The veil stands before her, lit from behind by the soft blue glow of the inner garden. Aside from the veil she sees the rough rock of the passage and the mossy floor below her feet. If she glances back the warm light of the outer garden's sun beckons, coaxing her to walk the other way. This isn't her last chance to turn back, not really, but it is the last chance to say goodbye. Even if you try to walk through the strange waters of the veil hand in hand you always face The Fountain alone.
"If there's a way to make it work I haven't heard of anyone doing it. Monsters tend to attack conventional aircraft engines and those aren't really enough to enable floating islands anyway. Levitating an island for long periods of time with magic would take a lot of points and mana to setup. And once you did who knows what the system would throw at you."
"I read a book that used interlocking vacuum-sealing force shields to make something like a blimp."
"That might be more mana efficient, I don't really know. I'm not a spellcrafter, I just use spells other people have designed. If it did you'd need to be sure it can't fail in a way that results in you dropping to the ground and again, deal with whatever the system throws at you. It seems to take ambition as a challenge. Also... we harvest things from the forest. It's where we get a substantial portion of our food and fuel despite the danger. Having a floating island would make that... complicated."
"Yeah, that's a thing the protagonist worked out.
"...wonder if you could make a tractor beam. But that's probably not really worth the time..."
"Anyway, the thought I'm having is that you could go full mobile arcology, and take some of the ground with you when you leave, but tried-and-true here is a lot less volatile, and experimenting more volatile than it should be."
"It is a bitter irony that the system which claims to offer endless adventure significantly incentivizes extreme caution and not rocking the boat."
Yeah, uh, System, why is this like this? It seems like it does not maximize adventuring?
Given that you exist 'to bring endless adventure and excitement to every corner of reality', why do you incentivize turtling and the pattern of behavior I will gloss as "not inflicting you on other people because people think what you do sucks"?
Bullshit you don't. Your incentive structure is an influence. Adding monsters is an influence. All of what you do incentivizes the users to do things!
Given that, how, exactly, is your very existence not something that classes as 'influencing user behavior'?!
Clarification: The system does not alter functionality to influence the behavior of users based on the psychology of their species.
That is rather counterproductive to maximizing adventures had, though, isn't it? Which is what you want?
The system follows it's pattern.
"I take it you're having That conversation? The one where you try to talk the system out of being what it is?" She lets out a small breath. "I expect we all do the same at some point, well except those rare few who enjoy the way things are now. I've certainly tried having it a few times."
"Yeah."
...
So do you have more ends I'm not allowed to know about, and do you not care about efficiency?
But further efficiency means that you might get to expand your coverage area with more cooperation.
...Have you considered being a rival, as your type of antagonism-to-users? This allows you to still maintain an antagonistic position, but still spread your service area with less user objections.