Since There was an agreement to form an alliance, the meeting place must have been agreed upon before entering the game.
For example, the place that Ian agreed with his two former allies was St. Belle's Cathedral in King's Landing.
But because his allies withdrew from the game, he changed the starting point to the Riverlands.
Now that he has no allies, If other players still have allies. They will definitely go to the Crossroads Inn or Shataya's Tavern or to meet up in iconic buildings like the original plan!
Driven by this 'first blood' mission, don't those promised allies become ready targets for hunting?
It is true that some players will become wary of their allies after seeing this mission and will not go to the appointment, but human beings will never lack adventurers.
When doing something, if it has a 20% profit, people will be eager to do it, if it has a 50% profit, they will dare to take risks, for a 100% profit, they will dare to trample on all Laws, if there was a 300% profit, they would dare to commit any crime.
And what is the profit of this task?
Putting aside attribute points and skill points, the money alone is worth three thousand gold dragons. With this money and two S level NPCs, players can even easily form a small army of hundreds of mercenaries.
In this game where most players cannot get resources from the system, what does it mean to be the first to get such a large amount of resources?
He may be difficult to surpass in the next few months, or even get rid of the threat of the assassination mechanism of the standings and be free to develop the way he wants.
There's no reason why players shouldn't take the risk.
"But the second problem is still unresolved!" Ian quickly calmed down. "See through. How do players see through other players' disguises? First, let's assume that two allies who have made an appointment in advance meet at the agreed place, but when there is a first blood mission, it is impossible for them to boldly use the pre arranged password to remind the other party of their identity?
They will definitely hide themselves carefully while trying to test the other people around that location.
How can a player find out about other players so easily? We are all elite players who have gone through so many qualifiers and entered the Clash Of Lords. How can we easily expose our flaws?
From the organizer's perspective, since they have already designed everything, This means that in their opinion, the players can definitely see through each other disguise. In other words, there are some flaws that all of us don't know or have ignored."
Ian suddenly thought of that Background story, according to Anne, exists to help players disguise themselves.
But obviously, the organizer does not want the players to disguise themselves to well. On the contrary, they wants the players to see through each other and start fighting as soon as possible.
The act of planning in this way is very contradictory.
Unless there's something wrong with this backstory?
Ian quickly closed his eyes and opened the auxiliary system, and entered the information column to read his background story in detail again.
Soon, he really discovered a little problem.
That is, I don't have a last name.
Originally, as a commoner in the valley, he did not have a surname at the beginning. However, in the subsequent story, he has been canonized as a knight, which means that he has the qualifications to give himself a surname.
But he still doesn't have a last name, which is unusual.
However, this is just a small problem, and it is not considered a flaw that will be discovered. Moreover, this problem should only be unique to players who start as a Mercenary Knight, and it is not a problem that exists for all players.
"Yes, all players. If we want to achieve the goal of stable detection, this flaw should be common to all players, at least the vast majority of players. In other words, if the flaw is what we all have in common?"
Player Is there anything in common that is obvious enough to be a flaw that most people can see through?
It can't be that he likes to jump and walk, right? This is the real world! It's impossible to dance and have fun, like in game? Isn't that exhausting?
Ian thought about this as he paced back and forth in the room.
Suddenly, his eyes fell on the set of equipment he piled in the corner.
A half hand sword, a nose guard, an old piece of mail, a pair of mail gloves...
In a daze, the preview of the final interface for character creation appeared before his eyes again.
"Fuck! Starting equipment! It's starting equipment!"
The starting equipment of each profession is the same, and more than 90% of the players should have chosen the five professions listed by Ian to start.
This means that except for the face, the other parts of the player's image at this moment are exactly the same as the preview on the final interface when creating the character!
Among them, the traveling merchants are the most obvious. Their set of 4 servants, 4 old draft horses, two carts and 7 mules is almost a clear sign (but correspondingly, they will definitely find themselves easily exposed to this, so they will make change).
The second is the mercenary knights, because they abnormally have a full set of equipment that usually only wealthy knights have, but they don't even have a squire.
Of course, the Wrecked Sailor and the Brotherhood Hunter are not much better. After all, these two professions are relatively uncommon, and one uses a throwing ax and the other uses a longbow, which are also easy to spot.
When it comes to concealment, I am afraid that only the wandering mercenary is better. After all, the taverns in Westeros are full of mercenaries, and the wandering mercenary starts with a set of old leather armor, short swords and daggers. There is almost no difference from the aborigines.
But except for wandering mercenaries, once other professions appear at the meeting place agreed upon by the players, they will probably react as soon as they meet - Have I seen this guy somewhere?
This is the real purpose of planning a background story for the players!
He deliberately made the character creation options so complicated in order to give each player numerous differences while ignoring the similarities brought about by the final profession.
He asked the AI to deliberately interpret the existence of the background story as "allowing the player to have background memory for better disguise", in order to mislead a player and give him the impression that he is not easily seen through!
When the human brain receives multiple information's at same time it will prioritize some over the other and that will have a greater influence on what people do next in fact most of the time people will not even actively think about the opposite possibility.
Even Ian himself ignored the obvious flaw in the starting equipment at the beginning!
Since the organizer will not be able to interfere with the progress of the game by any means after the game starts, the organizer's chose to use this method to make arrangements in advance to quickly trigger players to fight and make the game more exciting!
Unexpectedly for the participants in this one hundred player game, the first enemy to the players is not each other, but a trap designed in advance by the organizer's.