Gamers Are Fierce-Chapter 803 - 801: Distribution

If audio player doesn't work, press Reset or reload the page.

Li Ang's match was recorded and uploaded by a Mechanism Guild player wearing night vision goggles.

From his perspective, throughout the entire match, he was constantly being pursued and hunted.

Dim and weak lighting, shaky and trembling viewpoint, rapid and low breathing, continuous explosion sounds from the tunnel behind, and deadly arrows occasionally whizzing past his ears.

The whole video was shot like a horror film,

especially the final scene of the mine collapsing, with rocks and sand crashing down, made the viewers want to type "scared" on the public screen without hesitation.

This is also a dilemma faced by many small and medium-sized guilds.

Currently, the guilds in the Killing Fields game can be roughly divided into six types.

The first type is the official guilds endorsed by authorities.

For example, the Special Affairs Bureau and the Federal Bureau of Investigation's Supernatural Accident Place.

These types of guilds have strong interference abilities in the mortal realm, can mobilize vast resources, have high-level permissions, and transparent internal rules, making it safe to join.

The second type is the secret societies with a long heritage.

For instance, the Bell Tower, Witch Alliance, Heterodox Academy, Royal National Church Knight Group, Temple Knight, and the Inquisition.

These guilds have their unique extraordinary power systems, with ancestral sages who have experienced several Killing Fields games, leaving behind a large exploitable legacy, making them the low-key and modest old nobles which many chase after.

However, these secret societies also have downsides. Their power inheritance systems generally have a high requirement for talent, and average people simply cannot pass the examination.

Moreover, these secret societies impose strict restrictions on their members; once joined, they must not leave.

The third type is emerging secret societies.

For example, Datura, Higan, Voodoo Black Witch Clan, Chicago Ghosts (evolved from a Chicago underground gang)

These guilds also have power inheritance systems, but in terms of inheritance duration and power system limits, they are far inferior to the former.

And due to various reasons, some emerging secret societies expand their influence in the mortal realm by spreading fallacious doctrines, seducing and deceiving others, and developing and controlling members to gain more manpower and financial resources.

Therefore, their reputations are generally not good and are suppressed by the previous two types.

Whale Song can also be considered an emerging secret society to some extent.

The fourth type is common guilds with power inheritance systems.

Such as the Demon Scientist Alliance, Monster Alliance, Sword King Court, Mechanism, Beast of Thousand Throats.

The scale of these guilds varies, their strength varies; their power systems might as well be called a mechanism of exchange rather than inheritance.

For example, a Lv10 player accidentally learns the Druid's beast-taming skills,

then they can choose to join the Beast of Thousand Throats guild, through earning guild points, to learn techniques for taming Two-Legged Flying Dragons and Chimera from the Guild Leader or Vice Leader.

And if they don't join the Beast of Thousand Throats guild and join another guild instead,

the beast-taming skills might not be effective at all, or even be directly wasted.

Similarly, players who use swords should join the Sword King Court, and those who first learn mechanics should join the Mechanism Guild,

to maximize the efficiency of skill utilization,

expand single skills, and through associative thinking, form a complete power system.

The fifth type is guilds with power inheritance systems and fixed power in the real world.

For example, Gen-Sys Biotech Company and Prometheus Laboratory Company.

These two companies, along with some emerging companies (such as old arms companies and pharmaceutical companies setting up branches in Game Square),

have the shadow of old-world conglomerates behind them.

For instance, behind the Prometheus Laboratory Company's weapon manufacturing department, there's the shadow of Northrop Grumman Company (one of the world's top ten military manufacturers), which in turn is controlled by the California consortium.

Apart from these transnational corporations visibly influenced by conglomerates,

there are also regional guilds like [Phantom Moon Ring] and [Yama] —

[Phantom Moon Ring] was established by the daughter of a Malaysian Datuk,

[Yama] is a guild established by a certain wealthy Siamese person, who previously even starred in web game advertisements, recruiting soldiers.

These seemingly independent regional guilds,

as well as Africa's military warlords, and South America's gangs (including their individual forces of the Four Emperors and the Seven Martial Seas),

also have complex ties with the old-world conglomerates.

In the order of the old world, wealth is power.

With wealth and the knowledge to use it, one can obtain the code to power.

But the appearance of the Killing Fields game shattered the old order, and to adapt to the new environment, the conglomerates must change.

Survival, development, evolution, and even farther, seizing more direct power.

In addition to the above five types, there's another type of common guild without a stable power inheritance system and no roots in the real world.

This type of guild generally has fewer members, more like a group with shared hobbies and characteristics, or just a bunch of acquaintances who gather together and temporarily form a guild.

For example, [Thunder Bluff Heartbreak Front Alliance] — as the name suggests, this guild is a group of players whose love life in the real world is unfulfilling, coming together for comfort due to various reasons.

The [Tauren Warrior Uninvited] seen before in the Sky Fighting Arena belongs to this guild.

[Extreme East Magic Nap Society of Summer] — also known as Daytime Napping Club, is a gathering place for chuunibyou, nap lovers, and old anime fans.

Also within the anime realm are [SOS Brigade], [DD Bootlicker Official Support Group], [Obsolete Charwan Six Hundred Members],

these types of societies have fewer members, high personnel turnover, and not very close structures; players usually join to huddle for warmth for a while, and due to very realistic reasons (joining regular societies for personal development), they leave the guild, with only a few permanent members remaining.

Just like the anime realm in the real world.

This time's doorframe battle clearly revealed the power distribution status among the upper echelons of the Killing Fields game's forces.

Officially endorsed guilds and secret societies with a long heritage have the most people advancing to the top five hundred.

Common guilds with power inheritance systems and emerging secret societies follow closely.

The guild members without power inheritance systems and the Lone Wolves have the least people advancing to the top five hundred, adding up to less than eighty people.

However, among these eighty, quite a few are ranked highly — Lone Wolves who don't rely on large forces for support and single-handedly pass the Sky Fighting Arena eliminations are not weak.

Li Ang was also counted among the Lone Wolves, although he actually joined the Cold Crow Guild established by Liu Wu Dai...