"hehe, the function of this is not to increase your magical attack power, but..."

"What is it?"

< p>"It is to increase your existence attribute."

"Existence attribute?" The little crocodile's words made me stunned, because I had never heard of this existence attribute before.

"What kind of attribute is the existential attribute you mentioned?" Kristina asked suspiciously.

The little crocodile explained: "Every one of us living in this world receives the attention of this world all the time, and this attention is the attribute of your existence. The higher the attribute of a person’s existence , It means that the more you are valued by the world, your life will become more complex and changeable. On the contrary, if your existence attribute is low, you will become an existence that is not concerned by the world."

"Followed by the world?" I frowned recalling the underlying system design scheme of "Zero" that I had read, and then I began to recall what could be more relevant to this attention. I haven't had any impression before, but with the explanation of the little crocodile, I seem to have found something that can match the number.

The little crocodile continued: "If it is simple to say that people with a high degree of attention, the probability of you encountering various fortuite encounters will be very high, otherwise it is very low. Of course, the fortuite encounter here is not It must be a good thing, but most of the fortuitous encounters are actually fair events. As long as you make efforts, you will be rewarded. Of course, there are also some partial fortuuitous encounters. For example, some fortuitous encounters are always fair no matter what you do. I get a huge benefit, otherwise there is a fortuitous encounter, which is inevitably unlucky."

After listening to the explanation of the little crocodile, I suddenly understood a little bit. The so-called fortuitous encounter he said is estimated to be the task trigger probability, and if my guess is correct, the real official name of this so-called existence attribute should be called "system resource occupancy rate."

"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. In the game Early-Stage, this distribution is basically even, that is, the data obtained by each player is the same. Of course, there are exceptions, and such exceptions are those lucky accounts that come in with rewards. However, the system resource occupancy rate of the lucky account is actually not much higher than that of ordinary players, at most it is slightly higher.

So, what exactly is this system resource occupancy rate used for? This specific content can be said to be very complicated. According to the detailed settings in the game design plan I have read at the beginning, this content may be more than the content of the Xinhua Dictionary. However, as a player, many of the background operations are not directly related to everyone. The main thing that really has an intuitive impact on us is the probability of character triggering.

The fortuitous encounter mentioned by Little Crocodile is actually a triggered task, and this task is not fixed, it is tailor-made for the player by the system. As a big selling point of "Zero", this custom task of course needs system to calculate and generate, 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 reward for this kind of task is usually much higher than that of the general task. At the same time, the low share of system resources means that the probability of you getting this customized task is very low, and even if the trigger is successful, the subsequent tasks are mostly small tasks such as running errands. Simple is simple, but the reward is minimal. .

Comparing the two, normal people definitely hope that their system resource occupancy rate will be higher, because this way they are more hopeful to get in touch with those large tasks, and they will get much more rewards than others.

In fact, things are far from that simple. Another feature of the system resource occupancy rate is that it is directly related to the probability that you will encounter a monster in the wild.

If your system resource occupancy rate is high, then in the same leveling area, the probability of encountering BOSS will be much higher than that of people with low system resource occupancy rate, and if a certain If the number of monsters in the area is small, you may encounter them, and others may not encounter them at all.

Don’t think it’s a bad thing to go out and meet monsters and bosses. If this is in reality, if you just go around in the mountains and run into a jackal, tiger and leopard, of course it is unfortunate, because it may kill you. But the problem is that the game is different! Everyone enters the game to fight monsters. Monsters don’t run around, how can you run into monsters if you don’t take the initiative to enter the leveling area? If your system resource occupancy rate is high, then in the leveling area with a large number of personnel, you will definitely have an advantage over ordinary people when robbing monsters, because a small number of monsters will take the initiative to hit you, and others need to cover the Look for the mountains and plains. In this case, the efficiency of leveling will obviously be greatly improved. Of course, there are people who don't want to encounter monsters in some special situations, but in general, the ability to attract monsters is better and more advantageous.

In fact, there are still many things in the player's various game life that the system resource occupancy rate affects, but in general, we will not directly touch this attribute.

I was a lucky account when I first entered the game, so my initial system resource occupancy rate is definitely higher than that of ordinary players, but in fact, the system resource occupancy rate can also be actively changed. For example, the system resource occupancy rate of the guild leader is definitely higher than that of the average player, and the system resource occupancy rate of players with high level is definitely higher than that of low-level players. In addition, players with good equipment and outstanding battle strength will have a higher share of system resources.

In addition to the above, what players don't know is that having a lot of friends will increase the system resource share. In fact, the system resource share in my opinion is something similar to a popularity index. The more people paying attention to you, the higher your share of system resources, because players like you themselves are subject to the focal point of ten thousands, so anything done to you is more effective than ordinary players. More notably, this is also the key significance of the existence of system resource occupancy.

If the little crocodile is right, that purple pill is really used to increase the share of system resources, then this thing is really amazing, after all, I have never before Knowing what can directly interfere with this completely hidden attribute!

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