advertising placement model, and so on.
But that's just the long shot, Choice is a game that claims to be the most free online game with the most character freedom, allowing each player to create a unique and personal character.
Specifically, although the class framework still exists in order to take care of new players, the character does not need to add attribute points, instead players can build their own skill tree according to their preferences, and the class and some skills affect the growth of the character's attributes.
If there is no career framework and let players add attribute points by themselves, many new players will inevitably feel at a loss when they first get started.
And there is a career framework that is more in line with reality, just like people are born with physical fitness that is always different, some people are stronger, some people have more developed minds, in reality, people can only exercise their physical fitness in a certain direction, develop their intelligence, it is impossible to add a bicep brachii out at once, and when exercising, they often do not only exercise a certain part of the muscle, so it is impossible to increase the extreme point and only develop a single attribute in the decision.
That is to say, theoretically, a warrior can also learn mage skills, and a mage can also learn the stealth of thieves, as long as you can meet the prerequisites of the skill tree, you can create any kind of strange character you want.
Of course, whether it is strong or not is another matter. After all, the intellectual growth of your warrior class is definitely not much higher, and mages also have skills such as spell potency to actively or passively enhance the effect of spells.
To learn stealth, mages also need to consume multiple skill slots, and learn the thief class skills that are not very useful to mages as a prerequisite.
In addition, the thief itself has a series of enhanced stealth and anti-detection skills, which is definitely much stronger than the half-baked mage's stealth.
In the end, it will only depend on the player's mind and luck.
Players can have 10 skill slots for every 10 levels, and one more skill slot for each level, including 6 professional skills, 3 general skills and 1 rare skill, and get 3 general and 1 rare skill slots when the single digit of level is 4, 5, 9, and 0 respectively.
For example, level 4, level 5, and level 9 will get general skill slots, and level 10 will get rare skill slots. The Professional Skills field can only learn the skills of this level and below the level, and the quality of the skills learned can only be professional skills.
That is to say, you can only learn Level 1 skills in the Professional Skills slots of levels 1-10, and you can only learn Levels 2 and 1 in the Professional Skills slots of levels 11-20, and so on.
The general skill slot can learn both general and professional quality skills, but the level is also limited, the general skill slot will have a 25% effect enhancement for learning professional quality skills, and the passive skill will only be enhanced by 5% (excluding attribute growth skills).
Even so, players generally don't use valuable generic skill slots to learn relatively poor specialized skills. Rare skill slots allow you to learn all qualities of skills at any level, including instant Chosen skills, and 50% and 25% enhancements for professional and general skills respectively.
Rare slots cannot learn low-quality passive skills (rare quality passive skills can still be learned).
This setting prevents players from relying on a few skills to eat in the early stage, and saves a large number of skill slots to learn high-level skills in the later stage.
The two words of rarity in "Choice" don't have much water, and rare quality skills are as rare as its name itself, rather than being a rare signboard, but it is actually all over the street.
Even if everyone is very advanced, the rare skills that can be played at low levels will not increase, because as the level gap increases, the drop rate will also decrease, and some special drops will not even appear at all if they exceed a certain level, including rare skills.
The lowest drop rate in the team is the subject of teaming, so the common method of leveling out will not work, plus a large part of the rare skills are picked up and bound, and they cannot be traded at all, and it is impossible for low-level players to play rare skills and sell them at a high price.
Coupled with the fact that even the early Rare Skills are often more effective than the later Specialized and General Skills, this also means that even if you play a tradable Rare Skill, few people will choose to sell it
(Of course, the Gold Strike is a different story, but the complexity of the Gold Strike team often affects the Rare Ability drop.) As a result, the vast majority of players have mostly empty slots in the game's rare skill slots, or have learned low-quality skills.
After all, using rare slots of levels 1-10 to learn a powerful high-level skill, counting the effect enhancement of rare skill slots is also an option. Players can craft their own skill trees at will, so it's not uncommon to change the route of your skill tree for the sake of a rare skill.
The Instant Chosen skill is an innovation in the game of Choice, and it is a higher quality than the rare skill.
Only when fighting certain key NPCs and major bosses, after meeting a series of harsh conditions, such as the number of people involved in the attack, the time of the boss extermination, the time of the dungeon clearance, the time when the boss is in a certain transformation stage, the first recommendation, the adaptation of the Chosen skill to the player's data requirements (it may drop the Chosen skill that tends to defend the warrior, then a warrior in the team must bear a damage data that at least meets the requirements), etc., there is a very small probability of the Chosen skill dropping.
The Chosen Skill cannot be picked up, it can only be learned directly, the skill can only exist for 5 minutes, and can only be learned by current players who are alive in front of the enemy's corpse and are involved in the attack (including healing), and the most demanding thing is that the player must be lucky enough to have all the pre-skills of the skill to learn.
For example, after a certain Chosen skill drops, it requires three pre-skills: A, B, and C, then the current player must have learned these three skills to learn, and the three skills A, B, and C may require pre-skills, but relatively speaking, the number of pre-skill requirements of the Chosen skill will be relatively low.
However, due to its particularity and huge advantages over other skills, the pre-skills are usually unusual, often a chicken skill that not many people usually learn, and the chicken skill may have the requirements of the pre-skill, or the multi-class pre-skill requirement (such as the need for the pre-skill of the mage class and the thief class at the same time.)
"Choice" focuses on skills, and there are so many types of skills, and in this case, it is too much to have a pre-skill that requires character. Player skill slots are valuable and limited, and few people will waste them casually.
Therefore, in the case that the official does not release any information on the Chosen Skill, it is already super lucky to play the Chosen Skill, and it is impossible for the player to have the foresight to learn the pre-skill, often the Chosen Skill can only silently watch it disappear when it falls.
The Chosen Skill is not assigned to the team, as long as it meets the skill learning requirements, the player can directly obtain the learning, in case of multi-player competition, the system defaults to the one with the highest combat contribution as the priority.
With so many limitations, the symbolism of the Chosen skill is much greater than its actual meaning, which is actually a balance, and the advantages of the Chosen skill are offset by its ultra-low availability and the cost of the upfront skill (although the value of the Chosen skill is extremely high, the pre-skill does not necessarily match its own development path or is simply a skill that has little effect).
Moreover, the special nature of the Chosen Skill also makes it only exist in the hands of a very small number of players, and the distance between such players and ordinary players is extremely far.
It's like an ordinary competitive game enthusiast playing against a competitive champion, anyway, the gap is already a world apart, so even if the competitive champion has one more hand, there is not much difference for ordinary players.
Different from previous online games, in order to reflect the realism of the virtual world of "Choice", once the skill is learned, it cannot be forgotten unless it is under certain conditions, which is also the official declaration of "Choice", every choice in life will determine the direction of the future, and the same is true for virtual life.
This kind of gameplay allows players to be more deliberate in making choices in the virtual world, and it also allows for huge differences between individual characters, without the later skill tree being uniformly shuffled into several fixed modes.
However, the game is not reality after all, and doing things too much will obviously affect the operation of the game, so the game creators still made certain compromises.
Skills in the rare skill slot can never be forgotten (note that the slot is not a skill, even if the rare skill slot is a professional skill, it cannot be forgotten).
Skills in the general skill slot can only be forgotten through Rare quests (rare in the name means very rare and extremely difficult).
In addition to forgetting the skills in the professional skill slot, you can forget 2 re-learning each time you reach the next stage, and you can only forget the professional skills of the previous stage.
For example: when the character is level 0, there are 10 skill slots, including 7 professional slots, and the character can choose to forget 2 of them in his skill panel within 24 hours after upgrading to level 11, and the right will not be invalid after expiration, and you can learn 10 skills between levels 11-20, and you can forget 2 at level 21, but you can't forget the 1st level skills, and you can only forget 2 of the 7 professional skills learned at the 2nd level.
If one of the forgotten skills is the predecessor of another skill, then the latter skill will not be effective, of course, the system will prompt when the predecessor skill is determined to be forgotten, and the player can also restore the old skill if he regrets it in the next 72 hours.
However, if you learn a new skill in the original skill slot during this time, the new skill will be overwritten, and the loss will not be compensated, and the old skill will lose all the skill experience of the current level after recovery, and it will be reduced by 2 levels, and the minimum will be reduced to 0 level 0 experience.