Chapter 416 Partial Destruction
“Okay, then the game “Blood of Lies” is almost finalized, and the next step is to perfect the specific design.”
Lilith said, her eyes scanning the faces of the three people one by one.
Who should we choose as the producer of "Blood of Lies" this time?
It stands to reason that the three people in front of me all have a dark history, but in comparison, Wei Chengjie seems to have less of a dark history.
Especially since Gu Fan and Zhou Yang just made some suggestions about this game, since these suggestions were made by them, they are more likely to lead to a trap.
Thinking of this, Lilith subconsciously wanted to announce that Wei Chengjie would be in charge of "Blood of Lies".
However, at this moment, Wei Chengjie seemed to suddenly think of something, and raised his hand and added: "Mr. Li, I suddenly thought of another mechanism.
"I want to add a part destruction system to the game!"
Lilith frowned slightly: "Partial destruction?"
This concept is quite common and is also reflected in some action games.
For example, the common "tail docking" is the most common part damage.
In action games, if the player only locks the center point of the boss and then deals damage no matter where he cuts it, then this kind of battle is actually quite boring and there is no strategy at all.
Therefore, in order to increase the strategy and skill of combat, some action games calculate different parts of the boss separately.
For example, the monster''s head, legs, tail and other parts have different damage reduction rates. For example, in some large monster hunting games, there is the concept of "meat quality".
Players can deal higher damage to parts with better flesh quality; while some parts with extremely poor flesh quality will not only cause very low damage when cut, but may also cause the knife to bounce.
In order to further increase the rewards for attacking specific parts, designers will further propose the concept of "part destruction". For example, when the player accumulates a certain amount of damage to a specific part of the boss, that part will be destroyed, making the next battle easier for the player.
For example, "Tail Breaking", when the player causes a certain amount of damage to the monster''s tail, the monster''s tail will break. After that, all "tail flicking" operations of the monster will no longer cause damage to the player, greatly increasing the player''s output. space; in addition, players can often get some additional prop rewards after docking their tails.
Zhou Yang raised objections to this: "Part destruction system... Although this idea is a good one, we don''t know if our combat system can support it."
Obviously, this part destruction system looks great, but is rarely used in most action games.
Even if it is used, there are often only simple "tail cutting" and other mechanisms, and it is not really that complicated. It divides several different areas on the boss and then creates partial destruction effects for each area.
Development difficulty is one aspect. The key lies in whether the combat system supports it.
Games that make part destruction very complicated often have very powerful combat mechanisms.
The characters in the game have complex combos and derivation. Players can familiarize themselves with the boss''s moves and use powerful combos to repeatedly hit specific parts of the boss to complete the damage.
But what if the players in the game didn’t have too many complex combos and spin-offs?
For example, when a large dragon in the game raises its head, most of the player''s melee attacks cannot hit it, so what''s the point of adding a head lock position at this time? Don’t players still have to be obedient and get a pedicure?
Therefore, for a game with a relatively simple combat system, even if complex part destruction is done, players will not be able to use it at all. In this case, it is better not to do it and simply do a tail docking.
What''s more, the part destruction system often requires the boss to have an extremely long health bar.
But now most battles have become short and fast. Players basically decide the outcome of the battle within three to five minutes. In such a short period of time, it is difficult to show the advantages of part destruction effects.
In short, for games with complex combat mechanisms and combat times as long as twenty or thirty minutes, part destruction is necessary; but for games with simple combat mechanisms and short combat times, part destruction is completely unnecessary.
It''s better to just do the damage multiplier for different parts.
From the current point of view, "Blood of Lies" is obviously the latter.
Seeing that everyone was thinking further and further, Wei Chengjie hurriedly explained: "No, no, no, you all misunderstood, and it''s my fault that I didn''t make it clear. I''m not talking about the destruction of the boss''s parts, but the destruction of the player''s parts.
"The players are the ones being undermined."
As soon as this statement came out, everyone was a little confused.
"ah?
"The player''s parts were destroyed?"
Lilith''s eyes brightened instantly: "Okay! What a great idea!"
What a genius design!
Obviously, this is a great way to collect negative emotions.
The damaged parts will definitely be accompanied by increased injuries and loss of specific functions. This must be a punishment measure for the defender. Imagine that the player is in the middle of a fierce battle with the boss, and is being beaten crazily because he is not familiar with the boss''s skills. Fortunately, the player also has health recovery items that can continuously restore his health.
But just when the player sees the light, his body parts are destroyed!
For example, the leg is damaged, causing his movement speed to slow down, rolling to slow down, and the invincibility frame to be shortened, or the left arm is damaged, the function of the prosthetic limb cannot be used normally, and the attack movements become slow...
Even more shamelessly, when the player''s legs are severely damaged, they will directly collapse on the ground and cannot move, and can only passively welcome the boss''s attack...
It’s infuriating just thinking about it!
Zhou Yang was also shocked. He looked at Wei Chengjie and was a little confused: Where are you from?
Obviously, this design is of no benefit to players at all!
Wei Chengjie continued: "Of course, Mr. Li, in order to make this system look more confusing, this alone is not enough. My idea is that two additional mechanisms are needed to protect it.
“First of all, we also do body damage for all bosses to show that we treat bosses and players equally.
“But considering the performance of the character, most boss parts are actually very difficult to damage.
“Secondly, we can create different parts-destroying mechanisms for the human biological body and the puppet’s mechanical body.
"The two have obvious differences in details such as damage reduction rates, repair methods, and damage results."
Lilith was a little confused: "You mean to make more differences between the human body and the doll''s body?
"I remember saying before that the damage reduction rate of dolls will be higher. So correspondingly, the human body will get more treatment from the blood-sucking mechanism? It will be easier to recover?"
Wei Chengjie shook his head: "More than that, I think it can also be set to make the human body more flexible. Whether it is stepping to dodge, rolling, or attacking, the speed will become faster and smoother.
"However, the human body can also become extremely fragile and it will die if you touch it."
Lilith frowned slightly, obviously not understanding what this meant at the first time.
Wei Chengjie continued: "According to the destruction mechanism, not only is it more difficult for the doll''s body to be destroyed, but even after it is destroyed, the original limbs can still barely exert their due capabilities. However, the effect will be compromised.
"But the human body is not only easily destroyed, but once destroyed, it will completely lose its ability. Not only that, limb destruction will be accompanied by a large amount of bleeding, directly reducing the player''s upper limit of health."
Lilith understood instantly: "Huh? What a good design! This is indeed a good design!"
Obviously, this must be considered in conjunction with the lying mechanism mentioned before.
Players can actively use various props to transform themselves into dolls, but if they continue to lie, they will become more and more like humans.
What kind of player would choose to lie? Apparently most are players who find the regular process difficult and want to avoid suffering.
Therefore, this will give them the illusion that lying can not only skip certain processes and avoid certain bosses, but also make their movements more and more flexible in the process of becoming more like humans.
Whether it is dodging the enemy''s attack or attacking the enemy in turn, it becomes more convenient.
Players must feel more and more relaxed when fighting ordinary mobs.
Although the mobs in the game are relatively difficult to deal with, as long as the player is careful and fights them one by one, and uses some long weapons to go first without flicking the knife, pushing the map is still relatively simple.
At this time, the human body will have unparalleled advantages.
But once you encounter the key boss, the situation becomes completely different!
First of all, because of the lying mechanism, when the player''s lie is exposed during the key boss, the dynamic difficulty will be directly adjusted back to the normal difficulty. For players who are used to easy difficulty, this is simply a nightmare;
Secondly, key bosses are not like minions and must require the player''s back and certain operations to defeat them.
Once the player is hit by the boss, it is likely to trigger a series of debuffs such as severed limbs, lower blood volume limit, and limited basic functions.
The advantage of human beings'' flexible movements is difficult to bring into play among this type of players.
It can be said that it is definitely a double critical hit for this kind of players!
Adding destructible parts to the boss is also a good move.
Although it is not ruled out that some top players can use specific techniques to destroy parts, considering the not too complicated action system of "Blood of Lies" and the operating level of most players, the vast majority of players may be reluctant to do so. It would be nice to have a docked tail.
Those parts that look beautiful are damaged and cannot be removed at all.
Players who are too obsessed with part destruction will disrupt their combat rhythm and make themselves suffer even more.
The combination of various factors obviously makes it worse for those players who are already mediocre in operation, and "Blood of Lies", wrapped in layers of "looking beautiful" mechanisms, has turned into a time bomb, killing those who are happy. The cheated players will be blown to pieces!
And they have to play the game in depth for a long time before they can discover the desperate truth.
It sounds like this game is more reliable!
(End of chapter)