Chapter 547: "The Epic of Life" (24) Ancient Archaean Era

Style: Gaming Author: Nothingness Walker BeimingWords: 2139Update Time: 24/01/11 22:44:30
When the players were in the "Early Archaean Era", they did not have a very accurate understanding of their own situation. This was the so-called ignorance of blessings in the midst of blessings.

It was not until the end of the "Archaean Era" that the natural environment of the entire world changed. Players looked back in shock and discovered how happy the creatures of this era were.

Why would you express such emotion? Because when the game was in the "Early Archaean Era", the only pressure and threats came from other players, and the living environment could be said to be very wealthy and healthy.

Nutrients scattered everywhere can be found almost everywhere, and sometimes you can be lucky enough to find "rich areas". When I think about such days later, I really miss them so much that I shed tears.

This is also the reason why some players are happy to participate in the arena. The game version is like a long river of time. The waves pass by and it is impossible to turn back. However, you can also go to the "multiplayer mode" of the arena to reminisce about the "paradise" that is the same as heaven. Beginning of the Archaean period."

So what kind of changes have taken place in the game environment of the next version after "Archaean Era", "Archaean Era", to make players feel such nostalgia?

As more and more species reproduced, the quantity and density of "nutrients" began to decline sharply, and by the time of the "Archaean Era" it could be said to have been exhausted.

Therefore, in this era, fighting and devouring are the mainstream among players. The so-called life and death is like this, and the intake of nutrients has become a second-line practice.

But this is actually good for the game. As the fight becomes increasingly fierce, the number and frequency of big fucks that the audience likes to watch are increasing rapidly.

Anything can happen in the chaos, and sometimes luck is more important than skill. Even a skilled player like Xue Xunyu may overturn due to bad luck.

Xue Xunyu encountered such a situation during a live broadcast. He worked hard to defeat and drive out his opponents for a relatively rich nutrient gathering place.

But before he could start to enjoy the fruits of his battle, another player appeared from the sky not far away and became the fisherman who benefited from the fight between the snipe and the clam.

This is a change in the natural environment during the "Ancient Archaean Era". On the other hand, the difficulty of survival also changed from the "Eoarchean Era".

According to the explanation given by the Ghost Hunting Company, since it was in the novice protection stage during the "Early Archaean Era", players must succeed in splitting the primitive creatures.

However, this novice protection no longer exists after entering the "Ancient Archaean Era", and there is a certain possibility that players will fail when splitting primitive creatures.

This probability of failure is closely related to the lifespan, nutritional value and status of the original organism at that time.

For example, a primitive organism, as a parent, has participated in many divisions. As the number of divisions increases, the success rate of division of the individual will decrease.

The second is the nutritional value of the individual at that time. The higher the nutritional value, the higher the success rate of division. If the nutritional value required for division is just met and the individual is impatient to divide, the success rate will naturally be relatively low. .

Finally, there is the individual's own state, that is, the individual's health. The higher the natural health and no rupture, the easier it is to complete the split.

This change, especially the last one, declares that a very popular tactic in the "Archaean Age", which is to refresh the state of dying primitive creatures through division, is declared bankrupt and can no longer be used in the "Archaean Age".

However, for players, failure to split does not mean that all results are bad, because failure to split can also be divided into several situations.

For players, the worst-case scenario in a split is naturally the death of both the mother and the offspring, and this is a possible situation.

But sometimes both the mother and the offspring do not die. This kind of bad luck usually occurs when the mother is in particularly bad condition and is still being attacked by hostile individuals.

Normally, between the mother and the offspring, one will die during division, and the remaining one will enter a state of malnutrition, and it will become extremely difficult to divide again.

It's okay if the malnourished offspring are the offspring. After all, the offspring are relatively young and can recover from this condition after a period of recovery.

But if the mother is in a state of malnutrition, it basically declares that the individual has lost the ability to reproduce, because even if it wants to continue to reproduce, the player will not let it, after all, it can only reproduce some weak individuals.

Relatively speaking, the reproduction failure that is most acceptable to players is when the mother reproduces a deformed and mutated individual, because in this way, there is a probability that some evolutionary abilities can be directly obtained without spending an evolutionary tree.

Of course, just like evolution in nature, the direction of mutation of such mutated individuals, and whether it is benign or malignant, are all determined by probability.

But players are still happy with it. They regard this behavior as opening a box. Players who want to open a box will be very angry and post screenshots to the forum to celebrate.

And if the individual is a malignant mutation, then this individual will be arranged to do the most difficult work. It is best to let it be directly lost in the battle without the power to divide and reproduce.

Later, in the update of "Epic of Life", Ghost Hunt provided a prominent symbol function for such individuals that players need to pay special attention to.

Players can mark those individuals in their field of vision that require special attention. Those with benign mutations should be protected, while those with malignant mutations should be placed at the forefront of the battle.

Historically, after the world entered the "Archaean Era", the distinction between "autotrophs" and "heterotrophs" gradually emerged.

The difference in names is naturally based on the way organisms obtain nutrients. Those that can obtain nutrients by themselves are "autotrophs", and those that obtain nutrients through other organisms are "heterotrophs."

However, in the first round of "Epic of Life", ghost hunting blocked the path of "autotrophic organisms", and players could only take the path of "heterotrophic organisms".

The main reason for this is that "Epic of Life" is an online game after all. If some people choose "autotrophic creatures", it will be difficult for them to operate the evolution options in the game.

What's more, in terms of live broadcast attributes, it is obvious that "heterotrophs" are much more interesting than "autotrophs". Who likes to watch plants photosynthesising there every day?

Therefore, only creatures controlled by AI can open the "autotrophic creature" route in the evolutionary tree, and such creatures cannot be reincarnated by players.

Of course, later, under the silver bullet of the krypton gold boss, Ghost Hunters still opened up the play rights of some "autotrophic creatures", and you can operate the "autotrophic creatures" through krypton gold.

It's just that it made sense for the ghost hunter to block the "autotrophic creatures" route in the first place. After the initial novelty wore off, not many big money makers were willing to play "autotrophic creatures". It was indeed very boring.