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17kNovel > When I Write a Bug It Becomes the Core Gameplay > Chapter 445 Three different player schools

Chapter 445 Three different player schools

    Chapter 445 Three different player genres


    Zhuge Jun carefully observed his character''s face and found that there seemed to be some changes.


    He didn''t quite remember what the face he pinched looked like before. After all, he just found a template and changed a few things to his liking. During the game, he was looking at the character''s back the whole time, so it was hard to notice. Facial changes.


    Not only that, you will also get some equipment that may cover your face during the game, such as tricorn hats, masks, doctor''s crow masks, etc.


    Zhuge Jun himself also likes to wear different sets of equipment every once in a while, so this further blurs his impression of pinching faces.


    At this time, I accidentally saw the character''s face, and suddenly I had a rather strange feeling.


    And I always feel that this face seems a bit uncoordinated. Is it because the distance between the eyes is a bit too wide? Or is the nose a little shorter? Or maybe the cheeks are a little swollen?


    I can''t explain it clearly, but it just feels vaguely wrong and unnatural.


    If other players didn''t care much about this, they might just ignore it, but Zhuge Jun is very keen and realizes that things don''t seem to be that simple.


    "I probably didn''t remember it wrong.


    "If I had pinched a face like this when pinching my face, I wouldn''t have started the game at all. I would rather choose a new template, after all, those templates look pretty good.


    "That is to say...as the game progresses, my face changes?


    "Yes, the prologue! In the prologue, I look like an ancient god.


    "Is this also part of the game mechanism?"


    This may not matter in other games, but since "Blood of Lies" distinguishes between two types of face pinching at the beginning, and also gives enough hints through the picture of the water basin, then the subtle changes in appearance at this time are It must have been intentional.


    "As the game progresses, will I gradually turn into the face of the ancient **** I saw in the basin?


    "Is this a good thing or a bad thing? It doesn''t seem like a good thing!


    “So how can we avoid this problem?


    "Unexpected!"


    Zhuge Jun tried to straighten out his thoughts, but soon realized that the current known conditions were not enough.


    Apparently, changing faces is a bad thing.


    The face the player pinches at the beginning, whether it is a normal face or an ancient **** face, represents the original, normal him.


    In the prologue, when the player challenges the lie hunter, the lie hunter will imply that the player gave up something to get here.


    As for what exactly is being given up? It’s not easy to guess yet because there are many possibilities. Maybe he gave up his integrity, maybe he gave up his humanity, maybe he gave up some parts of his body and transformed into a doll.


    But this is obviously not good.


    What the prologue depicts seems to be a relatively bad future.


    Zhuge Jun has a feeling that if he continues to advance the game process step by step and does not trigger any special hidden plot, it will be connected to the plot of the prologue and fall into some kind of inescapable loop, which is the bad ending of the game.


    But if you want to avoid a bad ending, you must first figure out what caused the change in your appearance.


    Is it because of lying? Or is it because of the improvement of spiritual vision? Or is it the absorbed unclean blood?


    There are too many influencing factors, so it is difficult to judge accurately. After all, players currently do not know enough about the game mechanics and plot to make very effective inferences.


    We can only try to create an ending first.


    …


    At the same time, different player groups are also trying different gameplay and routines.


    The most mainstream gameplay at present is of course Zhuge Jun''s gameplay.


    After all, in terms of pinching faces, there are only a few people who like the face of ancient gods. The mainstream aesthetic still prefers good-looking faces. And as players of arpg games, many people are too lazy to put too much effort into pinching faces and just choose one. Start the game directly from the template.


    For subsequent training plans, everyone basically chose the strength or agility system by default.


    This can be regarded as some kind of path dependence, because in other similar games, the physics system, especially the power system, has the best game experience in the early stage, but the legal system requires more skills, techniques and understanding of the game.


    Because in similar games, useful and high-damage weapons often have minimum strength attribute requirements, many useful weapons in the first round also require a lot of strength correction.


    If you want to play spells, many powerful spells can only be obtained in the middle and late stages of the game.


    What''s more, spells require special points, such as blue bars and spell-related main attributes, so players don''t have many points to use for health, and it''s easy to suffer in the early stage.


    But less does not mean none.


    At present, players are still exploring two different routines, one is the puppet routine with the ancient god''s face at the start, and the other is the spell routine with the normal start. As for the experience…


    I can only say that it is almost the same as the normal start, and everyone suffers the same.


    The so-called puppet routine is actually to find props that can replace the parts of the puppet as much as possible, and to transform yourself into a pure puppet as much as possible.


    What are the advantages of dolls?


    The first is definitely the high damage reduction rate, the second is the unique fast and slow knife action module, and there are also additional bonus points.


    Add points to the Doll Craftsman. The more parts of the doll you modify, the more attributes such as durability, computing power, staying power, and power will be added.


    Many players even feel that if they want to play Power, they must choose a doll to start. Otherwise, wouldn''t it be a great injustice to lose so many attributes for no reason?


    High damage reduction, parts that are less likely to be damaged, and weapon corrections with high attribute blessings all allow these players to have a good experience in the process of daily pushing pictures.


    But once you encounter a boss or a relatively powerful elite monster, you will be in trouble.


    Because the puppet itself is restrained by living corpses, when killing large lycanthropic monsters, the blood spurted by these monsters can restore blood to human players, but it will corrode the parts of the puppet.


    Therefore, players need to wear some clothes that are more tightly covered and have higher anti-corrosion properties, and they have to rest under the gas lamp frequently.


    In comparison, if the player starts with a human, he can cut all the way through, and the monster''s blood spurting will restore the player''s blood, ensuring battery life; while with a doll, the opposite is true.


    However, for novices, it is more suitable to start with a doll.


    Some players even replaced their own legs, and soon found that the stepping action module became stiff and not as easy to use as humans.


    But this is not impossible to adapt to. Although the feel is poor and the forward swing is slightly long, players can make up for it through movement.


    Another problem with the puppet game is that it is easy to expose lies, and once exposed, it will be very troublesome.


    Not only will the boss battles have attributes that are completely targeted and restrained, but some shortcuts that could have been opened are also directly locked, requiring you to find another entrance.


    Regarding this issue, the players who started the puppet game were also divided into two groups. One group believed that they should directly refuse to lie and tell the truth in all questions, because this would help reduce their spiritual vision and improve their own puppetization process. The other group believes that you should practice lying and improve your spiritual vision.


    But the former thinks that the puppet''s lying at the beginning is not a detour? So why don''t I just choose a human start?


    The two sides refused to give in to each other and could not reach a valid conclusion for the time being.


    But in general, at present, humans and dolls can only be said to have their own advantages and disadvantages at the beginning, and the places where they suffer are different, so it is not yet possible to say which one is better.


    It is more painful for spell players.


    The spell system also starts as a human. There are three different spiritual attributes in the game, namely knowledge, belief and mystery. These three attributes are all affected by spiritual vision.


    The more times a player lies, the higher his psychic vision will be, and the more additional attribute points he will gain from these three attributes when adding points.


    The game content affected by these three attributes is different, among which:


    Knowledge corresponds to attribute restraint and vulnerability. When a player''s knowledge attribute is improved, not only can he use the corresponding restraint attribute to deal higher damage, but he can also cause damage to parts faster.


    Faith corresponds to rituals. There are some special summoning rituals in the game, which basically communicate with some unknown existence, and then this unknown existence will randomly grant blessings.


    For example, you can add mental damage to weapon attacks, and the enemy will go crazy after a certain number of attacks; or you can make the weapon ignite a special blue flame without a prosthetic hand, and this flame will not be affected by the enemy''s fire resistance. be reduced; or directly summon an offensive ritual, using mysterious summons to directly attack the enemy.


    Mystery corresponds to some negative states related to luck, such as causing weapons or ritual effects that can cause the enemy to go crazy, bleed, and other abnormal states to be triggered more frequently. In addition, during battle, players will randomly receive some small gains due to luck, and enemies will receive small debuffs.


    Spell players basically lie when they go out and never miss an opportunity to increase their spiritual vision, but they obviously suffer the most among the three types of players.


    Because spiritual vision has a hidden attribute, that is, the higher the spiritual vision, the easier it is to see many powerful monsters that are usually invisible.


    Many of these monsters have some relationship with the ancient gods, which means that the rituals solicited from the corresponding ancient gods are likely to have little effect on them.


    Players who play spell style basically have to set the blue bar higher, and then place these three attributes almost evenly.


    Because the three attributes of knowledge, belief, and mystery can all receive bonuses from spiritual vision, and the lower the level, the higher the benefits. The higher the level, the lower the cost performance.


    However, since there are relatively few rituals mastered by players in the early stage, many of them only add special enchantments to weapons. If you want to kill quickly, you still need to be cautious in melee combat, and the squishy skin is easy to die suddenly, so it is the most difficult to play.


    However, since they have chosen the spell stream, most of the players have already made mental preparations in advance, and there are not many who specifically complain.


    In this way, the three types of players have different routes and different places of hardship, but they all have one thing in common in terms of experience, which is to repeatedly jump between "slap" and "sweet date".


    The game "Blood of Lies" is deliberately made like this:


    Different routes have different hardships to endure. Players will play harder and harder and feel more and more unable to play anymore. But whenever players really want to quit the game, the game will give them a sweet date. , let them feel refreshed and see hope.


    Coupled with the promotion of the anchors and the debate on the Internet, the negative sentiment value contributed by "Blood of Lies" is rising steadily!


    (End of chapter)
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