On the operation and skill of ARPG

xiaoxiao2021-03-05  29

Operation: Modern popular ARPG, represents the "Diablo" series made by Blizzard. In the world, there are many types of games that have changed based on this game, although there is such or such differences, but in terms of operation. "A" is "A" means "action", which is reflected in the earlier rounded role playing game, which is defined as an unprecedented adoption of the whole mouse operation, allowing the player to have very refreshing feelings in the game. . Players imprisoned in monotonous rounds are immediately attracted by this new operation. However, this is already the last century, and it should be changed now. The whole mouse operation is not movable during the attack, and it is not an attack when moving, so it is always necessary to stop. If you want to implement the attack in the move, only the keyboard is to control the move, and use the mouse to control aim. In FTS games, such form is the standard mode of operation, isn't it like this? Imagine, the FTS game is converted from the first person view or a third person viewing angle to a top view or diagonal 45 degree perspective, and a new ARPG control method will be formed. In this way, it is indeed more stimulating. But what is the benefit of design? In fact, it is difficult to distinguish the design in the game. So what kind of problem can be solved this way of operation. As a warrior of a handheld sword, you have to fight against the enemy. In "Diablo", it is necessary to "hard" with the enemy, and sometimes it will become more bloody blood bottles. In "CS", the closeup, the knife is relatively inexpensive because the move is relatively cheap, and it is necessary to try to pull the distance. Not like "Diablo" hazeling. Said so much, what is the specific change? In the past ARPG, long-distance attacks are always cheap to attack against meat type. A bow and archers stopped, don't let your opponents close, then a swordsman will be very difficult to win, often being dragged by the archers. Use the keyboard to control instead of automatic search, this will not be clearly presented to the opponent. Effective circumventive will make remote arms less cheap. Of course, the archer at this time does not need to stop when archery. In the face, it is more flexible. Only ran the fastest rabbit can avoid the murder of the fox. Another thing to change is to cancel "hitting accuracy". In "Diablo", even if the knife is cut to the body, it is not necessarily injured, and it is hit. Cancel the judgment of "Bringing Accuracy" is not true, but because the avoidance will cause the attack to become a power itself, if it is added, the offense becomes very difficult. Of course, the knife cuts to the target, the lattice is dealt, and it is indeed more realistic. So, in "Diablo II", the original attack is pressed and held down the "Ctrl" key. At this time, it becomes the default attack method. When you sword, the mouse only determines the direction of the attack, and does not need to click on the target. In this way, just click the left mouse button (attack button), the attack action is made, regardless of whether there is a goal within the attack range. In this way, it is more like "knife soul". The feeling of pursuing smoothness should be ARPG's goal, I believe there will be such a game, which can be attacked in mobile, which will use two control tools to move and attack. What do you think? Skills: Whether it is the world of magic, or martial arts, in the ARPG game, each skill is inherent. If you want to learn a skill, you must choose a specific role.

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