When I write a bug it becomes the core gameplay.
Chapter 416 Partial Destruction
Chapter 416 Partial Destruction
"Okay, then the game Blood of Lies is almost finalized. The next step is to perfect the specific design."
Lilith said, her eyes scanning the faces of the three people in turn.
Who should be chosen as the producer of "Blood of Lies" this time?
Logically speaking, the three people in front of him all have dark histories, but in comparison, it seems that Wei Chengjie has less dark history.
Especially since Gu Fan and Zhou Yang had just made some suggestions regarding this game, and since these suggestions were made by them, it was more likely that they were traps.
Thinking of this, Lilith subconsciously wanted to announce that "Blood of Lies" would be handed over to Wei Chengjie.
However, at this moment, Wei Chengjie seemed to suddenly think of something, raised his hand and added: "Boss Li, I suddenly thought of another mechanism.
“I want to add a part destruction system to the game!”
Lilith frowned slightly: "Partial damage?"
This concept is quite common and is also reflected in some action games.
For example, the common "tail breaking" is the most common part damage.
In action games, if the player just locks the center point of the boss and then causes damage no matter where he hits, 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 the battle, some action games will calculate different parts of the boss separately.
For example, the head, legs, tail and other parts of a monster have different damage reduction rates. For example, in some large monster hunting games, there is the concept of "meat quality".
Players can inflict higher damage to parts with better meat quality, while some parts with extremely poor meat quality not only cause very little damage when cut, but may also bounce off the knife.
In order to further increase the rewards for attacking specific parts, the 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, the part will be destroyed, making the next battle easier for the player.
For example, "cutting off the tail". When the player causes a certain amount of damage to the monster's tail, the monster's tail will break. After that, all the monster's "tail swinging" operations will no longer cause damage to the player, greatly increasing the player's output space. In addition, after cutting off the tail, the player can often get some additional props rewards.
Zhou Yang raised an objection: "The part destruction system... Although this idea is good, I don't know if our combat system can support it."
Obviously, this part destruction system looks great, but in reality most action games rarely use it.
Even if it is adopted, it is often just a simple mechanism like "cutting off the tail". It is not really that complicated, dividing the boss's body into several different areas and then making part destruction effects for each area.
Development difficulty is one aspect, but the key lies in whether the combat system supports it.
Games that make part destruction very complex often have very powerful combat mechanisms.
The characters in the game have complex combos and derivatives. Players can familiarize themselves with the boss's moves and use powerful combos to repeatedly hit specific parts of the boss, thereby destroying those parts.
But what if the players in the game don’t have too many complex combos and derivatives?
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 go get a pedicure?
Therefore, for games with relatively simple combat systems, even if you do complex part destruction, players will not be able to use it at all. In this case, it is better not to do it and simply cut off the tail.
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, and players basically decide the outcome of the battle within three to five minutes. In such a short time, the advantages of the part destruction effect are difficult to show.
In short, for games with complex combat mechanisms and combat durations of up to 20 to 30 minutes, part destruction is a must; but for games with simple combat mechanisms and short combat durations, part destruction is completely unnecessary.
It would be better to just adjust the damage multipliers of different parts.
From the current perspective, "Blood of Lies" is clearly the latter.
Seeing that everyone was thinking further and further away, Wei Chengjie hurriedly explained: "No, no, no, you all misunderstood, and it's my fault for not making it clear. I didn't mean the destruction of the boss's parts, but the destruction of the player's parts.
“The players are the ones being destroyed.”
When these words were spoken, everyone was a little confused.
"what?
"The player's parts were destroyed?"
Lilith's eyes brightened instantly: "Good! Good idea!"
What a genius design!
Obviously, this is definitely a good way to collect negative emotions.
The damaged parts will definitely be accompanied by increased injuries and loss of certain functions, which is definitely a punishment measure for the defender. Imagine that the player is in a fierce battle with the boss, and because he is not familiar with the boss's skills, he is beaten madly, but fortunately the player also has blood recovery items, which can continuously restore his health.
But just when the player saw the light, his body parts were destroyed!
For example, his legs were damaged, causing him to move slower, roll slower, and have shorter invincibility frames. Or his left arm was damaged, making the prosthetic limb unable to function properly and his attack movements sluggish...
Even more shameless, when the player's legs are severely damaged, they will collapse to the ground and be unable to move, and can only passively face the boss's attacks...
It’s infuriating just thinking about it!
Zhou Yang was also shocked. He looked at Wei Chengjie and wondered: Which side are you from?
Obviously, this design is of no benefit to players at all!
Wei Chengjie continued, "Of course, President Li, in order to make this system look more confusing, this alone is not enough. I think that two additional mechanisms are needed to protect it.
“First, we also made all bosses partially destroyed to show that we treat bosses and players equally.
“But considering the performance of the characters, most bosses’ parts are actually very difficult to destroy.
“Secondly, we can create different mechanisms for destroying parts of the human biological body and the puppet’s mechanical body.
"There are obvious differences in the damage reduction rate, repair method, destruction results and other details between the two."
Lilith was a little confused: "You mean to make the human body and the puppet body more different?
"I remember saying before that the puppet's damage reduction rate will be higher. Correspondingly, the human body will receive more healing from the blood-sucking mechanism? It will be easier to recover?"
Wei Chengjie shook his head: "Not only 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.
"But the human body can also become extremely fragile and will disappear if touched."
Lilith frowned slightly, obviously not understanding what this meant at first.
Wei Chengjie continued, "According to the destruction mechanism, the puppet's body is not only more difficult to destroy, but even after being destroyed, the original limbs can still barely exert their due capabilities. It's just that the effect will be discounted.
"But the human body is not only easily damaged, but once damaged, it will completely lose its capabilities. Not only that, limb damage will also be accompanied by a lot of bleeding, which will directly reduce the player's upper limit of health."
Lilith understood instantly: "Hmm? Good design! This is indeed a good design!"
Obviously, this one has to be considered in conjunction with the lying mechanism mentioned earlier.
Players can actively use various props to transform themselves into puppets, but if they continue to lie, they will become more and more like humans.
What kind of players would choose to lie? Obviously, most of them are players who find the normal process difficult and want to avoid suffering.
Therefore, this will give them an illusion: lying can not only allow them to 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 dodging the enemy's attack or attacking the enemy in return, it becomes easier.
Players will definitely feel that it is becoming increasingly easier when fighting against ordinary monsters.
Although the monsters in the game are quite difficult to deal with, as long as the player is careful and fights them one by one, and uses some long weapons to take the initiative and avoid bouncing knives, it is relatively easy to advance the map.
At this time, the human body will have unparalleled advantages.
But once you encounter a key boss, the situation becomes completely different!
First, because of the lying mechanism, when the player's lie is exposed during a key boss fight, the dynamic difficulty will be directly adjusted back to the normal difficulty. For players who are used to the easy difficulty, this is simply a nightmare;
Secondly, the key boss is not like a soldier, and it definitely requires the player's backing and certain operations to defeat it.
Once a player is hit by the boss, it is likely to trigger a series of debuffs such as broken limbs, reduced health limit, and limited basic functions.
However, the advantage of human's flexible movements is difficult to bring out among this type of players.
It can be said that this is definitely a double critical hit for this type of players!
Adding destructible parts to the boss is also a good move.
Although it is possible that some top players can use specific techniques to inflict damage to parts of the enemy, considering the not-too-complicated action system of "Blood of Lies" and the operating level of most players, most players may be able to barely break off the enemy's tail.
Those parts that look beautiful cannot be destroyed at all.
However, if players focus too much on destroying parts of the body, it will disrupt their own battle rhythm and make them suffer more.
The combination of various factors has obviously made things even worse for those players whose operating skills are already mediocre. Under the layers of "beautiful-looking" mechanisms, "Blood of Lies" has become a time bomb, blowing those players who happily jumped into the game into pieces!
And they have to experience the game in depth for a long time before they can discover this despairing truth.
It sounds like this game is more reliable!
(End of this chapter)
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