Chapter 1811: Experience

Temple of Stone.

The battle in Yongdao continues......

But if someone is present, it will be a natural discovery......

Although the number of enemies remains at a high level......

But the battle is still very easy for "You Yue......

In fact, it's a matter of course......

In essence, the most difficult part of any battle situation is nothing more than the moment of the beginning......

Especially in a battle with many enemies, the moment the battle starts is often the most difficult time for a battle......

Because that means full state and full of enemies......

And on this basis, every time an enemy is killed, the pressure of the battle will naturally be reduced by a part......

It's like a war chess game......

In the production of war chess games, at the beginning of the game, it is often the time when players have the most clues, because at that time, players can make too many choices, and the number of enemies is enough to make it difficult for players to make completely correct decisions when facing choices......

However, as long as the number of enemies decreases, the player's choice will gradually become easier, and with the attrition of the enemy army and our army, the form of the battle will gradually become clearer, and the difficulty and strategy of the battle will gradually decrease, and in the last few rounds, it will naturally become garbage......

To put it simply, at the beginning of the battle, the comparison of the combat power of the enemy and the enemy is often the most disparity, and in such a state, the pressure of the battle is naturally the greatest......

With the attrition of the enemy, the pressure of the battle will naturally decrease, and when the enemy is reduced to a certain extent, the rest of the battle will become very, very lighthearted......

At the beginning of the game, you may need to face the battle step by step, but when the battle evolves to the middle and late stages, players will often have enough time to buy equipment for the character, or enter the arena to brush money, or surround the enemy's boss and earn experience through ordinary attacks, besiege and kill a steady stream of enemy reinforcements, etc......

Because of this, the vast majority of classic war chess games, often in order to strengthen the importance of strategy, often set the game's round limits, some milder, in the game in the form of achievements to limit the number of rounds, such as some achievements must be completed within a certain round of tasks, can be obtained, and those difficult games, often unable to achieve the task goal in the round, the game is judged to fail, such a game, the difficulty is naturally higher......

In fact, this is also a strategy to prevent gamers from over-leveling in warboard games, no matter what type of game, unlimited over-leveling will make the game lose its original fun......

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In a way......

At this moment, "You Yue" is conducting an excessive leveling!

Yes, excessive leveling!

In any role-playing game......

Players can usually gain experience and equipment in battle......

Then, with the improvement of experience, you can improve your level, improve your skills, and strengthen your attributes......

Generally speaking, in this type of game, the speed at which a character can improve his or her strength is often a matter of experience that can be gained from the enemy......

Generally speaking, the monsters in any game area have similar experience, and if the player levels up in one area repeatedly, the efficiency of leveling will continue to decrease until it is almost impossible to gain experience......

And once this happens, it means that the player needs to complete the main quest, defeat the quest boss, and then go to change the map......

If you don't change the map, the experience of simply fighting monsters will soon become impossible for players to further improve their level, and even if they can improve, the efficiency will be low to a heinous point, except for legendary figures like the Sword God of Shilipo, the vast majority of players can't endure such loneliness......

Of course, the low efficiency is not a reason for players not to do this, sometimes, players will still choose to bite the bullet in the task area before the boss to reduce the experience of several levels, the reason for this, in fact, is nothing more than to reduce the difficulty of the boss battle......

And the longer the player spends leveling up, the easier it will theoretically become to defeat the boss......

This can be said to be a matter of course......

And this kind of crushing of the boss achieved by relying on his own super high level is, in essence, a kind of over-leveling achievement!

Of course, generally speaking, excessive leveling is based on long-term boring leveling, which is also determined by the game mechanics, and the vast majority of games will not allow players to easily defeat powerful bosses, either with enough luck and clear combat strategy, or they need to use a higher level than the standard level to make up for the lack of strategy and luck......

However, in some games, this is not the case......

For example, in the war chess games of the fire emblem series, because the experience of each enemy is fixed, and the experience required for each character upgrade is also fixed, it has also derived a strategic school that only cultivates the main force to quickly pile up the high level, and then kills the enemy......

And this effect also leads to the fact that in some levels, the key positions that obviously require a legal character to pass through, a cultivated physical character can easily chop melons and vegetables with an iron sword......

In this case, the difficulty of the game depends largely on the difficulty of character development......

If the character is upgraded quickly, and can quickly change classes and achieve the crushing effect of the enemy, then on the basis of fighting for war, the player can easily pass the many levels set up in the game, so as to clear the level smoothly......

On the contrary, if the characters in the game level up very slowly, and every time they level up, they need to go through a long and long battle, killing a dozen or even dozens or even hundreds of enemies of the same level to get promoted, then the difficulty of such a game will be very, very high, and the progress of the game will be relatively long......

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And in the traditional sense of online games......

The difficulty of the game upgrade is naturally the highest difficulty......

The difficulty coefficient in this can be said to be far beyond the difficulty of a single-player game......

In most online games, the level of the game character will be a very, very, very long process......

In the early days of online games, there was not even the concept of a game cap, but the higher the level, the more it represented an astronomical experience......

In the vast majority of online games, the higher the level, the more experience the player needs to level up, even close to the astronomical exaggerated number, and the same, the higher the level, it often means that the player must fight with more powerful monsters to gain effective experience, and these two points are destined to be a very, very difficult thing in the vast majority of online games......

In the beginning, it was not strange to have several levels a day, but it was normal for the level to be one level higher for a few days, and even sometimes, the upgrade of the character required up to a week of uninterrupted online on-hook 24 hours a day......

In the final analysis, it is nothing more than a common method used by game companies to extend the life of games......

However, in a sense, such an upgrade setting is actually quite reasonable......

In any kind of power system, the promotion of the level will not be a simple matter, the higher the level of the character, the more difficult it is to improve the level, which is also a concept that can be said to be common sense......

Ordinary online games can only interpret this concept from the perspective of data, so it is natural to use astronomical experience to describe the difficulty of upgrading, which is also a matter of course......

At the end of the day, training and fighting, and then gaining strength, is a matter of course in itself......

As for the experience points, in the final analysis, it is just a visual representation of the gains of the game character in a battle......

And if it is put in reality, there is actually a certain amount of truth......

An otaku who has never been in a fight, and a gangster who has fought ten group fights, is naturally the latter who is better in fighting ability......

And a gangster who has fought ten fights is naturally impossible to compare with a leader-level figure who has fought hundreds of group fights, and as for those underworld bosses who have fought a hundred battles, it is naturally even more different......

Where these gaps between them come from, in the end, is nothing more than their experience in fighting......

When fighting in a group, what should be attacked first, in what way, how to protect one's vital points from being harmed, these are all supported by experience, a gangster, if he has experienced hundreds of fights, and his hands and feet are intact, then he will definitely become a master of fighting, even if the gangster has never learned any fighting skills or martial arts......

Of course, generally speaking, for street gangsters, when they fight to a certain extent, they will naturally begin to pay attention to the importance of their bodies, and begin to naturally learn some combat knowledge and exercise their body muscles, which will further strengthen their combat effectiveness......

This is actually like a soldier who has been on the battlefield......

A soldier is the easiest to die when he goes to the battlefield for the first time in the recruit stage, but as the number of times he goes to the battlefield increases, the soldiers will gradually become less likely to die on the battlefield......

During the war years, if a soldier kills the enemy on the battlefield ten times in a row and survives, he can often become a squad leader or even a deputy platoon leader......

And in the future, with the survival again and again, the soldier's military quality will be rapidly improved in a short period of time, he will naturally master all military skills, including shooting and bayonets, and finally become a commander-level figure in the army little by little......

In fact, once such a character is produced, it is often not much inferior to those officers who have graduated from military schools, although they may be lacking in theory, but in actual combat, these commanders often show very excellent combat ability......

is like Li Yunlong, the protagonist of Bright Sword, is the most typical example......

At the end of the day, it's the combat experience that comes into play!

However, compared to the experience in the game, the experience in reality is much more ethereal......

At least in the game, players will have a clear idea of how much experience they can gain to level up......

But in reality, there is no such prompt, so many people will have an illusion that only in the game, hard work will be gained, in fact, in reality, it is the same, gaining experience will also make people grow, but this kind of growth, often without data prompts...... (To be continued.) )