When I write a bug it becomes the core gameplay.
Chapter 445: 3 Different Player Schools
Chapter 445 Three Different Player Schools
Zhuge Jun carefully observed his character's face and found that there seemed to be some changes.
He could no longer remember what the face he had sculpted looked like before. After all, he just found a template and changed a few things according to his own preferences. During the game, he was looking at the character's back the whole time, so it was difficult to notice the changes on the face.
Not only that, during the game you will also get some equipment that may cover your face, such as a tricorn hat, a mask, a doctor's crow mask, and so on.
Zhuge Jun himself also likes to change his equipment every once in a while, so this further blurs his impression of face-pinching.
At this moment, I accidentally saw the character's face and suddenly had a very strange feeling.
And I always feel that there is something wrong with this face. Is it that the eyes are a little too far apart? Or the nose is a little too short? Or the cheeks are a little too swollen?
I can’t explain it clearly, but I just vaguely feel that something is wrong and unnatural.
Other players who didn't care much about these things might have simply ignored them, but Zhuge Jun was very perceptive and realized that things didn't seem that simple.
“I guess I didn’t remember it wrongly.
"If I had been given a face like this when I created it, I wouldn't have started the game. I would rather choose a new template, after all, those templates are all pretty good looking.
"So... my face changes as the game progresses?
"Yes, the prologue! In the prologue, I have the face of an ancient god.
“Is this also part of the game mechanics?”
This might not be a big deal in other games, but since Blood of Lies made a distinction between the two types of face-shaping at the very beginning and gave enough hints through the image of the basin, the subtle changes in appearance at this time must have been intentional.
“As the game progresses, I will gradually turn into the ancient god face 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 sort out his thoughts, but soon realized that the current known conditions were not enough.
Obviously, face-changing is a bad thing.
The face that the player first creates, whether it is a normal face or an ancient god face, represents his original, normal self.
In the prologue, when the player challenges the Lie Hunter, the Lie Hunter will hint that the player has given up something to come here.
As for what exactly is given up? It is hard to guess at the moment, because there are many possibilities. It could be giving up integrity, giving up humanity, or giving up some parts of the body and transforming into a doll.
But this is obviously not good.
The prologue seems to depict a rather bad future.
Zhuge Jun had a feeling that if he continued to advance the game process step by step without triggering any special hidden plot, he would be connected to the plot of the prologue and fall into some kind of inescapable loop, which would be the bad ending of the game.
But if you want to avoid a bad ending, you must first figure out what caused your appearance to change.
Was it because of lying? Or was it because of the improvement of his clairvoyance? Or was it because of the impure blood he absorbed?
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 effective inferences.
I can only try to get an ending first.
……
At the same time, different groups of players are also trying different gameplay and routines.
The most mainstream way of playing at present is, of course, Zhuge Jun’s way of playing.
After all, in terms of face shaping, only a minority of people like the ancient god face. The mainstream aesthetic still prefers good-looking faces. Moreover, as players of arpg games, many people are too lazy to put too much effort in face shaping. They just choose a template and start the game directly.
In the subsequent training plans, everyone basically chose the strength department or agility department by default.
This can also be considered a kind of path dependence, because in other similar games, the physical system, especially the power system, has the best gaming experience in the early stages, while the magic system requires more skills, techniques and understanding of the game.
Because in similar games, useful, high-damage weapons often have minimum strength attribute requirements, and many useful weapons in the first round also require more strength correction.
If you want to play spells, many powerful spells are often only available in the later stages of the game.
What's more, spells require special points to be added, and points must be added to the blue bar and the main attributes related to the spells. Therefore, players will have few points to use for health, and it is easy to suffer in the early stages.
But less doesn’t mean none.
Currently, players are still exploring two different routines, one is the puppet routine with the ancient god face start, and the other is the spell routine with the normal start. As for the experience...
I can only say that it is similar to a normal start, and the suffering is the same.
The so-called puppet routine is actually to find props that can replace puppet parts as much as possible, and to transform yourself into a pure puppet as much as possible.
What are the advantages of puppets?
The first thing is definitely the high damage reduction rate, followed by the unique fast and slow knife action module, and there are also additional bonus points.
The more points you add to the puppet craftsman's work, the more the puppet's parts you modify, the more durability, computing power, endurance, power and other attributes you gain.
Many players even think that if they want to play the Power, they must choose the puppet to start with. Otherwise, it would be a great injustice to lose so many attributes for no reason.
The high damage reduction, the parts that are less likely to be destroyed by being hit, and the weapon correction with high attributes all allow these players to have a good experience in the daily process of pushing maps.
But once you encounter a boss or a more powerful elite monster, you will be at a disadvantage.
Because the puppet itself is restrained by zombies, when those large beast monsters are chopped, the blood sprayed by these monsters can restore blood for human players, but it will corrode the puppet's parts.
Therefore, players need to wear some clothes that cover more tightly and have higher corrosion resistance properties, and they have to rest frequently at the gas lamp.
In comparison, if the player operates well at the human start, he can chop his way through, and the monster's blood spraying will restore the player's blood, ensuring endurance; while the opposite is true for the puppet start.
However, for beginners, it is more appropriate to start with a puppet.
Some players even replaced their own legs, and soon found that the stepping action module became stiff and not as useful as that of humans.
But this is not impossible to adapt to. Although the feel is worse and the pre-swing is slightly longer, players can make up for it by moving around.
There is another problem with the puppet start, which is that lying can be easily exposed, and once exposed, it will be very troublesome.
Not only will boss battles have attributes that completely target and restrain you, but some shortcuts that could have been opened will also be locked, requiring you to find another entrance.
Regarding this question, the players who started with puppets were divided into two camps. One camp believed that they should refuse to lie and answer all questions truthfully, because this would help reduce clairvoyance and improve their puppet-like process. The other camp believed that they should practice lying to improve clairvoyance.
But the former thought, isn't it a detour for the puppet to lie at the beginning? Then why don't I just choose to start with a human?
Neither side is willing to give in, and no effective conclusion can be reached for the time being.
But in general, at present, humans and puppets can only be said to have their own advantages and disadvantages, and they suffer in different ways, so it is impossible to say which one is better for the time being.
The situation for spellcasting players is more difficult.
The spell department also starts as a human. There are three different spiritual attributes in the game, namely knowledge, faith, and mystery. These three attributes are all affected by clairvoyance.
The more times a player lies, the higher his clairvoyance will be, and the more extra attribute points these three attributes will gain when adding points.
These three attributes affect different game contents, including:
Knowledge corresponds to attribute restraint and flaws. When the player's knowledge attribute is improved, he can not only use the corresponding restraint attribute to deal higher damage, but also cause damage to parts faster.
Faith corresponds to rituals. There are some special summoning rituals in the game, which are basically communicating 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 arm, and this flame will not be reduced by the enemy's fire resistance; or you can directly summon an offensive ritual and use a mysterious summoned creature to directly attack the enemy.
Mystery corresponds to some negative states related to luck, such as making weapons or ritual effects that can cause abnormal states such as madness and bleeding in the enemy more frequently triggered. In addition, in battle, players will also randomly gain some small gains due to luck, while enemies will receive small losses.
Spell players basically lie when they go out, and never miss any opportunity to increase their spiritual vision, but they obviously suffer the most among the three types of players.
Because clairvoyance has a hidden attribute, that is, the higher the clairvoyance, the easier it is to see many powerful monsters that are normally invisible.
Many of these monsters are related to the ancient gods, which means that the rituals obtained from the corresponding ancient gods may have little effect on them.
Players who play spells basically have to raise the blue bar a little bit, and then distribute these three attributes roughly evenly.
Because the three attributes of knowledge, faith, and mystery can all benefit from the bonus of clairvoyance, and the lower the level, the higher the benefit, and the higher the level, the lower the cost-effectiveness.
However, since there are relatively few rituals that players have mastered in the early stages, and many of them only give special enchantments to weapons, careful melee combat is still required for quick kills, and squishy characters can easily die suddenly, so it is the most difficult to play.
However, since the spell flow has been chosen, most players have already prepared themselves mentally in advance, and there are not many people who specifically complain.
In this way, the three types of players have different routes and suffer different hardships, but they all have one thing in common in their experience, which is to jump back and forth between "slaps" and "sweet dates".
The game Blood of Lies is designed to be like this:
Different routes have different hardships to endure. Players will find it increasingly difficult to play and will feel increasingly unable to continue. But whenever players really want to quit the game, the game will give them a sweet treat, allowing them to feel a little better and see hope.
Combined with the broadcasters’ promotion and online debates, the negative emotion value contributed by “Blood of Lies” has been rising steadily!
(End of this chapter)
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