Chapter 114: A Real Fighting Game

After seeing this extremely high-definition close-range battle screen, the audience really understood the meaning of Chen Peng's real all-round confrontational combat game. Small o

I saw that the characters controlled by the two players on the screen collided fiercely together, and the weapons of the two sides quickly separated with the figures that pulled away in both directions, bringing up a little spark. Immediately, the NPC soldiers behind the two sides had already swarmed up and started a fierce battle, and for a while, metal fragments and blood flew everywhere.

Although in order to prevent harmony and other factors, the picture is still very realistic, especially the realistic physical collision effects, the muscle tremors caused by each movement, the dust raised by each step or the weeds that are trampled over, etc., all look completely indistinguishable from a real-world cold weapon battle.

Of course, the camera never left the two protagonists who had been fighting for life, only to see that they soon fought together again, and once again started a fierce and suffocating battle.

Judging from the picture that comes out of the target table, this is a real fighting game for the audience, but it is placed in the background of the fighting battlefield. It was only when the audience enjoyed this blockbuster-like battle scene and carefully observed the details for a while that something was wrong.

Fighting games are a kind of action games, with exquisite characters and complex move settings to provide players with a strong sense of battle, and the player's judgment and micro-operation ability play the most important role in winning or losing.

But no matter how complex and gorgeous the moves in the fighting game are, each move is actually fixed, and all factors such as the strike point, degree, and sense of power are exactly the same in the same move, which is the standard procedural product.

Although there is unprecedented freedom in "Balranta World", in terms of combat, in order to consider the player's acceptance, although the on-the-spot action choices in the combat system are diverse, the actual effect is basically fixed, and at most some different effects are produced according to the skills possessed by each player character.

But in "Holy War", the appearance of Xiàn is not like this at all.

The characters controlled by the two players show very simple slashing and blocking actions, but it is clear that each of their attacks or defenses, whether it is angle, degree, strength or even the loss of balance caused by the effect is completely different, just like a real battle, where there is no fixed move, it is completely which one can be used to kill the opponent most effectively, and the characteristics of real combat are vividly embodied.

For this characteristic of the game, the audience at the scene was discussing, completely unable to understand how the player who controlled the game character did it, could it be that the sage controller could complete such a complex action judgment?

And Chen Peng's answer is that of course it is not what the audience thinks, maybe these players can do this accurately after a long period of workout, but now they are actually relying on the special system mechanism in this game.

Unlike the various combat skills in "Balanta World", which only have various powers and special effects, in "Holy War", all combat skills have an additional modifier value jù.

The so-called modifier value is a certain correction effect on the final use effect when the player chooses to use the skill action.

Bahnia's Blood Raven Sword Skill, for example, has two basic modifiers - Hit and Block, as well as two special modifiers: Piercing and Tear.

The hit modifier determines how much of the game's character's attack is likely to hit the target when attacking while using the sword, while the block modifier is an auto-modifier for defending against enemy attacks.

As for the Piercing modifier and the Tear modifier, the former increases the likelihood of destroying the enemy's armor if it hits the enemy, while the latter increases the strength of the torn and bleeding effects of the enemy's body after hitting it.

The basic modifier value is available to any combat skill, but the strength is different, and the special modifier value is unique to certain combat skills, like other special modifiers, there are no less than dozens of kinds of solidity, dexterity, elapse, afterimage, etc.

At the beginning of Holy War, players can only choose from two basic combat skills that only have basic modifiers, and as the player's rank increases, they can gradually obtain advanced combat skills with special modifiers. It should be noted that although the actual combat effect of basic combat skills is far inferior to that of advanced combat skills under the condition of the same level of skill level, it has a certain bonus effect on the advanced skills of the same system, and has a weakening effect on some other incompatible advanced combat skills, so it is important to choose an effective and suitable skill upgrade system for yourself.

In addition, there are command skills, logistics skills, reconnaissance skills, stealth skills, etc., so that players can have the most abundant choices.

Under this special combat skill system, players can combine their own skill upgrade system at will, and the independent skill tree of each faction can completely combine countless skill combinations, thus forming a unique character formation route for players.

This is actually one of the directions in which "World of Balranta" will upgrade the game's combat system in the future, but now it is used in "Holy War" first, to find the shortcomings and problems that players have in the actual game, and then improve them.

That's why it was decided to start Holy War in the first place - two games can promote each other, make up for each other's shortcomings, and then improve together, and of course, now there's another game coming in, and that's Charge.

In the realm of thought, these three games from the same source can play a role in the effect that one plus one plus one is greater than three.

Of course, the actual situation depends on the specific operation of the game and the player's acceptance, but these have never felt that this is a problem for people in the field of thinking.

However, this is all for the future, and now the players in the game will not think about this, and they will only want to defeat their opponents and win this meaningful match.

……

Unlike other teammates who are fighting face-to-face with their opponents, Qi Zhihao's character is wandering around the field with some Swift Rangers.

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