Game enthusiast Wang Chuan unexpectedly arrived in a technologically advanced parallel world.
What? Games are the Ninth Art, no less significant than music or fine arts.
Thus, starting ...
The consequence of this is that the terrain of the battlefield in the game will change as the pursuit progresses.
Of course, compared to "Dark Souls", "Monster Hunter: World" is also better in one aspect.
That means the skills are not good enough, so the equipment makes up for it.
Players can still create equipment through their own efforts and by collecting various materials.
Because in "Monster Hunter: World", the benefits of equipment are much higher than in "Dark Souls".
But no matter what he said, he listened to Wang Chuan's introduction bit by bit.
Wei Wei still felt a deep malice.
"Boss Wang, will the players have any objections to this? After all, by then, it might not be what the players expect!"
Wei Wei hesitated for a moment, then made a tactful suggestion.
After all, the game is so smooth in the early stages, but the difficulty suddenly increases in the middle and late stages, which may make players feel a little disappointed.
"How could that be? Players are much tougher than you think, and compared to a game like Dark Souls, they're much more humane!"
"And look at the name of the game, we've clearly told the players that~"
"Monster Hunter, you can understand it as a verb..."
Wang Chuan shook his head, with a faint smile on his face, and spoke seriously.
After hearing Wang Chuan's words, everyone was stunned.
My god, hunter is a verb.
Soon, Wang Chuan finished explaining the entire game plan to everyone.
Next is the content of the game and action system.
After seeing the new technology and physical engine effects in real life.
Wang Chuan already has an idea about the action system in "Monster Hunter: World".
Compared to the action system of the previous game "Monster Hunter: World", the more powerful physics engine will undoubtedly make the combat details richer.
First of all, different weapons will give feedback on the damage caused by the strike position.
With the help of the physics engine, this can be achieved.
For example, the sledgehammer, the greatsword, and the insectoid stick.
These weapons' attacks on monsters can well reflect the damage characteristics caused by different weapons.
Hitting the boss with a blunt weapon is completely different from using weapons like axes and swords.
At the same time, "Monster Hunter: World" itself is different from ordinary action games in that the hunter actions controlled by players in this game are more realistic.
Although there are various cool combos, they are different from the continuous combos in fighting games or action games.
Players need to connect their moves.
Simply put, players will feel that the operations in the game are a bit slow, and this is mainly intentional.
The purpose is to show the realistic side of itself.
It is also to match the thrilling hunting aspect.
What is Thrill Hunting?
This is naturally reflected in the game where players can die easily if they are not careful.
And in Monster Hunter: World.
The player's attack interval will be relatively slower compared to other games.
At this time, it depends on the player to make a decision: whether to continue to be greedy and hit the dragon, or to cut twice and then immediately create some distance from the dragon.
The second point is that it allows players to have a more precise attack area.
For example, after the player causes damage to the dragon, corresponding wounds will appear on its body under the effect of the physics engine.
At this time, if the player can continue to attack this area, it will cause great damage to the boss.
In addition to this, there are some other small details, but they do not have a big direct impact on the main combat system experience.
After determining the idea of the entire combat system, Wang Chuan quickly began to produce it on the Pangu editor.
Wang Chuan doesn't need to spend too much energy on other aspects because the entire team members are very experienced.
With his plan, these tasks are not very complicated.
So Wang Chuan only needs to focus his main energy on the combat system of "Monster Hunter: World".
However, while researching the new physics engine, Wang Chuan also tested the strength of the AI intelligent system.
After concentrating all the computing resources together, Wang Chuan was surprised to find that the performance of this monster in the game was simply amazing.
There are also preset commands based on different actions in the game.
This monster can take the most appropriate action in an instant and put it into the game. This is the specific performance.
That is after implanting a series of commands such as escape, attack, madness, and sneak attack.
These monsters will even use favorable terrain to attack players.
For example, if the player moves away and starts sharpening his knife, the boss will directly use a dragon car.
When the monster's health is low, it will return to its nest to rest and recover.
The swordsman with the red blade is climbing up the dragon and slashing, ready to show off his ability to cut the enemy in half with one blow.
Then the boss will directly use his ghost sword, take small steps, and give you a dragon chariot!
The greatsword is charging, ready to give the boss a hard blow.
Then the boss stands 5 meters away and looks at you as if you were a fool.
I can imagine that you are extremely embarrassed at this moment.
After adding all the AI features, this is the effect presented.
When Wang Chuan tried it himself, he accidentally got tricked twice.
Not to mention ordinary players.
Fortunately, "Monster Hunter: World" is an open ecological game and contains quite a few monsters.
In this case, the AI efficiency is dispersed among various units, and the difficulty is basically the same.
It allows players to feel that the boss is more real and vivid, while not being too difficult.
As for higher AI settings.
After the player becomes familiar with the game and finds some basic equipment.
Then you can hunt the battle-hardened dragon.
The so-called battle-hardened means having gone through hundreds of battles.
These ordinary dragons and ancient dragons refer to these. Although they are not much different from their peers in terms of attributes, they have already experienced many battles.
Therefore, it is normal to have more combat experience, know how to deal with hunters, and have a higher AI.
Of course it won’t be too difficult.
Even in high-star battles, there is still a limit.
After all, players must be able to earn beads.
Otherwise, "Monster Hunter: World" would be missing a lot of fun.
Wouldn’t the players’ livers protest?
After all, if Monster Hunter isn’t hardcore, can it still be called Monster Hunter?