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Chapter 1810 Instinct Seven

Temple of rocks.

The battle in the corridor continues...

But if someone is present, it will be natural to discover...

Although the number of enemies is still maintained at a low number...

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

In fact, this is a matter of course...

In essence, the most difficult thing about any battle is nothing more than the moment of the start...

Especially in a battle with one against many, the moment when the battle begins is often the most difficult time for the battle...

Because that means full status and full enemy...

On this basis, every time a person’s enemy is killed, the pressure of fighting will naturally decrease part of it…

Just like a chess game...

When making a war chess game, it is often the time when players have no clue, because at that time, players can make too many choices, and a huge 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 becomes smaller, the player will gradually become easier to make a choice. With the reduction of the number of troops in the enemy and our army, the form of battle will gradually become clearer, and the difficulty and strategy of the battle will gradually decrease. In the last few rounds, it will naturally become garbage...

Simply put, at the beginning of the battle, the comparison of enemy and me is often the most disparity in the state. In such a state, the pressure of fighting is naturally the greatest...

With the enemy's reduction in personnel, the pressure of combat will naturally decrease. When the enemy is reduced to a certain level, the remaining battles will become very, very relaxed and pleasant...

This is very obvious for a large number of war chess games without round limits. At the beginning, you may need to face the battle step by step carefully, but when the battle situation evolves into the middle and late stages, players often have enough time to buy equipment for the characters, or enter the arena to make money, or surround the enemy's waves and earn experience through ordinary attacks, surround and kill the continuous emergence of enemy reinforcements, etc.

That is because of this, most classic war chess games often set the game's turn limits in order to strengthen the importance of their strategies. Some are milder, and the number of turns is limited in the game in the form of achievements. For example, some achievements must be completed within a certain round before they can be obtained. However, those high-difficulty games often cannot achieve task goals within a round, so they are determined to fail. Such games will naturally be more difficult...

In fact, this is also a strategy to avoid gamers from over-leveling in war chess games. No matter what type of game it is, unlimited over-leveling will make the game lose its original fun...

From a certain perspective...

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

Yes, excessive leveling!

In any role-playing game...

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

Then, rely on the improvement of experience to improve one's level, improve one's skills, and strengthen one's attributes...

Generally speaking, in this type of game, the speed at which characters can improve their strength is often related to the experience they can gain from the enemy...

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

Once this happens, it means that the player needs to complete the main task, defeat the task wave ss, and then change the map...

If you don’t change the map, the experience of simply fighting monsters will soon make players unable to further improve their level. Even if they can improve, their efficiency will be outrageous. Except for legendary figures like Shilipo Sword God, most players cannot endure such loneliness...

Of course, too low efficiency is not a reason why players don’t do this. Sometimes, players will still choose to bite the bullet and reduce their practice to several levels in the mission area before the wave ss. The reason is that in the end, it is nothing more than to reduce the difficulty of the wave ss battle...

The longer the player spends leveling, the more relaxed it will be to defeat Wass...

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

This kind of crushing wave ss achieved by relying on its own super-high level is essentially a result of excessive leveling!

Of course, generally speaking, excessive leveling is based on long-term boring leveling, which is also determined by the game mechanism. Most games will not allow players to easily defeat powerful ss. Either they have enough luck and clear combat strategies, or they need to use a higher level than the standard level to make up for the shortcomings in the strategic and luck levels...

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

For example, in the Fire Wizard war chess game, because the experience of each enemy is fixed and the experience required for upgrading each character is also fixed, a strategic school is derived that only cultivates the main force to quickly build high levels and then kills the enemy. In this school, players only need to cultivate a few game characters that are most worthy of training to achieve the game's level. Once the character is cultivated, it can easily crush the enemy and achieve the effect of one riding as a thousand...

This effect also leads to the key positions in some levels that clearly require magic characters to pass, a trained physics character can also easily chop melons and vegetables with an iron sword...

In this case, the difficulty of the game depends to a large extent on the difficulty of character training...

If the character upgrades quickly, and can quickly change his position and achieve a crushing effect on the enemy, then on the basis of fighting to support the battle, players can easily pass the many levels set up in the game, so as to pass the level smoothly...

On the contrary, if the characters in the game upgrade are very slowly, each level increase requires a long battle, killing more than a dozen or even hundreds of enemies of the same level to achieve improvement, then the difficulty of such a game will be very, very high, and the progress of the game will be relatively long...

And in the traditional sense of online games...

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

The difficulty coefficient here can be said to be far beyond the difficulty of a stand-alone game...

In most online games, the upgrade of game characters will be a very, very, very long process...

In early online games, there was no concept of a game cap. The higher the level, the more it represented the experience like astronomical numbers...

In most online games, the higher the level, the more experience the player needs to upgrade, even close to the astronomical number. Similarly, the higher the level, it often means that players must fight with more powerful monsters to gain effective experience. These two points are destined to increase the level in most online games, which is very, very difficult...

At the beginning, it was not surprising how many levels a day were, but it was normal to have a level one for a few days. Sometimes, the character upgrade took up to 24 hours a day and hang up without interruption for 24 hours a day...

After all, it is nothing more than a common method for 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 improvement of level is not a simple matter. The higher the character, the more difficult it is to improve level. This is also a concept that can be regarded as common sense...

Ordinary online games can only interpret this concept from the perspective of data, so naturally they have to use astronomical experience to describe the difficulty of upgrading, which is a natural thing...

After all, it is a matter of course to exercise and fight, and then gain strength improvement...

As for experience value, after all, it only intuitively shows the gains of the game characters in a battle...

But if it is put in reality, it actually makes sense...

A otakus who has never fought and a gangster who has fought ten games, is naturally the latter's ability to fight is even better...

And a gangster who has fought ten games naturally cannot be as good as a leader-level figure who has fought hundreds of group games. As for those gangsters who have experienced many battles, it is naturally even more different...

Where did their gaps come from simply because of their experience in fighting...

Fighting is naturally experienced. When fighting, what should you attack first, how to attack, and how to protect your vitals from harm, all these need to be supported by experience. If a gangster has experienced hundreds of fights and lives intact, he will definitely become a fighting master, even if this 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 start to naturally learn some fighting knowledge and exercise their muscles, which will further strengthen their combat effectiveness...

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

When a soldier is on the battlefield for the first time, he is the easiest to die in battle, but as he goes to the battlefield more often, soldiers will gradually become less likely to die on the battlefield...

In 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 later, with the survival time and time again, the soldier's military quality will be quickly improved in a short period of time. He will naturally master all military skills, including shooting and bayonets, and eventually become a commander-level figure in the army bit by bit...

In fact, once such a person is born, he will often not be much inferior to those officers who graduated from military academy. Although there may be some shortcomings in theory, these commanders often show excellent combat abilities in actual combat...

Just like the protagonist Li Yunlong in the sword, it is the most typical example...

After all, this is actually the combat experience that has its effect!

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

At least in the game, players can know very clearly that how much experience they gain can improve their level...
Chapter completed!
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