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No, Chen Xu feels quite good and confident.
If you just read it, Chen Xu would not be so full of words.
But before that he had already carried out the skill release experience of the weapon Taiji in the trial field.
Including what air blade whirl, air blade stab, and see cut all he successfully released.
That is to say, I didn't know what kind of cutting edge was used before, which caused Deng Longjian not to be released successfully.
But now that he knows, can he still let go?
After all, the skills of this game at first seemed quite complicated, but after understanding it, it was actually quite simple.
If you say other games, after watching the performances of the masters, or the official demonstration of the skills, it will give players the illusion of "I can do it".
For example, "Wolf: Shadows Die Twice" and "Dark Soul" action games, when viewed from the video, I feel particularly relaxed when playing BOSS. If I go up, I can perform various operation shows. Fly up.
But when it is really your turn, you are directly forced.
But "Monster Hunter" is different. He has tried it with a wooden pile before.
All the skills can be successfully released, and also know how to release it, and now I know this little trick of cutting edge. This is no longer what I do, but I must do it!
Including the players in the live broadcast room, it is the same as Chen Xu thought.
After all, from the looks of it, this "Monster Hunter" attack method is really quite simple.
There are even a lot of players who are prepared to wait and see to see what kind of game the game is. At this moment, they are also a little unable to bear their impulse.
After all, from the point of view of the game effect, the picture is absolutely nothing. The mainstream sub-era game picture, and the action elements are also excellent from the point of view of the stump.
The single most important question left is the difficulty.
‘Brother Xu, take the task quickly! ’
‘Dragon hunting! Dragon hunting! Go and show it! See what the fighting elements in the game look like. ’
‘Hurry up and test whether Taidao is so powerful! ’
Soon players began to encourage Chen Xu to experience the dragon hunting.
Satisfied, he walked out of the hunter’s hut, and then came to the dining area on the second floor to have a conversation with the receptionist sister and received the first mission of his hunter career-fierce dragon and ancient tree forest.
After receiving the task, the receptionist continued to give the player a hint that he could go to the table to eat before the task, which could improve some of his attributes and better help him hunt.
After sitting at the dining table and enjoying a meal, Chen Xu directly started the task challenge.
Along with a pterosaur who did not know where to fly, the screen entered the reading interface, and then the player had appeared in the wild camp.
And the receptionist and the investigative team leader were already waiting there in advance.
Dialogue with the receptionist, knowing the mission objectives this time, conquering 7 fierce jackals, you can complete the mission.
And the captain of the investigation team acted with him.
According to the guidelines, I got some free supplies from the prop box next to it, and then Chen Xu controlled the character to follow the captain of the investigation class and embarked on his first hunting career.
Through a forest path, many herbivorous dragons are introduced in front of them.
Ignoring the captain of the investigative team who was beckoning to him in front, Chen Xu directly pulled out the sword behind him, and then approached an easy herbivorous dragon.
In the previous opening scene, he already knew that these herbivorous dragons will not actively attack, and belong to the kind of gentle creature.
Obviously, the meaning of this creature is to let players practice their hands.
Aiming at a feeding herbivorous dragon, Chen Xu waved the sword in his hand and cut it straight up.
As a number soared, the herbivorous dragon wailed with pain and used his tail hammer to fight back, and then wanted to escape.
And the other herbivorous dragons in the surroundings also fled towards them in a panic.
Without being injured by the herbivorous dragon's counterattack, he caught up and went straight to Chen Xu with an air-blade thrust, plus two straight cuts.
With a whimper, the herbivorous dragon fell to the ground.
‘It’s really cool! ’
Chen Xu looked excited.
Although I know that this monster belongs to the RBQ level monster, but I have to say that the feedback of the game is simply amazing.
The sound effect, combined with the feedback of the Taidao hacking effect, can clearly see the details.
In addition to the monster's weakness setting, Chen Xu can clearly see the physical effect feedback when Tai Dao hacks at the monster's weakness and hard parts, except for the damage.
In particular, the monsters bring different damage display effects, which also allows Chen Xu to better distinguish where the monsters are weak.
Of course, this damage display can be turned off, and players can choose to turn it off if they pursue more realistic hunting.
But the system is enabled by default.
And this is what Yang Chen thinks is necessary.
Although in the dream memory, "Monster Hunter" and "Dark Soul" games are regarded as **** games, but in fact, whether it is "Monster Hunter" or "Dark Soul" in its later period Both are slowly evolving, while retaining hard-core content, and better optimizing the game experience.
Even some veteran players said that it was wrong to lose the content.
But in fact, if you think about it carefully, you will find that the remaining things are more the products of the technology of the times, or the settings are simply for the sake of difficulty.
For example, in the early days of "Dark Soul", you can stand still and drink medicine; and in the early days of "Monster Hunter", you sharpen the knife and close the knife. After drinking the medicine, you are forced to pose a mysterious posture.
Obviously these are purely to make the game difficult.
Without changing the **** content elements of the game, make the game experience smooth and silky, and improve those elements that seem to be “excessive”, which is more in line with what players think of the “real” experience. Obviously this is the most correct A practice of Whether it is the follow-up work of "Dark Soul" or the follow-up innovative production of "Monster Hunter", it proves this point.
The same is true for the display of damage figures.
Give players the option to switch. Players who don’t want to experience that **** are naturally on.
Players who want to experience **** will actively shut down.
If it is forcibly closed, for those players who do not like that hard core, they will also look at the strategy, wait for others to complete the wasteland, and then look at the weaknesses of the monster, instead of choosing to ride the cat car again and again, the wasteland is successful.
What's more, even if the number is displayed, even if it clearly tells you where the weakness of BOSS is.
Players may not be able to play, the pedicure, the back rubbing is not pedicure rubbing back?
You know, which old hunter was once not a master of pedicure?