In order to ensure the quality and smooth operation of the game, World International had specially rented a communication satellite as the main server. It used the most advanced wireless network information processing technology to make all kinds of data processing faster and more accurate. Such a big deal was not something that ordinary first-class companies could afford. "The World" was mainly designed by top technology research institutes in several developed countries in the United States and Europe. It used a western magical background setting. Although China's electronic technology and virtual reality technology had made great progress in recent years, there was still a certain gap compared to those developed countries. It was still unrealistic to independently develop such a large-scale virtual online game. It was a better choice to participate first and seek development through cooperation. In <>, there were three major human races that players could choose freely: white, yellow, and black. There were also two other races that were lucky enough to choose: Elves and Dwarves. The Elves only accepted applications from female players, while the Dwarves only accepted applications from male players. The system would randomly select from a certain proportion of applicants. There was only one chance, and those who were not selected could only choose one of the three human races to join. Elf women could choose to weigh their appearance by 20%, and they would have a movement speed that surpassed other races. They would also have a chance to become the best fashion designer. Although the dwarves were short and unattractive, the dwarven warriors had special anti-magic physiques, unique berserk skills, and the skills of the dwarven craftsmen to forge equipment were unparalleled. The World was divided into four continents: The white race was born in the Western Continent, the yellow race was born in the Eastern Continent, the black race was born in the Southern Continent, and the elf race and the dwarf race were born in the Northern Continent. Each continent was relatively independent. Only players who had advanced to the fifth level or above could travel between continents through the Spacetime Gate. The classes in were divided into two main systems-combat classes and lifestyle classes. Combat professions were further divided into two main categories: martial arts professions such as knights, swordsmen, axe warriors, archers, thieves, and other professions; and magic professions such as wind, earth, water, and fire magicians. There were alchemists, craftsmen, architects, fashion designers, doctors, and some special hidden professions set by the system. There was a wide space for development, enough to satisfy the tastes of most players. Of course, there were also some regrets, such as the lack of traditional Taoist classes in China, or the lack of ninjas from a certain country, which meant that there were fewer PK targets... After all, the game was set in a western setting, so there were some regrets. Eastern players should be able to understand. Players did not have a class when they first entered the game. They had to reach the city and complete specific missions before they could change classes and learn the corresponding class skills. However, they could only choose between a combat class and a lifestyle class. They could not learn both. It was up to them. There were nine levels in the combat profession from low to high. To advance, one had to meet certain conditions, such as reaching 100% seniority, reaching three stars in the proficiency of the profession, and completing special missions. The higher the level, the more difficult it would be to advance. Every class had many skills. A player could master at least ten skills. A talent skill would be given to them when they successfully changed classes. As for the nine level skills, they could only be learned when they advanced to the corresponding class level. Moreover, the skills mastered were random. Even players with the same talent and the same class might have different skills. Other than that, there were also some special skills that had to meet certain conditions and trigger hidden missions to have the opportunity to learn them. It depended on your luck and strength. There were six levels of Lifestyle professions: Apprentice, Normal, Expert, Master, Grandmaster, and Saint. However, there were a number of restrictions on the Saint level, and only players of the corresponding race could advance to the Saint level. The yellow race was a doctor, the white race was an alchemist, the black race was an architect, the elf race was a fashion designer, and the dwarf race was a craftsman. There were also some special hidden Lifestyle professions that could only be obtained by waiting for the fated person to appear. In , only five basic attributes were retained in the character design: Life, Constitution, Strength, Wisdom, and Agility were all related to a character's aptitude and growth rate. The lowest was half a star, and the highest was five stars. These attributes were born naturally and could not be changed. They could not be improved by equipment or tools. Based on the principle of equality, all players 'innate attributes were added up to ten stars. Of course, the specific attributes would be different. Although innate attributes could not be changed, acquired attributes could be increased. However, instead of using absolute numbers, which was commonly used in previous virtual reality games, it was represented by a seven-colored percentage. The five attributes that represented health points, stamina points, strength points, spiritual force points, and agility points would be presented in seven colors: red, orange, yellow, green, cyan, blue, and purple. Each color would be presented in five colors: light, light, medium, heavy, and dark. The colors would progress in layers, and the closer to purple, the more powerful one would be. In the previous games, physical attack, defense, magic attack, defense, and other attributes that were usually measured were unexpectedly hidden attributes that were experienced by the players themselves. According to the game designers, this was to break and open up the minds of the players. The battles in "The World" relied more on the experience and skills of the players, and could not be determined by simple numbers. In <>, the monsters that were used to increase their experience points only dropped raw materials. They rarely dropped money or equipment. Meanwhile, NPCs only sold low-level, non-Attribute weapons and equipment for various classes, and they were very expensive. The better equipment could only be obtained by killing certain Boss-level characters or completing some quests with valuable rewards. However, the number and probability of obtaining them were very small. Most equipment could only be synthesized and forged by alchemists, craftsmen, and fashion designers using raw materials. Alchemists were responsible for rings and necklaces, while craftsmen were responsible for weapons and armor. The fashion designer was responsible for the robes and armor, as well as the normal clothes that players wore on a daily basis. The most controversial part of The World was its cruel setting: The NPC Shop only sold ordinary Blood Stopping Potions, which could heal external injuries. Players 'HP and Concentration, which were consumed when casting Skills, could not be replenished quickly. They could only wait for natural recovery or rely on certain Spells and equipment to increase their recovery speed. In order to recover quickly, high-level physicians had to produce high-quality pills. Of course, the price was not something ordinary players could afford. This would greatly increase the difficulty of the game. Many players and industry insiders claimed that such a setting would reduce the playability and gameplay of "The World" and affect its development. However, World International still insisted on such a design, claiming that "The World" maximized the simulation of real life and humanity: The players played as humans, not superhumans with cockroach-like lives. These were some basic settings. World International had only made a small portion public, and many of the content was waiting for the players to study and explore. If he wanted to rule the world, he had to rely on his own hard work! There was also a lot of general knowledge and experience in playing games. Wind also explained a lot to me, but most of it was ambiguous. I didn't understand it, and the effect wasn't very obvious. There was no other way. I had no foundation at all. It was fine if I listened to it and played it, but I couldn't understand it no matter how hard I tried to learn it. It seemed that what I learned on paper was too shallow. It wasn't enough to just rely on theory. True knowledge came from practice. I could only learn while playing in the game. Wind analyzed the characteristics of the dwarves and gave up on this choice. They were short and slow, so they could only become axe warriors. Wind wanted to become a knight. Even though the Craftsmen could reach the Saint-tier Blacksmith level and had a great advantage in forging weapons and armor, they could not do anything without a large amount of raw materials and money. Blacksmiths could only become tools for high-level players or rich people. Naturally, I followed his lead, so the two of us only had one choice left--yellow race, no matter what, yellow skin, black eyes, my heart is still in China.
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