Chapter 525: Combat System (Second Update)
Also, players want to be able to see their character's appearance, clothes, and movements all the time.
Abandon a little bit of insignificant substitution,Gain so many advantages,So most of the 3A masterpieces on the PC,All use this perspective。
If we continue to use the third-person following perspective on the VR platform, the biggest problem is that the advantages of the VR platform are not being brought into play.
The biggest advantage of the VR platform is the sense of substitution, which must not be abandoned.
At the same time, because the actual field of view 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, the problem of limited vision does not exist at all, and there is no need to worry, you can't find where the enemy is.
The last problem left is that players can't see the appearance and movements of their characters, in fact, this is also very easy to solve, Chen Mo is ready to add two functions.
One is the video replay system, where players can record their battles in levels and boss battles and replay them from God's perspective. This allows players to see what they look like when they are fighting.
The other is the God's Perspective Observation Mode, where players can freely switch to God's perspective to observe the appearance of the characters, which is convenient for those appearance parties to equip and dance.
In this way, the problem of first-person view on the VR platform is basically solved.
In addition, Dark Souls in VR mode has the advantage of being more accurate in its control of distance and more immersive.
Of course, it will suffer even more......
However, suffering is the core of the game's fun.
In addition, it is to enrich some specific combat details.
With the support of the Pangu system, it is possible to build a more complex combat system.
The changes brought by the Pangu system to the Black Souls combat system are mainly in three aspects.
The first is to be more accurate in determining the position of various hits, players use the tip of the sword, the blade of the sword, and use different actions such as slashing, picking, and stabbing at different parts of the monster's body, and the effects are also different.
Monsters will deliberately make some gaps in their armor, such as regular knight armor, which has very hard plate armor on the outside, but can only wear a relatively soft chain mail lining at the joints.
If the player is able to pierce the gaps in the armor, they can deal more damage to monsters.
At the same time, slashing to different parts of the armor will calculate the impact force on the enemy according to the force of the slash, and will also cause a certain amount of damage to the enemy.
Of course,The game still retains the backstabbing、Execution and other settings,It's just that the trigger method is not the same as the previous work.,People can try backstabbing as long as they are diagonally behind the monster.,But the specific success or not,It still depends on the calculation of the Pangu system.。
The second is that the power determination of the entire game has become more precise.
Different weapons have different impact power, and when dealing with heavily armored enemies, a heavy blunt weapon such as a sledgehammer can be much more useful than a sword.
In the original "Dark Souls", as long as the player can hold up the extra-large shield, the enemy will only reduce energy when he slashes to the extra-large shield, but after the magic change, if the enemy attacks the extra-large shield with a hammer-like weapon, and the player's strength attribute is not enough, it will still take slight damage.
At the same time, the player can fight with the monster, and when the player's knife and the monster's knife collide together, the difference in strength between the two sides will be calculated, and based on this, the result of the impact will be determined and fed back to both sides.
If two evenly matched enemies are fighting, both knives will bounce back slightly after the collision, which will cost the player a certain amount of energy.
If one side's energy is exhausted, it will have the same effect as the shield reversal, with a more pronounced hitstun.
In this setting, players actually have more opportunities to be reckless, and they are closer to the real battle.
Of course, there is a problem with this change, which is that the difference in attributes may make the battle more suspenseful, and if one side has both strength and energy to crush the other, then the fight becomes a one-sided slaughter.
In fact, there are some other minor changes that can be added to solve this, such as setting the threshold of strength and energy, modifying the matchmaking algorithm when players are pk, or completing the attributes of the weaker side, etc.
Of course, that's all for later, and you need to think about it in detail when making a networking model.
The third is that it can increase the richness of the battle.
In the original Dark Souls, if the player triggers a backstab on a monster, the monster will have a relatively long invincibility frame when it falls to the ground, and the player will not be able to make any output to the monster until the monster gets up.
Of course, there are many other considerations for this design, the main consideration is from the balance of the game, and Chen Mo intends to adopt another approach.
In a real knight duel, if one side stabs the other in the back, then the winner of both sides has long been decided, and the side that is backstabbed has only a dead end.
Therefore, Chen Mo's modification method is that once a party is backstabbed and then kicked to the ground, another player can apply follow-up pursuit actions to it, such as smashing the ground after jumping high.
(In the original game, some special weapons and skills can chase down downed enemies, but the number is relatively small.) )
The side that is backstabbed must roll in time to dodge the blow, otherwise they will suffer high pursuit damage.
In addition, Chen Mo also introduced a new setting, the limit energy value.
In a critical situation, when the player's energy gauge has been exhausted, if they still need to perform a roll, they can overdraw their energy points.
The maximum energy value that can be overdrawn is very limited, and after the overdraft, the original energy bar recovery speed will be slowed down.
When the Stamina limit is full, the normal stamina bar's recovery rate will return to normal.
This setting is actually similar to the potential explosion at a crisis juncture, where many exhausted people often explode into a very powerful force in order to survive.
After adding this setting, after the energy value is cut by a set, it will not be completely slaughtered, at least there is a chance to save your life.
(The energy value in Dark Soul, in fact, can be understood as the physical value, rolling, attacking, defending and other operations will be consumed, but it cannot be called physical strength, because in Dark Souls, the physical value affects the character's weight-bearing capacity, which are two completely different attributes.) )
With this change, the combat system throughout Dark Souls will become more complex and more varied, and closer to real combat.
Some special combat methods are also allowed, such as the battle between the Red Viper and the Magic Mountain in A Song of Ice and Fire, where a leather armored unit of the Red Viper relies on flexible positioning and a poisonous spear to constantly attack the gaps in the armor of the Demon Mountain, and "almost" wins through the accumulation of toxins, which can also be achieved under this combat system.