Chapter 4787
That's right. The President's Suit skill of Arkham Batman doesn't lean toward combat; it leans toward operation. In any game with an economic system, operation is very important. The snowball tactic never gets old. For an operation expert, as long as they can get even a slight economic advantage, they can keep rolling the snowball bigger and bigger until the opponent can't resist.
No need to elaborate on how good Arkham Batman's operation level is. First, not to mention most Batmen have business skills. Arkham Batman being able to sit firmly in the presidency proves his economic operation ability absolutely cannot be poor. Because for a country, most problems are economic problems. Being able to maintain high-speed economic development can solve almost all problems. Correspondingly, to have a stable political situation, one must have a stable economic environment. Arkham Batman being able to make the federation return to unity isn't entirely due to superb political skill. After bringing the federation into a single economic entity, making it develop better is also Top Priority.
So, when he realized through his own skill that this game was designed with an economic system, Arkham Batman understood that his early focus was no longer on combat, but on gaining an economic advantage when facing greed.
It must be said that Doctor Manhattan indeed gave him the difficulty he wanted. In combat, he faces the Hunter; in operation, he faces Greed. If he could win this, Arkham Batman could truly call himself emperor.
Although the opponent is Greed, Arkham Batman isn't weak either. After all, fundamentally, this is still a ghost-catching game. Economic advantage doesn't necessarily determine victory, and besides, he has a skill to control win rate.
Combined with this win-rate control skill is another scouting skill. Simply put, it can highlight nearby gambling facilities currently in use. Arkham Batman saw the three people's gambling actions with his own eyes. That's why, at a critical moment, he threw out the win-rate control skill, successfully taking three chips from the opposing side, bringing his score to 30 points.
At this time, Arkham Batman also discovered that the points he accumulated in this professional suit couldn't be used to unlock another suit. Just like the previous Hunter's God of the Hunt mode, it seems to be the ultimate skill of his Hunter professional suit, activated using points from this professional suit. As for that ghost-like, teleporting form later on, Arkham Batman doesn't know how it's activated.
In fact, he still doesn't know how to activate the Batman suit. He suspects it might require the opponent to perform the operation. Because when he was playing Hunter as a ghost before, it was only after the exorcist side performed several seals that he could teleport.
This is actually quite balanced. The greater the advantage the gambler side gains, the greater the bonus given to the house side. When the gambler's advantage grows to nearly victory, another mode is unlocked for the house side to strike the opponent unexpectedly. This back-and-forth makes the game sufficiently exciting.
After roughly understanding the game designer's thinking, Arkham Batman knew how to play. He also knew why the offensive in the early stage of the previous game's Hunter wasn't strong. Because slightly leaving the multiplayer side alone can help himself unlock another professional suit.
However, after glancing at his President's Suit ultimate skill, Arkham Batman still decided to go find trouble with the gamblers. Although it requires many points, he really wants to use this ultimate once, because it's really fun.
On the other side, the disbelieving agent found another slot machine. Slot machines are really simple. Throw in chips, pull the lever, and the rest is left to fate. The agent did the same. But miraculously, this time he hit with just one chip.
Although it wasn't the biggest jackpot, the multiplier was still decent. The slot machine's both sides sprayed out ribbons, and the item slot spat out one purple and one golden item.
The agent picked them up and saw that the purple one was a medical kit, which looked like it could treat injuries or restore health. That's indeed a good item, so the agent put it away. The golden one was more peculiar—it was a "Cheat Die."
This item gave a simple introduction. In short, find a dice-playing gambling table, throw this thing on it, and you can increase your win rate by 30%. Once you win, you can not only retrieve the item but also improve the quality of your win reward.
The agent's eyes lit up immediately: "This is a divine artifact."
All Shilers have a very clear understanding of their own luck. He has never been a lucky person. And since coming here, he doesn't know whether he inherited Anatoly's bad luck crystal or if he's just genuinely unlucky—either way, his luck has never been good.
So for Shiler, gambling is basically insulated. Even when he played cards with Arrogant and Victor before, he basically didn't gamble money; they gambled favors like helping write lesson plans or substitute teaching. Thus, Shiler hasn't won much either.
Upon seeing this round was casino-themed, the agent silently cursed his bad luck, but didn't expect a turnaround—he actually got a divine artifact that could increase win rate right at the start. This finally sparked some interest in the game for the agent.
He immediately prepared to go find a dice-playing table. Benefiting from his understanding of casino structure, he knew such high-low dice games are usually set up in relatively outer positions of the lobby. Because this game is easy to understand and participate in, with low barriers. Difficulty second only to slot machines, it especially attracts first-time casino visitors looking for fun, and casino bosses like to place these tables at the entrance to liven up the casino atmosphere.
The agent walked outward, hadn't gone far, when he heard footsteps from the side-rear, but he could be sure it wasn't Arkham Batman. The opponent's footsteps were very distinctive—just hearing them, he knew it was Matt.
The footsteps of a blind person walking are completely different from those of a sighted person. Even if Matt has super strong perception, even capable of mental imaging, he rarely walks as briskly as a sighted person. Even in such a tense environment, his footsteps sound neither hurried nor slow, quite steady.
"How's it going?" Matt obviously came to exchange information, he said, "Did you win? How many chips do you have now?"
The agent briefly described his situation, then said, "And you? How are you?"
"Don't mention it, I've already lost three chips." Matt said somewhat regretfully, "But my skill is very strong. Besides being able to knock ghosts unconscious, I can also see your movements, and occasionally see the ghosts' movements. I intend to search the entire casino."
The agent widened his eyes: Able to see all teammates' movements, and also see ghosts' movements—activated, right?
Matt noticed his shock, so he said, "I must make contact with ghosts to see teammates' movements; I must make contact with teammates to see ghosts' movements. Do you understand?"
The agent suddenly understood. Earlier, Matt went to save Superman, and because he had contact with his teammates, he could see Arkham Batman's trajectory, so he dared to go up and give him a set of staff techniques. And precisely because he had circled around Arkham Batman, allowing him to see where teammates were, he could now come find the agent.
Matt is clearly playing a skill-cycle flow. The whole game is about finding ghosts then people, finding people then ghosts. But if he chooses to search for items, this cycle breaks.
The agent wanted to persuade him, but Matt said, "I have to help Greed. Without sufficient capital, he can't sustain operation. We've always been a team game, right?"
The agent thought for a moment, then said, "I originally wanted to go find the dice-playing table, but after thinking, this plan doesn't match my skill style. Why don't you bring this to Greed?"
"Having me deliver it is best." Matt said, "If Batman comes looking for me, I can immediately lock onto Greed's position; and if I run into other teammates, I can also know where the ghost is, to avoid him."
The agent nodded, then handed the die to Matt. After Matt said that, the current combat strategy basically became clear: those with operation ability go operate, those with scouting ability go scout, the fast and controlling ones go kite ghosts.
Influenced by Matt, the agent abandoned his solo gambling plan and decided to leverage his skill advantage. But having just him isn't enough, so the agent asked, "Do you know where Lucifer is? His control skill is very useful—I can rope him in to kite Batman together."
Matt turned his head, looked, pointed directly in a direction, then said, "He's over there, in the innermost private room on the second floor… oh no, he's been targeted by Batman again!"
"You go give Greed the item, I'll go save him." The agent said.
Matt is also a very decisive person—he immediately nodded, still walking with steady steps as he left. Meanwhile, the agent rushed up to the second floor at full speed, lamenting that Arkham Batman really knows how to pick soft persimmons to pinch.
Earlier he might have thought Superman was the soft persimmon, but got nearly flattened by heat rays, and only now realized Lucifer is the true soft persimmon, so he went to bully Lucifer.
However, the agent doesn't think he'll succeed. Compared to Batman, Shiler and Lucifer have interacted more and understand Lucifer better. Lucifer looks unserious, his main act is being a carefree playboy in the human world, like a worry-free rich second-generation. But actually, this current state has somewhat turned over a new leaf.
In the comics, Lucifer carries a kind of naive cruelty. Because he doesn't understand humans, he imprisons human souls in hell to torture and experiment on them. The Dream God's lover also says kill just kill; toward Constantine, he puts on pants and doesn't recognize people; opening a bar in the human world is because he likes that chaotic atmosphere.
No matter how you say it, such an existence as Lucifer finds it hard to truly empathize with humans. Now he appears harmless to humans and beasts, not because he truly understands, but because he's afraid.
The problem is, Lucifer cares about Anatoly, not Batman. Facing Anatoly, he gets short of breath, which doesn't mean he'll fear Batman. Especially, Batman's dignity mostly comes from the dark atmosphere they've constructed for themselves, which makes criminals fear the Dark Knight immensely.
Not saying whether Lucifer will or won't fear it—he might not even feel this atmosphere. In short, Lucifer is the type who would walk nonchalantly into a haunted room in a horror movie, treating all supernatural phenomena as ordinary coincidences.
In the second-floor private room, Lucifer patted the gambling table somewhat annoyed. His luck really is terrible—he lost three chips so quickly. While cursing in his heart that this casino isn't fair, he also thought about where to get some chips, and Lucifer just pushed open the door and walked out.
Just as he stepped out, at the dim end of the hallway, an extremely tall figure almost blocked all light. The metal armor gleamed with cold light, and when the red eyes lit up, the terrifying atmosphere reached its peak.
The result was, Lucifer opened his mouth and said: "Huh? Why is there still music?"
End of Chapter
