1366 Game Pod brings changes on
Back to the game, Yun Xiaohan still has four hours in the 28th period today, and he still has to do the daily life of the territory, so he definitely can't make full use of it.
But he didn't care about that now, and he was in a hurry to test the game pod.
According to the researcher, the game cabin is a combination of somatosensory simulation and somatosensory simulation, in normal mode, somatosensory is the main, thinking is the secondary, voice-activated assistance, in the "thinking-sensing control mode", the thinking is the main, somatosensory is the secondary, there is no voice control at this time, and the voice control is used to speak.
Virtual keybins can still be used after using the game pod, but the keypad layout is no longer a keyboard layout, but is set by the player himself, and the player can disassemble the keypads and place them in any position.
It can be placed next to your arm, on the sides of your body, or on the sides of your cheeks, anyway, as long as the player feels convenient and can click on it.
Players can also use a variety of small actions and voices to give commands.
Because it is necessary to have a comprehensive understanding of the operation mode of the game cabin, Yun Xiaohan has done a very detailed test.
The first thing to test is the field of view.
For example, looking behind him is a simple action, and the player needs to turn around when looking behind him in keyboard and mouse operation mode, but now after the somatosensory simulation, he only needs to make a head-turning action in the game cabin, and his body can still face forward.
For example, if you look up obliquely and look at your feet, you have to use the mouse to adjust the viewing angle, and now you just need to look in that direction with your eyes naturally. In this way, the adjustment of the viewing angle becomes extremely easy and fast, and it is done naturally.
To put it simply, the way the field of view of the game pod is adjusted is not much different from that in reality.
The only difference may be the field of view, which is limited by the game's settings.
The third-person view of the long view, which is the so-called overhead mode, has not been canceled, but it has to be called separately, because it is generally used to take pictures or videos for the player, and in the long view you can only see the scenery, and other operations are disabled, and you can't even speak, let alone control your character.
In addition, in some special occasions, such as campaigns, plots, or dungeons, the use of long-range perspective is not allowed, just like the virtual helmet.
The second test is combat operations, where you don't need to use skills and try out various body movements.
Raising the shield to block, Yun Xiaohan could only move left and right or turn to adjust the position of the shield, if there are a large number of enemies, it will be very troublesome to adjust, and some places cannot be taken into account.
But with the game pod, he can fine-tune it through somatosensory simulation, just like moving the shield with his hand in reality, rather than moving it as a whole, which means that the movement is more detailed and the moving speed is greatly improved.
For example, someone attacked Yun Xiaohan from the right side before, because he was holding a shield in his left hand, so he had to turn around and turn to the right side to block the enemy's attack.
That is to say, although the game system will help the player make a little correction, such as the enemy's attack is coming, and the position of the shield is a little far away, and then the system will automatically control your character's shield hand and help you adjust the position of the shield.
The range of this adjustment is very limited, and it cannot be stopped if it deviates a little farther.
As a result, some players who don't play well will often have problems, either turning around and not turning in place, or turning around, and then they can't block the enemy's attacks.
Now the somatosensory simulation, the operation is much simpler, and the side attack does not necessarily need to turn around, just deflect the hand to the side, and it feels like really taking a weightless shield in battle.
It should be noted that once the somatosensory operation is used, the automatic correction of the game brain is completely canceled, and it is completely up to the player.
In a comprehensive comparison, the operation has become more convenient, but the operation details have also increased greatly.
In the past, the shield was used to protect the front, even if the shield was relatively small, but with the automatic correction of the main brain, the chest would definitely not be hit again.
Now that it's up to the player to do it all by himself, then the player's hand is not a little moved, or even just a hand shakes, and the shield is deflected, which may cause the enemy to miss the attack.
The upper limit of the operation has been greatly increased, but the requirements for the player have also increased a lot, and the bastard who is easily distracted is prone to mistakes.
But even this is still very cool, especially for Yun Xiaohan, because he was too big before, even if he was holding a giant shield and the blocking area was huge, he would still miss some attacks.
Now with the somatosensory simulation, when he is proficient, it will be difficult for the enemy's attacks to break through his shield.
At this point of testing, Yun Xiaohan suddenly thought of the skill of [Parry].
[Parry] is similar to shield blocking, and you must block it right on the attack route to trigger a block or parry.
However, the area of the weapon is much smaller than the shield, and even with system corrections, the parry trigger rate is still very touching, and it is often the case that the enemy's weapon grazes the player's weapon and attacks it, which is not very practical.
In this case, [Parry] is very unpopular with players, generally only players who take the dual-wielding weapon route or large two-handed weapons will learn, not everyone learns, only a small number of players who take these two routes and are very confident in their own operation will learn.
But isn't there a somatosensory simulation now, the shield block can be micro-operated, and the weapon parry is of course OK, even if the requirements for operation will be higher, but it is not a problem for people like Yun Xiaohan, and if the operation requirements are high, practice more until it becomes a physical instinct.
Moreover, Yun Xiaohan will have to change to a large two-handed weapon in the future, and [Parry] will have to learn sooner or later, but now he is just advancing this matter.
[Parry] is an ordinary non-ranked professional skill, but you can't learn it from a skill tutor, so you have to use a skill book to learn it.
[Parry] is not a professional core skill, nor is it a framework skill, and the explosion rate of the skill book is not high, but it is not low either, and it is generally at a lower level.
But because it's not popular with players, it's classified as a garbage skill book, and the price is quite cheap, and it's even exchanged for skills in many cases.
Now that there is a game cabin, the price of this [parry] is definitely going to rise sharply, and Yun Xiaohan wants to take advantage of the fact that other players have not yet got the game cabin, so he quickly buys a wave and hoards the goods.
The defense is like this, and the attack naturally changes.
Somatosensory simulation allows players to adjust the attack angle by themselves, and it turns out that players want to attack the enemy's vital points, not because they can't do it, but because the adjustment process is cumbersome.
For example, Yun Xiaohan used to like to use [Thunder Spear]**, in the past, he could only throw spears 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 sideways and turning, squatting and jumping up to adjust the height (spear in the process of squatting or jumping, not fully squatting or jumping up), because it is difficult to grasp the timing of the shot in the process of squatting or jumping, and the hit rate can be imagined.
After the somatosensory simulation, he can aim by changing the position of the hand and fine-tuning the hand shape, and throw it with a little angle and obliquely, and the adjustment is much less cumbersome.
Of course, simplifying the process doesn't mean it's any less difficult to operate, especially for throwing and shooting ranged attacks.
PS: It's really hard to write this kind of chapter, it's written and rewritten, and the changes are too disruptive to the balance, but there are no obvious changes and it doesn't reflect the operational evolution brought about by the game cabin.
But I thought it would be interesting and real to write about the struggle of a player in the old keyboard and mouse era after entering the new era of operation, and the process of adaptation (not just writing about Yun Xiaohan alone), so I found it to be very interesting and real, so I asked for it myself, and I deserved it.
(End of chapter)