The combat experience in Chapter 423 is truly unique!
Because it is just a demo, there are not many mobs in the game, only three different mobs.
In addition to the previous fashion dolls, there are also butler dolls wearing gentleman's tuxedos, as well as larger animal-like monsters.
The body shape of the butler doll is roughly similar to that of the fashion doll, but the attack action module is slightly different.
The lycanthropic monster is a creature that looks somewhere between a bear and a wolf. It has long black and gray-white hair all over its body. Its behavior pattern is very different from that of the doll, and its movements are more consistent. intuition.
However, its powerful body and extremely impactful moves still make it an elite monster that is quite difficult to deal with.
Qiu Qinghong further experienced the remaining content of the combat system, such as adjusting his puppet transformation, trying other weapons, and testing the functions of the puppet's prosthetic limbs, such as using flame-enchanted weapons. Afterwards, significant damage can be caused to lycanthropic monsters.
More hair is weaker than fire. This is already the default unspoken rule of the game.
As for the doll, attacking with fire attributes has little effect, and using electric attributes is obviously better.
Qiu Qinghong noticed that there are also different attack attributes in the game. For enemies with different resistances, choosing different attack attributes can often achieve twice the result with half the effort.
For example, fire can make enemies burn, which is very effective against long-haired monsters; dolls are afraid of electricity; large monsters are weak to bleeding; acid can accelerate the erosion of the doll's body and cold weapons; and the explosive attribute may make some equipment Large thermal weapons explode enemies' chambers and more.
Most of these different attack attributes are derived from the character's puppet prosthetics, and of course some are achieved through special props.
Because the game is still in the demo stage, all the props that were originally obtained during the game process have been given to the players.
After Qiu Qinghong tried them all, he handed the game controller to others to experience, with a slightly complicated expression.
“Well...from the quality of the game, of course there is no problem at all.
"It's this combat experience, how should I put it...
"It's very Ni Tiantian's consistent style, very, unique! ”
I have to say that Qiu Qinghong’s speech is indeed relatively high in emotional intelligence.
There is definitely no problem in terms of the quality of the game. Although action games themselves require more accumulation, inversely Paradise has made quite a few action games before, and has a lot of successful experience. Of course, there is no problem with its technical reserves.
But is this combat system exciting? No.
Qiu Qinghong had a vague feeling that Nitiantian obviously knew how to make the action system good and make players happy, but they deliberately didn't do it.
This is like a paper. It is not easy to get a perfect score, but it is also not easy to get a zero score.
If you can avoid all the correct answers accurately, it means you really have something.
The combat experience of the demo of "Blood of Lies" is just like this. Nitiantian knows where the players' pleasure points are, but they deliberately ignore them and rub around casually, which is annoying.
Take the GP system in this game as an example. Logically speaking, GP is a major entertainment point for players, and most games will try to shorten the forward movement time of GP as much as possible.
For example, "Ascension" does this. Players only need to press the defense button when the attack is about to hit them, and the GP effect can be exerted.
In some other action games, even if the GP is worried about being too powerful and some weaken it, there are still some traces to follow. For example, add a not too long, relatively fixed forward swing to the GP, or let the GP add a preparatory action, but you can wait for a period of time while the preparatory action continues.
Or maybe GP is very simple, but the income of GP is lowered.
For example, GP cannot directly cause the boss to become stiff, but only reduces the toughness bar. The stiffness will not occur until the toughness bar is completely reduced.
But "Blood of Lies" obviously adopts a completely different approach. Not only is the GP timing of each weapon completely different, but it also has a long forward swing action, which obviously maximizes the players' understanding of GP. The cost of practice for this operation.
The same goes for part destruction. According to normal game design, part destruction is only given to monsters, so that players can get a sense of satisfaction when destroying monster parts.
As for arranging parts destruction for players?
The player itself is already as brittle as a piece of paper. Coupled with the damage to the parts, it is very likely that the player will be lame even though there is still a health bar. Various performances will be greatly reduced, and the player's thoughts will be replaced. Think about it, how irritating is this?
As for other mechanisms in this game, such as the lying mechanism that has not yet been produced but is included in the design plan, Qiu Qinghong always feels that there seems to be something else going on here.
Although it seems to be an interesting mechanism at first glance and should give players more choices, it always feels like there are some hidden pitfalls that can only be realized when you actually get started and experience it.
At this time, the second trial employee has also put on the pain mask.
"Mr. Wei, the current difficulty of this game...isn't it a little too outrageous?
"Can the players really accept it? "
Wei Chengjie was silent for a moment, not knowing how to answer.
Is it ridiculously difficult?
Of course it’s outrageous!
As the producer of Nitiantian, how could he not know how difficult this game is?
But the difficulty cannot be changed, because it was finalized by Mr. Li and approved by Mr. Gu. Even if it needs to be adjusted, it can only be adjusted upward.
Thinking of this, he could only cough twice: "The difficulty is indeed more challenging, but considering that the difficulty of "Ascension" did not cause any trouble to the players, "Blood of Lies" should not be there either.
"As an action game, we still have to continue to provide players with new and difficult challenges! Otherwise, they will simply pass the level, and they will feel that this game is a loss.
"Besides, The scientific research capabilities of the players are very scary. Maybe the players can solve the problems that we are helpless to solve with a little research. "
Qiu Qinghong was speechless for a moment, but he could only nod: "Okay, Mr. Wei, let's determine the workload..."
Although everyone was a little confused by the demo of this game , but after all, the entire studio has sold itself to Nitiantian at this time, and does not have any right to make suggestions on how to develop the game.
We can only strictly follow the design plan given by Nitiantian. Do your part
But, anyway, whether this game is a loss or a profit has little to do with them. It is better to make a profit, maybe you can get some bonuses, but it doesn't matter if you lose, as long as there are droughts and floods.
(End of this chapter)