Back to the game, Yun Xiaohan still has four hours in today's 28th period, and he still has to do the daily routine of the territory, so he definitely won't be able to make full use of it.
But he couldn't care about that now, he was anxious to test the game cabin.
According to the researcher, the game cabin is a combination of somatosensory simulation and thought-sensory simulation. In the normal mode, somatosensory is the main control, with thoughts being the auxiliary, and voice control is the auxiliary. In the "thought-sensory control mode", thoughts are the main control, and somatosensory is the auxiliary.
, there is no voice control at this time, the voice control is used to speak.
After using the game cabin, you can still use virtual keys, but the key layout is no longer a keyboard layout, but is set by the player. Players can dismantle the keys and place them in any position.
You can place it next to your arm, on both sides of your body, or on both sides of your cheeks. Anyway, as long as the player finds it convenient and can click on it.
Players can also use various small movements and voice to issue instructions.
Because he wanted to fully understand the operating mode of the game cabin, Yun Xiaohan conducted very detailed tests.
The first thing to test is the field of view.
For example, in the simple action of looking behind you, in the keyboard and mouse operation mode, the player needs to turn around. But now after the somatosensory simulation, he only needs to make a head-turning movement in the game cabin, and his body can still face forward.
For example, if you look up or down, you have to use the mouse to adjust the angle of view. Now you just need to look in that direction with your eyes naturally. In this way, the adjustment of the angle of view becomes extremely convenient and quick, and can be completed naturally.
Already.
To put it simply, the way the field of view of the game cabin is adjusted is not much different from that in reality.
The only difference may be the field of view, which is also limited by the game settings.
The third-person perspective, the so-called bird's-eye view mode, has not been cancelled, but it must be called separately, because it is generally used for players to take photos or videos. In the perspective of perspective, you can only see the scenery, and other operations are disabled.
I can't even speak, let alone control my character.
In addition, in some special occasions, such as battles, plots or dungeons, just like the virtual helmet, the long-range perspective is not allowed.
The second test is combat operation. You don’t need to use skills first, and try various body movements.
To block with a shield, Yun Xiaohan could only move left or right or turn to adjust the position of the shield. If there were a large number of enemies, it would be very troublesome to adjust, and some places could not be taken into consideration.
But with the game cabin, he can make fine adjustments through somatosensory simulation, just like moving the shield with his hands in real life instead of moving it as a whole, which means that the movements are more detailed and the movement speed is greatly increased.
For example, someone previously attacked Yun Xiaohan from the right side. Because he was holding a shield with his left hand, he had to turn around and face the right side in order to block the enemy's attack.
In other words, although the previous game system would help the player make some corrections, for example, if the enemy's attack came and was a little different from the position of the shield, then the system would automatically control your character's shield hand to help you adjust the position of the shield.
This adjustment range is very limited, and if it deviates a little further, it will be unstoppable.
Therefore, some players who do not operate well will often get into trouble, either turning but not turning in place, or turning around, and then unable to block the enemy's attack.
Now with body-sensory simulation, the operation is much simpler. You don’t necessarily need to turn around to attack from the side. You just need to deflect your hand to the side. It feels like you are actually fighting with a weightless shield.
It should be noted that once the somatosensory operation is used, the automatic correction of the game master brain is completely cancelled, and it is completely up to the player himself.
Comprehensive comparison shows that the operation has become more convenient, but the operation details have also been greatly increased.
In the past, I used a shield to protect the front. Even if the shield was relatively small, with the automatic correction of the main brain, the chest area would definitely not be hit again.
Now it is entirely up to the player to perform micro-control. If the player moves his hand, or even just shakes his hand and the shield deflects, the enemy's attack may be missed.
The upper limit of operations has been greatly increased, but the requirements for players have also increased a lot. Bastards who are easily distracted can easily make mistakes.
But even so, it was still very satisfying, especially for Yun Xiaohan. Because he was too big before, even if he held a giant shield and had a huge blocking area, he would still miss some attacks.
Now that there is somatosensory simulation, once he becomes proficient in operating it, it will be difficult for the enemy's attacks to break through his shield.
At this point in the test, Yun Xiaohan suddenly thought of the skill [parry].
[Parry] is similar to shield block. You must be right in the attack path to trigger block or parry.
However, the area of the weapon is much smaller than that of the shield. Even with system corrections, the parry trigger rate is still very impressive. It often happens that the enemy's weapon hits the player's weapon, which is not very practical.
In this case, [Parry] is very unpopular with players. Generally, only players who use dual-wielding weapons or large two-handed weapons will learn it. Not everyone learns it, and only a few use these two methods.
Route, and players who are confident in their own operations will learn it.
But isn’t there now body-sensory simulation? Shield blocking can be micro-controlled, and weapon parrying is also possible. Even if the operational requirements are higher, it is not a problem for people like Yun Xiaohan. If the operational requirements are high, then
Practice more and more until it becomes instinctive in your body.
Moreover, Yun Xiaohan will need to change to a large two-handed weapon in the future, and he will have to learn [parry] sooner or later, but now he is just moving this matter forward.
[Parry] is an ordinary non-level professional skill, but it cannot be learned from a skill instructor. It must be learned using a skill book.
[Parry] is not a core professional skill, nor is it a framework skill. The explosion rate of the skill book is not high, but it is not low either, generally at a lower level.
However, because it is not favored by players, it is classified as a junk skill book. The price is quite cheap, and it is often even used in exchange for skills.
Now that there is a game cabin, the price of [Parry] will definitely rise sharply. Yun Xiaohan wants to take advantage of other players who haven't gotten the game cabin to quickly buy it and stock up.
If the defense is like this, the attack will naturally change accordingly.
The somatosensory simulation allows players to adjust the attack angle on their own. It turns out that if players want to attack the enemy's vital points, it's not that they can't do it, but the adjustment process is very cumbersome.
For example, Yun Xiaohan used to like to use [Thunder Spear]. In the past, he could only throw the spear at the monster's position. Even if he was very close to the monster, it was still difficult to aim.
He can only adjust the left and right bias by moving laterally and turning, squatting, and jumping up to adjust the height (the spear is released during the squatting or jumping process, rather than completely squatting or after jumping), because it must be done while squatting or jumping.
In the process of shooting, it is difficult to grasp the timing so accurately, and the hit rate can be imagined.
After the somatosensory simulation, he can aim by changing the position of his hand and fine-tuning his hand shape. He can even throw it at an angle, so the tedious adjustment is greatly reduced.
Of course, the simplification of the process does not mean that the difficulty of the operation is reduced, especially for throwing and shooting long-range attacks.
ps: It was really difficult to write this kind of chapter. I had to write and rewrite it, and the changes were excessive and destroyed the balance, but there were no obvious changes and it did not reflect the operational evolution brought about by the game cabin.
But I had originally thought about writing about the struggle and adaptation process of a player from the old keyboard and mouse era after entering the new operating era (not just Yun Xiaohan). I thought it would be very interesting and very real, so this is