Nightmare Lord's virtual game
Chapter 2608
"It is obvious that Nightmare World has put a lot of effort into changing DND's turn-based system into a completely real-time system. Although players can still find traces of DND in those familiar skills and spells, basically, Nightmare World has completely remade the battle, a new battle that is more modern, more virtual, more exciting, and also requires coordination and strategy!"
"First of all, it is an unparalleled sense of smoothness and excitement. There is no long waiting time after each action in the turn-based system. This will not be interrupted. The player's rhythm can keep the player in the rhythm of the battle, greatly enhancing the combat experience.
Nightmare World has injected a lot of interesting elements into this real-time battle, such as part weakness and part destruction. The hit rate in the turn-based DND mainly depends on the dice roll, and the AC level related to the dice roll result. However, Nightmare World is not like this. If the real-time battle also uses the dice roll method, it would be too loW, so Nightmare World has changed to a smarter way:
Facing the iron can wearing heavy armor, melee players can not You can cut their armor. Although the armor is very easy to hit, the damage caused is almost negligible. The smarter way is to attack the weak link of the armor protection. This is very realistic: in the turn-based system, heavy armor generally has a high AC, and you need to roll a high dice to hit it, so the player's hit rate is low. In the real-time system, it becomes easy for you to hit, because enemies wearing armor generally move slowly, but the heavy armor also provides them with effective protection - you can hit but can't cause damage!
Facing armor, the smarter way is Use spells to deal with these heavily armored enemies. The armor has average protection against magic, and fire, lightning and other spells have additional damage bonuses. My favorite is the fireball spell. Throw a big fireball at a bunch of melee fighters. It feels so good to watch a pair of armored enemies, who could only stare at them, being burned to death in the blazing flames. Even if the enemy is wearing armor with special magic protection, you can use acid damage to corrode their armor.
Agile enemies can attack their legs first, and it is easier to cause "injury" with skills. "Disabled", which greatly reduces their mobility. Fierce barbarians can attack their arms first, which greatly reduces their attack power or even makes them unable to hold their weapons...
Attacking different parts will cause different damages and even different results, which is unimaginable in the turn-based system, because the turn-based system only has two results: hit or miss. However, the diverse battles in the nightmare version give players more choices.
Secondly, the larger scale of the battle makes people excited. The turn-based DND rarely has large-scale battles, because once there are too many people on the field, the waiting time for the round will be so long that it is unbearable, but the real-time system perfectly avoids this point. The nightmare world obviously knows this and knows how to apply it, so there are many large scenes in the game "Baldur's Gate" - a large number of people participateLarge-scale battles with!
For example, the battle between the Mind Flayer and the Devil in the Demon's Helm in the prologue is shocking: the battle between the Mind Flayer and the Devil in the spaceship, the ever-changing hell scenery outside, and the devil reinforcements flying in continuously... Such a large-scale battle is shocking even just to watch, and the thought of participating in this battle and turning the battle into a chaotic battle makes people even more excited... Of course, there is also despair: we only have more than 10 HP at level 1, but the enemy leader has a HP of up to 200, which is a desperate gap!
Not only in the prologue, there are many other large-scale battles, such as the battle of the goblins attacking the forest in the prologue, the players performing the Infernal Affairs, the power struggle in the dark hell, the battle in the inn in the second chapter, and the tower strategy station. These battles all have a large number of people (including the number of enemy characters and the number of NPCs on your side). Imagine if it were a turn-based system... How long would it take to wait for a battle?
I'm sorry that I haven't finished Baldur's Gate yet. The game is too big. I feel that the first and second chapters alone are enough to make a game, but I didn't expect that the third chapter seems to be bigger than the previous two combined. I don't know how long it will take to complete the game.
The battles in the first and second chapters have left a deep impression on me, so what will the battle in the third chapter be like? I'm excited just thinking about it.
Finally, the real-time system is modified to meet virtualization. The Nightmare version has made a lot of changes to the original turn-based system, which involves many aspects, such as the most basic damage calculation method, skill changes, magic changes, etc. It is worth mentioning that the change of magic requires a casting action and casting time, and the player needs to aim in the direction. This means that the mage player not only needs to grasp the opportunity to cast magic, but also needs to aim accurately. The difficulty is much higher than the turn-based system. However, the game also provides many convenient new expertise, such as the expertise to reduce the casting time. In the later stage, low-level spells can even be cast instantly. There are also special expertise that allows mage players with poor hand and aiming to "point at whoever they want to hit".
It must be said that the success of Baldur's Gate in changing the turn-based system to a completely real-time system is due to the fact that Nightmare World has made drastic changes to the core of the battle, making the battle mechanism, skills, magic, and battle rules more in line with the real-time system. More importantly, Nightmare World has perfectly integrated it into the virtual world. As mentioned before, DND battles are very complicated. A huge problem with turning the turn-based system into a real-time system is that the player has only one person and two hands. When encountering a complex situation, the player has no time to operate the entire team.
However, the Nightmare version cleverly (forced) allows players to adopt the way of running a group, so that players only need to control themselves, and the amount of operation is greatly reduced.
The way of playing virtual games is actually not suitable for turn-based games, nor is it suitable to operate a team from a God's perspective. From this aspect, it seems that the way of virtual games "forced" Nightmare Company to change the DND game (Ma Li's)It has become a real-time system, but even so, the nightmare world has achieved almost perfection.
After playing the nightmare version of "Baldur's Gate" which is completely real-time, perhaps, it will be difficult for me to accept the turn-based DND game in the future, because its battles are so exciting and unforgettable.
I think the completely real-time battle is the biggest highlight of "Baldur's Gate" this time, but I didn't expect that another special mode would make my love for "Baldur's Gate" reach a "profound and unpredictable" level.
——In-depth role-playing mode!
If the completely real-time battle makes DND a type of game that I like more, then the in-depth role-playing mode makes DND a revolutionary evolution!"
With the exciting battle scenes, the evaluation of the real-time battle ended. However, OGN changed the subject and threw out a very concerning sentence.
………….
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