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1367 Under the changes brought about by the game cabin

After changing the game cabin, the game gives players two options. One is the same as before, and the system provides players with an aiming frame as an aid; the other is that there is no aiming frame and they rely entirely on their own personal abilities.

The manual operation is definitely more difficult than aiming assist, but it also has more possibilities.

The same is true for melee combat. In the past, unless the enemy moved or rolled, it was difficult to miss a person with a face-to-face basic attack. But it is different now. Cutting in the wrong direction is unavoidable.

This is also thanks to the fact that somatosensory simulation is not a completely real simulation. Many body movements are limited by equipment and computing power and cannot be completely simulated. Attack movements such as slashing and slashing can only be done in a superficial way. The system can complete the movements. Otherwise, those hands and feet will not be fully simulated.

Players who are clumsy and slow to react may really miss someone all the time.

It is probably with this in mind that the official did not pursue a fully realistic simulation. After all, this is just a game. If everything is based on reality, it will be a matter of physical fitness. Is there any way to survive for gamers? Just replace it with sports athletes.

But no matter how difficult it is, there will still be a large number of players who will try the new operating mode. After all, this mode is more novel, more impactful, and more interesting to play. And the most important thing is that players have spent so much money to buy game cabins.

If you still use the old operating mode, your money will be wasted.

So except for a small number of remote players who really can't adapt to the new mode, the vast majority of people still try to adapt.

Under the new operating mode, players can actively and targeted attack the enemy's vital parts.

Affected by this, the prices of [Vital Attack (Universal)] and [Vital Dodge (Universal)] will inevitably skyrocket. This is the so-called chain reaction.

[Vital attack (universal)], [Vital dodge (universal)] and [Parry] are different. These two are rare universal skills with no rank. They have low explosion rate and much higher practicality. The price is higher than [

Parry] is much higher.

Yun Xiaohan must learn these two skills, and he can also save more and wait to make a fortune.

Then he tested squatting, jumping and other movements.

These movements do not need to be completed completely. For squatting, you only need to bend your knees, and for jumping, you only need to stand on tiptoes. They will be completed systematically later.

After all, it is impossible for players to squat and jump frequently in the game cabin, nor can they jump up in the game cabin, and the characters in the game have much stronger athletic abilities than the players.

The degree of squatting is directly proportional to the knee bending range, and the jumping height is related to the strength of tiptoes. The harder you jump, the higher you jump, but it will not exceed the maximum jumping height.

This is true for squatting and jumping, and presumably rolling and other movements are also similar.

Not to mention the more violent actions, the player himself will definitely not be able to complete them, so he can only pose or give a pre-set body signal, and the subsequent actions will be completed by computing power.

It is precisely for this reason that there is a special "thought control mode" that requires players to actively or passively activate it for a limited time.

In contrast, actions that only require the use of hands, such as moving shields, do not consume too much computing resources, because players can complete these small actions themselves in the game cabin, and the game cabin only directly reflects them into the game.

Let’s look at the operational changes of skills.

The setting of shortcut commands is still very convenient, at least in Yun Xiaohan's opinion.

Various micro-movements can be used as shortcut commands. With just one finger command, Yun Xiaohan can come up with many commands, such as flexing his fingers, snapping his fingers, pointing together, clenching his fists and extending his fingers, etc. He can also do it with multiple fingers at the same time, making it easy to set up.

Issued seven to eighty instructions.

Using finger commands will not affect the player's combat. The game character will not be unable to hold the weapon or shield just because he moves his fingers. The arm movement will not conflict with the finger movements. The adjustments for chopping and throwing are only related to the hand movements.

Orientation related.

Side actions such as sticking out the tongue and pushing out the belly can also be set as shortcut commands. Anyway, as long as the player dares to think about it and does not conflict with the regular somatosensory operations, it can be set as a shortcut command.

Voice commands are also very easy to use. It is also very convenient to use a certain number or a single Chinese character as a voice command, which is no worse than finger commands.

The game master's recognition ability is very strong. As long as the player sets it up cleverly, it will not be confused with normal shouting.

For example, when Yun Xiaohan uses [Heavy Attack], he just needs to shout "Heavy". However, when he is speaking normally, if there is also the word "Heavy" in his sentence, it will not be misjudged by the system. Just put "Heavy".

Heavy attack] Get out.

Although they all say "heavy", the "heavy" shouted when using skills is specially set by Yun Xiaohan. In order to allow the system to recognize and remember it, he will shout it dozens of times during the setting. The pronunciation is different from normal speech and is very short.

, while the "heavy" in normal speaking is pronounced relatively naturally, without deliberately emphasizing and controlling the speaking speed.

In addition, the word "heavy" when using skills is only one word, and normal speech rarely uses only one word, so the system can distinguish it.

Of course, if you talk too much, misplacement of skills will inevitably occur. In order to avoid this situation, it is best not to set some commonly used words as voice commands.

Micro-operation instructions and voice instructions do not conflict, and the two can be used in combination.

In terms of skill aiming, non-pointing skills provide players with a trajectory of only one to two yards as a guide. Players can adjust it by changing the position and direction of their hands just like a throwing attack.

Pointing skills, locking skills, and skills that require landing points are all selected through mental simulation.

Yun Xiaohan especially likes this. Sense simulation selection is faster and more accurate than mouse click.

There are also some other differences, but there is no need to list them all in detail.

If the full score of the keyboard and mouse operation mode is 100 points, Yun Xiaohan is deeply immersed in this, and he can get at least 99 points out of 100 points.

But now that he has changed the game cabin, Yun Xiaohan is not familiar with the somatosensory and telesensory operation modes, and the operation score he got is not even up to the passing level.

But the full score of the physical and mental operation mode is 200 points. Even though he is still not used to it, because the upper limit of operation has been greatly increased, players can make more delicate operations, block better and hit key points more accurately.

The casting of skills is also faster and more flexible, and the actual operation effect has been improved.

Adding and subtracting the two, he can still score 70 to 80 points.

Although this score is currently lower than that of the keyboard and mouse operation mode, as he becomes familiar with the new operation mode, the score will become higher and higher.

Yun Xiaohan is still very confident in his gaming talent, and he has also begun to consider a self-training plan.

I believe that it only takes about three days for him to catch up with the original operation effect, and after a week he will be able to basically adapt to the new operation mode, which is to achieve the passing level of 120 points.

It shouldn't be that fast if you go up any higher, you have to work your way up slowly.

PS: This chapter is extremely difficult to write. In fact, it doesn’t need to be written in such detail, but I have obsessive-compulsive disorder and want everyone to see the specific changes in the operation and understand how the protagonist practices in the future. If it is written clearly, in the future PK

, the player's operational gap can be written out.


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