Chapter 7: First Blood and Covenant
Immediately, Ian remembered what the organizer's receptionist told him before entering the game:
"This time we put the competition in the game throughout the entire period, which means that players will fall into fierce competition and even kill each other from the moment they land. And this time we will only provide players with extremely limited development resources, and players must take huge risks to fight for them. In fact, a large number of players may not only not get a single point of resources from the auxiliary system, but also be exhausted due to certain mechanisms."
The receptionist's words clearly hinted at the ridiculous difficulty of the main mission! Otherwise, how could it be said that "a large number of players are unable to obtain resources from the system throughout the entire process?" Ian slapped his forehead.
"If we can't get points by completing tasks, then if we want to avoid being drawn into the assassination mechanism because we're at the bottom of the standings, we can only get points by hunting other players?" Thinking of this, Ian felt a chill run down his spine.
Feeling a huge pressure on his head, Ian didn't dare to waste another second and quickly continued scrolling down.
He remembered that the mission update prompt had sounded twice, which meant the bounty mission had been updated simultaneously when the game officially started.
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[Bounty Mission 1: First Blood]
Mission goal: Complete the first kill on a player.
Mission reward: 3,000 gold dragons (2,500 of which are provided in the form of gold bars), 3 attribute points, 3 skill points, 2 (in the area) S-level NPCs of your choice.
Note: After the task is completed, it will be announced to other players with a one-day delay.
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"???" Looking at this outrageous reward amount, Ian's breath hitched.
Was this what the receptionist meant by "extremely limited development resources provided by the system that require players to take huge risks to compete for"?
Since it was almost impossible to complete the main mission in the early stage, any player who grabbed the "first blood" resource would definitely develop at a faster rate than anyone else.
Not being able to obtain development resources from the system was very detrimental to players in this type of game. Unlike single-player time travel scenarios, where even a time traveler with no other cheats could rely on their understanding of the original work and modern knowledge to thrive, this was different.
In this kind of 100-player game, all the players were familiar with the original work. As soon as any player suddenly appeared in a situation where they shouldn't be, their identity would be instantly recognized by other players observing the situation.
Without sufficient strength to support it, exposing one's identity was almost the same as committing suicide.
For example, when making plans, every player must have considered whether to defect to the Targaryen siblings at the beginning of the game. They might have thought that by aligning with the Dragon Queen, they would ride the entire game on the protagonist's aura.
But this was clearly a pipe dream.
Because out of 100 players, more than 50 might have their eyes on the Dragon Queen. As soon as any player showed their face in front of her, their identity would be immediately exposed.
If they weren't so powerful that they weren't afraid of other players' plots, they might not even survive the next chapter.
And even if players wanted to risk their lives for a chance, they didn't have the ability.
Because a player starting with mediocre strength and no influence would have no chance of getting close to the Dragon Queen.
Why?
In the original timeline, Jorah Mormont and Barristan Selmy were the only two Westerosis who successfully reached the Dragon Queen in the early and mid-game. Why?
Was it because they were the only two people who had this need? No!
When the news came out that Khal Drogo was going to marry Daenerys, adventurers, mercenaries, bastards, and even the disgruntled second sons of noble lords flocked to Essos like vultures eyeing a war. They tried to find a future for themselves with this wandering prince who had the support of the Dothraki.
But in the original story, none of them appeared. Why?
Undoubtedly, Illyrio Mopatis, the Magister of Pentos and protector of the Targaryen siblings, blocked these people. He may have been worried about assassins among them, or he simply thought these people lacked value. In short, he blocked almost everyone who wanted to defect to Viserys.
From beginning to end, only Jorah Mormont, the former Lord of Bear Island, who was introduced to him by Varys, Illyrio's old friend, and Barristan Selmy, the world-famous former Kingsguard, the Bold, were introduced to the Dragon Queen by Illyrio.
Without a reliable identity and valuable strength, seeking refuge with the Dragon Queen would be a fool's errand.
This was also the reason why Ian didn't choose a starting point directly on the continent of Essos.
"Hmm, that seems a bit far-fetched?" Ian shook his head, bringing his thoughts back to this "first blood" mission. "I'm a little confused."
"Speak," Annie replied mechanically. The biggest advantage of an AI was that messages were always answered instantly, just like when Ian first fell in love.
"First of all, this is a real world, right?"
"Right."
"So there won't be a health bar over a player's head, and there won't be a name over an NPC's head, right?"
"Right."
"And the organizer also specially prepared reasonable life stories for the players and provided them with relevant knowledge and memories, right?"
"Right."
"Then how do we find other players?" Ian spread his hands. "Not to mention a hundred of us randomly traveling to Westeros or even Essos, it would be like throwing a handful of salt into the sea. How could we possibly encounter them at the beginning? Even if we do, who could recognize who the player is?"
"It's true that I can guess the five most popular professions chosen by players, and other players may also guess it, but this is obviously of little significance for finding hunting targets in the early stage."
"How many hedge knights are there in all of Westeros? How many wandering mercenaries? You might say it's possible to be wary of them, but it's sheer fantasy to hunt them down based on this clue!"
"Therefore, it's only after a player develops to a level that cannot be ignored that other players will realize something is off about them because no such character exists in the original work. By that time, the game will have at least entered the middle stage. This doesn't fit your description of 'players will start fighting'."
"So, what am I overlooking?"
"I won't answer questions beyond my authority," Annie replied mechanically.
In fact, Ian didn't expect Annie to answer this question. He was actually asking himself: What was the way to find other players that existed but he hadn't figured out yet?
The so-called "finding other players" obviously had two problems: one was encountering them, and the other was seeing through them.
The total area of Westeros exceeded 10 million square kilometers, and the area of Essos was several times that of Westeros.
Not to mention the problem that players' landing locations were too scattered; even if all 100 players were put into King's Landing, it wouldn't be easy for everyone to meet in this city of 500,000 people.
Unless the scope of the player's activities was further narrowed, for example, by having them all enter the same tavern.
"Damn it! Allies! Those guys who've agreed to form an alliance in advance have agreed on a specific meeting place!" Ian suddenly exclaimed, slapping his thigh.
Because his own allies had withdrawn from the competition, he had actually ignored the concept of allies when he first considered the problem.
How did players find other players in the early stage?
They definitely didn't under normal circumstances.
But what if you had made an agreement with that player to form an alliance?