Li Ang's match was recorded and uploaded by a chanism 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 dium-sized guilds.
Currently, the guilds in the Killing Fields ga 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 gas, 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 requirent for talent, and average people simply cannot pass the examination.
Moreover, these secret societies impose strict restrictions on their mbers; once joined, they must not leave.
The third type is erging 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 forr.
And due to various reasons, so erging secret societies expand their influence in the mortal realm by spreading fallacious doctrines, seducing and deceiving others, and developing and controlling mbers 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 erging secret society to so extent.
The fourth type is common guilds with power inheritance systems.
Such as the Demon Scientist Alliance, Monster Alliance, Sword King Court, chanism, Beast of Thousand Throats.
The scale of these guilds varies, their strength varies; their power systems might as well be called a chanism 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 Chira 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 chanics should join the chanism 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 Protheus Laboratory Company.
These two companies, along with so erging companies (such as old arms companies and pharmaceutical companies setting up branches in Ga Square),
have the shadow of old-world conglorates behind them.
For instance, behind the Protheus Laboratory Company's weapon manufacturing departnt, 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 conglorates,
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 Siase person, who previously even starred in web ga advertisents, recruiting soldiers.
These seemingly independent regional guilds,
as well as Africa's military warlords, and South Arica's gangs (including their individual forces of the Four Emperors and the Seven Martial Seas),
also have complex ties with the old-world conglorates.
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 ga shattered the old order, and to adapt to the new environnt, the conglorates must change.
Survival, developnt, 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 mbers, 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 na 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.
[Extre East Magic Nap Society of Sumr] — also known as Dayti Napping Club, is a gathering place for chuunibyou, nap lovers, and old ani fans.
Also within the ani realm are [SOS Brigade], [DD Bootlicker Official Support Group], [Obsolete Charwan Six Hundred mbers],
these types of societies have fewer mbers, 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 developnt), they leave the guild, with only a few permanent mbers remaining.
Just like the ani realm in the real world.
This ti's doorfra battle clearly revealed the power distribution status among the upper echelons of the Killing Fields ga'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 erging secret societies follow closely.
The guild mbers 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...
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