Chapter 1503: Time and Space II

Dragon Slayer.

Time and space, on the surface, seem to be two completely different concepts......

But in reality, it is in a sense that there are two sides of the same coin......

Yes, two sides of the same coin......

It's like power and speed......

Those who take the path of martial arts often clearly know that at the level of martial arts, strength and speed can be said to be equally important......

Even from a certain point of view, it can be said that there are two concepts of one and two sides!

The stronger the force, the faster the speed, and the faster, the greater the impact......

Just like a powerful Hercules, when he runs hard, the momentum generated by his body will inevitably make him enter a state of high-speed galloping, and in the same way, the faster a person's speed, the greater the impact force caused by the attack, and the heavier the object, the more high-speed the movement, the energy that can be generated will naturally be huge......

As for the so-called concept of fast and unbroken in martial arts novels, in essence, it is not really fast, but a kind of subtlety and dexterity in a high-speed state, not to the extreme, but in a high-speed state, it can still maintain a high-frequency and high-precision dexterous combat style, which is the true meaning of the so-called fast and unbreakable, in fact, the human body itself has a limit, so even if the speed is fast, there will inevitably be a limit......

But dexterity is different, dexterity is in a sense difficult to reach the limit......

The reason for saying this is actually not difficult to understand......

speed of this property. If it's in numbers. In fact, the bigger the better. And the vast majority of ordinary people, in fact, are very close to the limit, even if there are people with different talents, there are not too many such people, and among martial artists, it is the same reason, people who are born with a talent for light skills, basically. Under the same conditions, the speed after the final successful cultivation will be about the same, even if there is a gap, but the gap will not be too huge, and it is almost impossible to crush the speed of one person over another, that is, because of this, the closer the martial artist is to the limit, the closer the physical condition is, and the more balanced the physical element will be, and there will be no strong in one aspect and weak in another......

However. Dexterity is the complete opposite......

If dexterity is seen as an attribute, it often represents a concept similar to the ability to react. If the greater the speed, the faster, then the smaller the reflexes, the faster......

Just like the driver's reaction when encountering an emergency on the road, generally speaking, it is within a few tenths of a second, and if it is an experienced old driver, he can often make the most correct response in a very short time, so as to avoid the occurrence of car accidents, and the reason why drunk driving is a prohibited behavior, the most fundamental reason is that in a drunken state, people's reaction ability will be greatly reduced, and may be delayed from a few tenths of a second to more than a second, and the reaction delay of a few tenths of a second, It is likely to lead to a variety of cups......

Generally speaking, driving while drunk is not a big problem if everyone obeys the traffic rules, but if an accident occurs, the lack of emergency response ability may lead to a variety of cups......

This is where the biggest danger and risk of drunk driving lies......

In a certain way, reaction and dexterity itself are actually the same concept, the faster a person's reaction is, the faster the reaction time, that is, the shorter a person's reaction time, then the more dexterous a person will be......

Compared with the concept of speed, although the attribute of dexterity also has a limit, but this limit is a limit that is infinitely close to zero, and the limit of speed is different, even if there is a zΓ i gap in speed, it is also the same order of magnitude difference, it is almost difficult for someone to exceed the speed of more than twice the same kind of people, even if it is the top athlete, the speed of 100 meters is only within ten seconds, and this speed is almost difficult to be surpassed, even for ordinary people, This speed is only faster than them, not in the absolute sense of speed......

Dexterity and reflexes are very different!

Theoretically speaking, although a person's reaction speed seems to be at the limit of zero on the surface, in fact, if a person's reaction speed is close to zero, then his reaction speed is actually equivalent to approaching infinitely fast!

And in terms of reaction speed, any slight difference can form a world of difference!

To take a simple example, the reaction time of one second and the reaction time of 0.5 seconds seem to be only 0.5 seconds on the surface, but in fact it is twice as much as the difference, and in the same way, the reaction time of one second and the reaction time of 0.1 second is a difference of ten times the dexterity!

Dexterity doesn't directly increase a person's speed, but it does allow a person to perform more actions within a certain unit of time!

In a sense, the so-called APM in all e-sports games is not actually a test of a player's hand speed, but the dexterity of a player's hands......

Yes, dexterous Cheng dΓΉ!

To put it simply, the human response itself is fast and slow, from the process of the human brain giving instructions to the body responding, different people often show different speeds......

The faster the body responds to the brain's instructions, the more often they can receive the second or even the third instruction from the brain as soon as the corresponding instruction ends, while the slower the response speed often has to wait for the body to respond before they can give the second and third commands, and the difference in speed is also reflected in this......

This kind of gap, in the simple sense of speed competition, often does not see any difference!

It's like a race between two people, and this difference in dexterity is almost impossible to exist. Because compared to the relatively large action of running. A person's reaction time can easily be obscured by the action of running heavily. Because the time of the action itself is greater than the reaction time, even if there is a difference in reaction speed, it will not directly affect the running speed of both sides......

This point, just like in a fighting game, the game character's moves have a length of time, and the longer the move, the lower the player's hand speed requirements. Because the player's reaction delay is often offset by the character's moves, and conversely, the more instantaneous the move, the higher the player's reaction requirements, and the higher the player's ability to grasp the moment......

It's very simple......

In the same way, among different strategy games, real-time strategy games and strategy games like war chess are often two completely different concepts, and the biggest gap between the two. In fact, it is because of the different needs for the dexterity of the gamer......

In even the strategy, compared to the player's mind. Players need a very high reaction speed, sometimes, powerful operation ability, enough to make some clever professional players, reverse the lack of tactics, in the game circle of professional players, there are almost few players with slow hand flow, almost every slow hand flow of professional players, is a real master of tactics, and only such a master of tactics player, can use a pair of unhappy hands, in the circle of professional players to mix well......

In fact, in the circle of professional gamers, especially in the professional circle of real-time strategy games, the vast majority of first-class masters are based on their own hand speed, only players with fast enough hand speed will have the value of strategically enhancing themselves, and on the contrary, if the hand speed is not fast enough, then even if the strategy and tactics perfectly restrain the opponent, it may not be able to win the game, on different maps, strategy and tactics and response, are often things that can be popularized, but if the operation can not keep up, Then everything is over......

Because of this, they are often relatively rigorous in the game of real-time strategy, will occupy a natural advantage, what they pursue is the high speed plus the study of game routines, this kind of research, so that they can maintain a high degree of rigor in the game, they will never let themselves take any risk of fatal mistakes, sometimes, rather give up some interests, but also ensure the absolute stability of development, because they have absolute self-confidence, as long as the situation does not collapse, then rely on their own operationOn the contrary, compared to Koreans, Westerners' game methods generally have some whimsical concepts, and the operation is relatively rough, in the game of fixed routines, Westerners do not occupy too many advantages, but if there are more elements in the game, the more variables, Westerners will often be better at it......

This point, just like many card games, in the battle of fixed decks, the Chinese people often show an overwhelming advantage, but once they enter the round mode of the battle, Westerners are often easier to win the game, the more elements in the game, the more Westerners will have all kinds of whimsy, their whimsical image, often they are the best guarantee of victory......

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Dragon Slayer.

Of course, in real-time strategy games, hand speed is always the most basic element, slow hand flow of tacticians, of course, in each game there are zΓ i, but the vast majority of this type of players, often after a while, will be forced to retire because of everyone's proficiency in tactics and copycats, in fact, slow hand flow players, although said to be slow, but their hand speed is actually much faster than the vast majority of ordinary players, saying that they are slow, in fact, it is only relatively slow, But even so, the slow hand speed on the front line is enough to prevent their tactics from being implemented in the most effective way......

This point, in fact, is in basketball, height is often the most important indicator in basketball, for basketball, the height of players is undoubtedly the first indicator, any person, as long as the height is more than 1.9 meters. Then it will attract the attention of the vast majority of school physical education teachers and surrounding physical education schools. Even if you haven't had any basketball training. It is also considered to have great room and potential for growth......

On the contrary, a student with a high level of basketball, but a height of less than 1.7 meters, even if he has unlimited scenery on the court, will not really receive too much attention from professionals, because they know very well that on the basketball court, the difference in height is absolute. In fact, in the world of professional basketball, the vast majority of basketball players with a height of about 1.9 meters have a very excellent technical level, and it is undoubtedly very difficult to go further on the basis of such a level......

In fact, on the basketball court, from the point of view of the audience. Some of the players don't look very tall, but in fact. Even these players who don't look too tall are often more than 1.8 meters tall, just because they are among the elders, they are not easy to detect......

Basketball, in the final analysis, is still a world of long people, and in this world, there is certainly the possibility of calling for wind and rain, but after all, it is only a minority of the few, and it cannot become a norm......

In the world of professional players, fast hands are also the most basic concept, people with fast hands can cultivate tactical thinking, but no matter how clever the tactical thinking is, it is extremely difficult for people with good hands to train faster!

The reason is very simple, because different people, the limit of reaction is different, the shorter the reaction time, the more dexterous a person is, the faster the hand speed, the more effective operations can be performed per unit of time, and conversely, if the reaction time is longer, then the hand speed will be slower, and the less effective operations can be performed per unit time......

Effective operation is a concept in the game, in fact, the player's demand for operation is the highest, often at the beginning of the battle, and in the battle, all the units are fighting in the melee, in this situation of automatic combat, the player's micro-operation, other roles, is to let their units kill as many enemies as possible, while preserving themselves, and on this basis, as accurately as possible at each moment to judge the game strategy that should be prioritized......

Yes, every moment of strategy!

In real-time strategy, the player's strategy will never be static, under different battle situations, players have the most strategic in theory, what units to kill first, what units to choose as attack targets, and the opponent's health, location, equipment and props, all have a direct and absolute relationship, and when these attributes change, the player's strategy must also make corresponding changes......

To give a simple example, when a professional player's unit is attacked by the enemy's concentrated fire, for this player, it is necessary to make a judgment on whether the character who is set on fire is the unit that should take damage, whether it needs to be healed, or whether it needs to be pulled away from the battlefield, and if it chooses to be pulled away from the battlefield, can it be done before being killed......

At this time, the judgment made by the player is actually a strategic judgment, if it is a meat shield unit, high defense and high armor, then let the unit take more damage and give healing, this is a decision, and if it is a fragile but extremely strategic unit, then it is necessary to drag the unit away from the main battle circle as much as possible in the case of not certain death, to ensure the survival of this unit......

In the same way, when a player makes the decision to drag the unit that is set on fire to ensure survival, often his opponent's strategic thinking will also change accordingly, the original strategic decision to set fire is because the opponent's unit is in a position that can be killed by the fire, and when the opponent chooses to drag the unit away from the battlefield, because the opponent's position has changed, then the player must also make a change, he must think about whether he can forcibly kill the target unit, Or if you choose to continue the pursuit, whether you can successfully kill the opponent's unit in a short period of time, or if you can kill the opponent's unit, whether you can afford the price you pay, and if you realize that you can't kill the opponent anyway, or even if you kill the opponent, you will face an unbearable price, the player will definitely make the decision to divert firepower and choose to attack with another target......

At this time, after discovering that the unit that was set on fire was not set on fire again in the first place, the first player's original retreat strategy will also stop, and the unit that originally tried to escape the battlefield will choose to return to the battlefield to continue fighting, and once the enemy tries to set fire again, they will choose to leave the battlefield again......

In fact, this is the strategic behavior that is constantly being changed in real-time strategy games, and this is what is called micromanipulation......

And in such micro-manipulations, players with faster hand speed are often able to take advantage of more ......

The battle situation on the battlefield is changing rapidly, almost every moment will change, and when one side's operation is completed, it must be an unfavorable change for the enemy, and if one side has a longer reaction time, then the unfavorable time will also be extended, and conversely, if one side reacts faster, then there will hardly be too long on the battlefield to be unfavorable to one's own time......

This point, just like the ball possession rate on the football field, the side that controls the ball, has the qualification to shoot and score, this is a very simple reason, and the side without the ball, must be in the ball after grabbing, to be able to score, the longer a team has the ball on the field, in a sense, it can also be said that the team has a stronger ability to control the game, so that the game is in a state of favor for a long time, the longer the favorable time is maintained, the greater the advantage of their own side... …

In fact, this is the biggest difference between real-time strategy and war chess strategy!

In real-time strategy, any action that is beneficial to one's own side will always produce favorable results until the other side responds, and the slower the opponent's reaction, the more significant this result will be......

In wargames, the player has almost unlimited time to think, even if the situation is not in their favor, but this disadvantage will be stopped before they can act, until they can think of a way to deal with it......

In the same strategy game, in real-time strategy games, the meaning of hand speed is higher than strategy, but in war chess games, the meaning of strategy is greater than one qiΔ“......

Because in the game of war chess, both sides of the game abide by the rules of the game, and under such rules, players do not have the possibility of taking advantage of the game if they are quick and quick, and playing chess quickly does not mean that they can win......

In fact, just like in the traditional sense of chess, the vast majority of masters are often very slow when playing chess, the slower they play, the clearer their calculations are often made, and the more they will not make mistakes......

But in real-time strategy, the two sides are not you step by step game mode, but the fast side, often can execute a variety of commands at the same time, to achieve multiple lines of simultaneous attack, constantly create a situation in their favor, and continue to deepen this interest, and on the contrary, for the slow side, can only be tired of choosing to defend, any line of defense is ignored, the final result will be a cup......

For example, a game of chess is like playing chess, after one side makes one move, before the other party plays, it will never be able to make the second move, no matter how long you have to wait, you must make a decision before you can continue to play chess......

In the real-time strategy game, after one side falls, if the other party does not respond and chooses to think, then the attacking side will continue to fall, send troops, cars, horses, artillery, flying elephants, and soldiers, step by step to increase their own advantages, strengthen their own layout, and build their own defense line......

Because of this, dexterity can be said to be a crucial attribute for professional real-time strategists, the faster you react, the more operations you can perform in battle, and the more you can constantly fine-tune yourself in a favorable situation!

In fact, the so-called only fast is not broken, that is, the fast here is not the speed of the fast, but the improvement of the dexterous process! (To be continued......)