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Now reading: Chapter 355 - 145: Cracking is the Genuine Version, Pressure from Monsters Are Coming, a Game novel by Slashing Blade.

"By the way, Star Network, I have another question I can’t understand. Since this is a war ga test conducted by a high-dinsional existence, why doesn’t it recruit professional war armies from various clans and instead prioritize ordinary players for recruitnt?" Governor No. 8 asked again.

Facing the inquiry, Star Network spoke after a brief silence:

"Regarding this question, I’ve analyzed three possibilities, but they are rely possibilities and cannot serve as factual evidence."

"The first possibility is that the high-dinsional existence doesn’t care whether it recruits systematized armies or ordinary players. To it, this is just an amusing ga, so recruitnt can’t be considered from the perspective of whether higher combat power can be provided."

"The second possibility is that the difference in world level greatly diminishes the importance of the starting point. To put it simply, the concept of the strength and weakness of all life in the Earth Alliance can be categorized as the sa starting point in Monster World. The strong-weak difference in that world is aningless. A top warrior of the Moon Eclipse Clan and a paralyzed ordinary human of the Human Clan have no essential difference."

"A paralyzed ordinary human can also have combat power surpassing our top warriors in a short ti, so it doesn’t matter who gets the qualification since our starting points are the sa."

Upon hearing this, Governor No. 8 couldn’t help but speak:

"Star Network, although the combat power gap can be easily smoothed out in the high-dinsional world, the awareness of combat and even combat skills obviously can’t be compensated by strength improvents."

"Yes, you’re very right, but you have to understand one thing: players in Monster World will inevitably experience long years of war. During this process, everyone is growing. Beings in the real world grow stronger through training, while players in Monster World nurture their combat awareness and skills at every mont. Real combat will make all players grow rapidly, and this aspect of the gap is also aningless."

"Perhaps it won’t even take a year to cultivate players whose combat awareness and skills surpass that of real-world warriors, and a year to that mysterious high-dinsional existence is just a blink of an eye. Over a long span of ti, these two types of players can still be classified as having the sa starting point, with no significant differences."

"Secondly, there is an issue if systematized armies enter the ga, as the military from different clans might compete for resource monopoly, squeezing the living space of ordinary players who haven’t grown yet, and prematurely forming a clear player faction structure, resulting in monopolistic forces similar to conglorates. Prioritizing ordinary players for recruitnt avoids this issue. Even if military forces were to enter later, in the face of ordinary players who’ve already entered, they would be no match, regardless of any nurical advantage they might have."

"So the essence of this issue is actually quite simple. There is indeed a difference in initial abilities between ordinary players and top players, but this difference will gradually be erased as ordinary players grow. This is also a recruitnt strategy to ensure that ordinary players can have a greater impact in specific scenarios."

"Next is my analysis of the third possibility."

"Systematic army players might be limited by scale or command structure, making them less flexible or adaptable in certain aspects compared to ordinary players. Ordinary players typically don’t have the strict command structure limitations of army players and can freely adapt to changes. Army players may focus more on overall strategy and large-scale operations, but ordinary players have an edge in small-scale conflicts or specific tasks due to their flexibility and creativity."

"Additionally, there’s involvent and emotional investnt, which might also be why the high-dinsional existence requires us to keep this confidential. Ordinary players can participate in the ga more passionately since they typically don’t have the team or organizational pressure that army players face and can more freely enjoy the ga process. This high level of involvent and emotional investnt can enable ordinary players to be more focused and determined at crucial monts, thus playing a bigger role."

"Lastly, balance and diversity. High-dinsional existence hopes to maintain ga balance and diversity by enhancing the importance of ordinary players. If armies were prioritized for recruitnt and gained advantage early on to form resource monopolies, the ga would beco monotonous and dull. By granting ordinary players certain advantages or privileges, it can stimulate more players’ enthusiasm for participation and increase the ga’s fun and interactivity."

"My viewpoint is not to suggest that army system players are aningless, but rather that they and ordinary players have different ga roles."

"Here I need to ntion a point about pressure and enjoynt, which is at the core of why the high-dinsional existence requires secrecy—naly which environnt better fosters player creativity."

"Exploring the impact of pressure and enjoynt on creativity is a complex and multidinsional issue. First, let’s analyze the impact of pressure on creativity."

"Indeed, in certain situations, pressure can stimulate a player’s creativity and ability to tackle challenges."

"This is often referred to as ’creativity induced by adversity’ or ’pressure-induced potential.’ When faced with difficulties or challenges, pressure can help players focus more intently on finding solutions. This focus and motivation sotis give rise to new ideas and strategies. History from various clans shows that moderate social pressure can bring about overall progress, which to so extent aids in creativity."

"But you must understand that the world-extinguishing pressure brought by the Horror Black Tide is not moderate pressure."

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