Chapter 525 Combat System
Moreover, players also hope to see the character's appearance, clothes and movements all the time.
I have abandoned a little bit of insignificant sense of substitution and gained so many advantages, so most of the 3A masterpieces on PC use this perspective.
If you continue to use the third-person follow-up perspective on the VR platform, the biggest problem is that the advantages of the VR platform have not been used.
The biggest advantage of the vr platform is its sense of inclusion, and it must not be abandoned.
At the same time, because the actual field of vision of the player on the VR platform is also 124 degrees, and the player can feel the touch from different parts of the body when attacked, so the problem of limited field of vision does not exist at all, and there is no need to worry about not being able to find the enemy where it is.
The last problem left is that the player cannot see the appearance and movement of his characters. In fact, this is also easy to solve. Chen Mo is preparing to add two functions.
One is a video playback system, where players can record their battles in levels and boss battles and play them back from the perspective of God. In this way, players can view their appearance when they fight at will.
Another is the God's perspective observation mode, where players can freely switch to God's perspective to observe the appearance of the characters, so that those appearance parties can match and dance street dance.
In this way, the first-person perspective problem on the VR platform has basically been solved.
In addition, the Dark Soul in VR mode has another advantage, which is that it will control distance more accurately and have a stronger sense of immersion.
Of course, I will suffer even more...
However, suffering is the core fun of this game.
In addition, it is to enrich some specific combat details.
With the support of Pangu system, it is possible to build a more complex combat system.
The changes brought by the Pangu system to the Black Soul combat system are mainly in three aspects.
The first is to determine the various hit positions more accurately. Players use sword tips and sword bodies, and use different actions such as slashing, provoking, and stabbing to cut different parts of the monster's body, and the effects caused are also different.
The monster's armor will make some gaps, such as ordinary knight armor, which has very hard plate armor on the outside, but can only wear relatively soft mail linings at joints.
If the player can pierce the gap in the armor, it can cause more damage to the monster.
At the same time, when chopping different parts of the armor, the impact force on the enemy will be calculated based on the force of the chopping, which will also cause certain damage to the enemy.
Of course, the game still retains settings such as backstab, execution, etc., but the triggering method is different from the previous game. They can try backstabs as long as they are diagonally behind the monster, but the specific success depends on the calculations of Pangu system.
The second is that the power judgment of the entire game becomes more accurate.
Different weapons have different impact powers. When dealing with heavy armored enemies, heavy blunt objects such as sledgehammers are much more useful than swords.
In the original work of "Dark Soul", as long as the player can lift a super-large shield and the enemy cuts it on the super-large shield, it will only reduce energy. However, after the magic modification, if the enemy uses hammer weapons to attack the super-large shield, and the player's power attributes are not enough, it will still suffer minor damage.
At the same time, players can compete with monsters for swords. When the player's sword and monster's swords collide with each other, they will calculate the power difference between the two sides, and use this as a basis to decide the result after the collision and feedback it to both sides.
If two enemies who are evenly matched in the swords, then the swords of both sides will bounce back slightly after the collision, which will consume a certain amount of energy from the player.
If one party's energy has been exhausted, it will produce the same effect as the shield, and a relatively obvious straightening will appear.
Under this setting, players actually have more reckless opportunities and are closer to real battles.
Of course, such changes are actually problematic, that is, the attribute gap may make the battle more suspenseless. If one side’s strength and energy both crush the other side, then the fight will become a unilateral massacre.
In this regard, some other small changes can be solved, such as setting the threshold of strength and energy, modifying the matching algorithm when the player pks, or completing the attributes of the weak side, etc.
Of course, these are the last word, and you only need to consider in detail when creating the networking mode.
The third is that it can increase the richness of the battle.
In the original "Dark Souls", if the player triggers a backstab on the monster, the monster will have a relatively long invincible frame when it falls to the ground. Before the monster gets up, the player cannot make any output to the monster.
Of course, this design has many other considerations, the main consideration is the balance of the game, and Chen Mo plans to adopt another approach.
In a real knight duel, if one side causes a backstab on the other side, the winner and defeat of both sides will have long been decided, and the backstab will only be dead.
So Chen Mo's method of changing is that once one party is back-stinged and then kicked to the ground, another player can apply subsequent pursuit actions on him, such as leaping high and then hitting the ground.
(Some special weapons and combat skills in the original work can chase down enemies, but the number is relatively small.)
The party who is back-pricked must roll and avoid this attack in time, otherwise it will suffer high amounts of pursuit damage.
In addition, Chen Mo has also introduced a new setting, the ultimate energy value.
In critical situations, when the player's energy slot has been exhausted, if you still need to make a rolling action, you can overdraw your energy value.
The extreme energy value that can be overdrawn is very limited. After overdrawn, the recovery speed of the original energy value bar will slow down.
After the extreme energy value is full, the recovery speed of the ordinary energy value bar will return to normal.
This setting is actually similar to the potential explosion at a critical moment. Many exhausted people often burst out with a very powerful force at a critical moment in order to survive.
After adding this setting, the energy value will not be completely slaughtered after being cut off by a set, and at least there is a chance to save your life.
(The energy value in the dark soul can actually be understood as physical strength value, rolling, attack, defense and other operations will be consumed, but it cannot be called physical strength, because in the dark soul, physical strength value affects the character's weight-bearing ability, which are two completely different attributes.)
After this change, the entire Dark Souls battle system will become more complex and changeable, and closer to real combat.
Chapter completed!