Almighty Game Designer

Chapter 527 Battle System (Ergon)

Also, players want to be able to see the character's appearance, clothes, and movements all the time.

Abandoned a slight sense of substitution and gained so many advantages that most 3A masterpieces on the PC all took this perspective.

If we continue to follow a third-party perspective on the VR platform, the biggest problem is that the advantages of the VR platform are not being exploited.

The biggest advantage of the VR platform is the sense of substitution, which definitely cannot be discarded.

At the same time, because the player's actual field of view on the VR platform is also 124 degrees, and the player can feel the touch coming from different parts of the body when attacked, the problem of limited field of view does not exist at all, and there is no need to worry, where the enemy cannot be found.

The last remaining problem is that the player can't see the appearance and movement of his character, which is actually a good solution, and Chen is ready to add two features.

One is the video playback system, where players can record their battles in level and boss battles and play them back from God's perspective. This allows players to see what they look like in battle at will.

The other is God's Perspective Observation mode, where players can freely switch to God's Perspective, observe the character's appearance, and facilitate assembly and street dancing by those appearance parties.

This essentially solves the first person perspective problem on the VR platform.

In addition, the Dark Soul in VR mode has the advantage that the distance control will be more precise and immersive.

Of course, it will be more painful...

But suffering is the core fun of the game.

In addition, it is enriching some specific battle details.

With the support of Pangu, it is possible to build more complex combat systems.

The changes the Pangu system has made to the Black Soul Combat System are mainly in three ways.

The first is to determine the various strike positions more accurately. Players use the tip of the sword, the body of the sword, and use different movements such as chopping, shooting, and spurting. The effects of chopping on different parts of the monster's body also vary.

The monster's armor deliberately makes some gaps, such as the average knight's armor, which has a very hard slab exterior, but only wears a relatively soft locking lining at the joint junction.

If the player is able to pierce a gap in the armor, it can cause more damage to the monster.

At the same time, cutting different parts of the armor will calculate the impact on the enemy based on the force of the cut, which will also cause some damage to the enemy.

Of course, the backstabbing, execution, etc. settings are still preserved in the game, but the trigger method is not the same as the previous one. People can try the backstabbing just behind the oblique side of the monster, but the concrete success depends on the calculation of the Pangu system.

The second is that the power judgment of the entire game becomes more precise.

Different weapons have different impact forces, and heavy blunt machines like hammers are much more useful than swords when dealing with heavily armored enemies.

In the original Dark Soul, as long as the player holds the Ultra Large Shield and the enemy cuts it onto the Ultra Large Shield, it will only reduce his energy, but after the magic change, if the enemy attacks the Ultra Large Shield with a hammer weapon and the player's power attributes are insufficient, he will still suffer minor damage.

At the same time, when the player can collide with the monster's knife, the player's knife and the monster's knife, calculate the power difference between the two sides, and based on this, determine the results after the collision, and feed them back to both sides.

If it is an enemy sword of two equally powerful enemies, the knife of both sides will bounce back a little after the collision, while consuming some energy for the player.

If one party's energy has been exhausted, it will produce the same effect as the shield, with a more obvious stiffness.

Under this scenario, players actually have more reckless opportunities and closer proximity to real combat.

Of course, such a change is also problematic, because attribute disparities can make fighting even less suspicious, and if both the power and energy of one side crush the other, then the sword becomes a unilateral massacre.

This can be solved by adding a few other minor changes, such as setting a threshold for strength and energy, modifying the matching algorithm when the player and player pk, or making up for the weaker party attributes.

These are, of course, the last words that need to be considered in detail when developing the networking model.

Thirdly, the richness of the fighting can be increased.

In the original Dark Soul, if a player triggers a backstab on a monster, the monster will have a relatively long invincible frame when it lands, and the player will not be able to make any output to the monster until the monster climbs up.

Of course, there are many other considerations in this design, mainly due to the balance of the game, while Chen Jiao intends to adopt another approach.

In a true knight duel, if one side caused a backstab on the other side, the victories and losses of both sides would have long been divided, with only one side being backstabbed dead.

So the change is that once one of the players is stabbed in the back and then kicked to the ground, another player can apply a subsequent chase, such as hitting the ground after a high jump.

(Some of the special weapons tactics in the original can hunt down the fallen enemy, but in smaller numbers.

On the other hand, the party stabbed in the back must roll away from the blow in a timely manner, otherwise it will suffer heavy pursuit injuries.

In addition, Chen Qiao introduced a new setting, Limit Energy Value.

In a critical situation, when the player's energy slot has run out, he or she can overrun his or her own energy if a rolling motion is still needed.

The limit energy value of an overdraft is very limited, and the original energy bar returns slowly after the overdraft.

When the limit energy is full, the normal energy bar returns to normal speed.

This scenario is actually similar to the outbreak of potential at a crisis juncture, when many exhausted people often explode a very powerful force to survive.

With the addition of this setting, the energy value is cut off by a set of cuts and not cut completely by anyone, with at least one chance of survival.

(The energy value in the dark soul can actually be understood as the health value, which can be consumed by rolling, attacking, defending, etc., but it cannot be called strength, because in the dark soul, the health value affects the person's weight-bearing abilities, which are two completely different attributes.

With this change, the entire Dark Soul battle system will become more complex and volatile and closer to real combat.

Some special forms of combat are also allowed, such as the battle between the Red Viper and the Mountain in a song of ice and fire, where a unit of red Viper leather armor is constantly attacking the crevices of the Mountain armor with flexible positioning and disinfectant longguns, winning by accumulating "almost” toxins, which is also achievable under this battle system.