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System Jazz
Scouring The Internet For Ideas

Scouring The Internet For Ideas

The food disappears fast and tastes great, so it's one good point for the feds.

The system message didn't lie, and my real body needs to eat even more than the character in the game.

It's hard to fight the urge to take an afternoon nap while scouring the internet for ideas.

At least Wroddit has it all.

They shared a map of the starter village with the spawn points marked.

It contains the stats, possible drops, and even the rat's weaknesses.

They aren't actual rats, that's what people call every hostile NPC here, which is confusing at first.

Why not mobs?

Every MMO has a specific jargon, even one that's only a few months old.

Its origin is unclear, and so is the lore of CineMraft, if it exists at all.

The subwroddit won't delve into it, and the plan should work without that anyway. It's based on simple math.

If all they have are zombies, and they each give thirty Exp, it would take sixteen hundred to reach the tenth level.

They spawn at midnight in-game, which means four to six an hour at every spawn point.

The map marks twelve, that's forty-eight or seventy-two zombies.

Killing forty an hour in theory is enough, calculating with forty-five hours.

Without sleep, of course, which isn't realistic, and other players also exist.

Let's ignore the fact that the first four kicked my butt.

The armor Tank gave and the wooden swords should work fine.

Yet I can't shake the feeling, that running around the village within an hour while killing them is a tall order.

Exhaustion's a thing as well; cutting trees with bare hands for that long was enough to lose breath.

Doing combat for two days straight is much worse.

It might put me over the edge, yet many things can go wrong.

Plan B is next.

The tasks are random-generated, so no exact list exists for them.

They collected a few generic ones that pop up often though.

Combat-oriented ones give the same rewards as fetching.

The important difference is that the latter provides nothing else.

The Guild pays a few coppers, Exp, and that's what you get.

With combat missions, the rats might drop loot which you can sell, and each gives Exp too.

So it's better to kill zombies on contract than without it.

It will also spawn them so other players won't interfere, the issue is the limit on how many you can take.

Three is all a free user can get and no guarantees that they will be available.

A case of literary theft: this tale is not rightfully on Amazon; if you see it, report the violation.

The rogue jobs are rare and difficult, and pay more money than Exp.

Forum users praised them for their challenging content, and for having fun with it.

The goal is clear and hard to achieve already, there's no place for fun and exploration.

With the first day wasted, I'm pressed for progress, and that's why the fetching tasks won't work either.

If nothing else is available, it's better to take them than do nothing.

They are low-risk and low-reward options to improve your standing and fame with the guild, and not to farm Exp.

The high-tier missions award more which sounds great until you learn how long it takes.

Travel to the nearby city and bring back something on a bandit-infested road.

It's two days on foot. They must mean in-game time, so two hours.

Still, low-level characters can't leave Origin, and it's a B-tier errand anyway. Grinding up to that level would take weeks in itself.

Crafting would be so simple and easy, it's almost cheating.

The example from the first article mentioned spears.

As it turns out, they're the training spears Tank gives out for free, and he buys them through quests for a few coppers.

It's not the important part, it's the Exp.

For an untrained newbie, it takes one minute to make a spear and you get ten experience points on completion.

You can batch up the tasks and go AFK, sleep, or whatever, and your character won't have to move once the materials are set.

That's six hundred in an hour already.

It's nothing crazy until you hear that the offer for ten pays another hundred Exp, and it's risk-free.

Let's say I find enough rats and make good progress killing them. It takes a single error to die or get ambushed, and all the progress is gone.

With the short deadline, it would be impossible to try again, leaving no room for mistakes.

In comparison these crafting jobs are foolproof, and brain-dead-simple.

No wonder people who didn't figure them out failed the mission while it's marked as average.

Yes, average, if you know what you're doing, and have Premium.

That was the first mistake, spending the money on cigs I no longer crave while the controller is on.

Well, as they say, victory will taste better from here. With the list of activities sorted, the plans are complete.

The heart rate increases though, with an urgent need to procrastinate.

The later the grind starts, the less space it will leave for failure.

The dishes need washing, and a cigarette should be all right if it's already here. This stupid head also promised to clean the container.

So many things pop into my mind, even if none are as important as the government's mission.

Baldie made it clear what happens if it fails.

They will launch an investigation, and the best-case scenario is they put me into a foster home. The worst is straight up to prison.

Add the fact that Boobie Girl is mad for butchering her name, and the prospects are grim.

As the severity of the situation sinks in, the hands begin to shake, and the smoke does little to help it.

It was the Kid's fault they caught me, but it's my chance to fix it.

If the task fails, that's nobody's fault, only mine, which makes it all the more stressful. And even if it's a success, this will be my life now.

Twelve hours in this virtual prison every day until death? These negative thoughts flood without a warning.

Then it occurs to me: my ears ring too, and while I procrastinate often, this is more severe than that. Is this the controller's doing?

Does Deep Dive mess with the brain? It turns on again after the last drag.

Does it matter? No, is it better to know when there's nothing to do about it?

[Welcome Back, Arnim 13642!]

I'm calmer already, this shit is scary. Sure, it makes the cravings for the cigarette disappear, but at what cost?

Ringing ears, addiction, and don't forget about Old Fox's plans to put me behind bars. Is there a way to win against the system?

The list of activities is in my head.

If there's a way to win, it has to be on that. The top match is exploring low-level dungeons, which is so risky, that I didn't consider it.

By low-level they mean between ten and twenty, a full party of players, not a solo Noob without a class. No, I'm not that desperate yet.

Even if the Exp rewards are amazing, and there is loot too, the hordes of zombies are the easiest opponents.

Everything wants to kill you there, although there would be no other players.

They mentioned power-leveling, meaning a veteran takes you with them.

They keep you alive and you can enjoy the shared experience gained.

When Baldie mentioned the handlers and how they could help, he must have talked about this.

Too bad, they're all on the fast server, except the Girl, who's still in training and mad.

Dungeon exploration is only Plan Z.