Following the instructions, Ah Dai took some free supplies from the prop box next to him.
Afterwards, Ah Dai followed the captain of the investigation team and started his first hunting trip.
Passing through a forest path, you will see many herbivorous dragons.
These herbivorous dragons gather in groups of three or five, and each has a long tail like a hammer behind it.
Without paying any attention to the captain of the investigation team who was waving at him in front of him, Ah Dai directly drew out the sword behind him.
Then approach a comfortable herbivorous dragon.
These herbivorous dragons will not actively attack and are gentle creatures.
Obviously, the purpose of this creature's existence is to allow players to practice.
Aiming at a herbivorous dragon that was eating, Ah Dai swung the sword in his hand and chopped it directly.
Along with a number, bright red blood floated out.
The herbivorous dragon groaned in pain.
The other herbivorous dinosaurs around also fled in terror.
He immediately chased after him, and Ah Dai thrust out an air blade, followed by two straight slashes.
With a wail, the herbivorous dragon collapsed to the ground.
"It feels so good, but it's a little bit weak!"
Ah Dai was a little excited and thrilled.
Although we know that this monster is just for players to practice and test their skills.
The type who doesn't fight back when beaten or respond when scolded.
But Ah Dai still felt a surge of excitement.
Especially the katana in his hand, it seems to do particularly high damage.
After two or three slashes, the herbivorous dragon in front of him was dead.
Every time you chop down with a knife, there will be a very simulated vibration feedback with the controller.
When hitting a harder part, the vibration feedback from the vibrator is very strong.
If you cut at a relatively soft spot, the vibration feedback will be weaker.
At the same time, the sound effects and movements during the entire attack process also made Ah Dai feel as if he was really hunting.
Especially when combined with the latest physics engine effects.
Ah Dai could clearly see the scars on the monster's body caused by his own cuts.
Of course, because of the visual effects, the amount of bleeding is still lower than that of "Prototype".
In addition, there is a weakness system in the game.
The sword hit the weak spot, and the resulting damage also made Ah Dai a little excited.
In the game, the damage number display is turned on by default. Of course, in order to pursue a more realistic hunting experience, it can also be turned off actively.
As for why it is turned on by default, it is mainly to allow players to better identify the monsters' weaknesses.
In Wang Chuan's opinion, this is quite necessary.
Although in the past, "Monster Hunter" and "Dark Souls" were both relatively hardcore games.
But in fact, many settings are added to make the game smoother.
This is what the damage is shown.
If you really want to pursue absolute realism, hardcore players will naturally turn it off on their own initiative.
Players who want to hunt more easily can turn it on and judge where the monster's weakness is by observing the damage.
In addition, there is actually not much problem with this setting itself.
After all, what good would it do to tell the players the weaknesses?
Players may not be able to hit it.
Those who need a pedicure should get a pedicure, and those who need a back rub should get a back rub.
Which old hunter did not evolve from a pedicure master and a back scrub master?
After a brief moment of excitement, Ah Dai put away the sword and started collecting the spoils.
Even though he killed his first monster in his Monster Hunter career, after a brief moment of excitement, A-Dai's mood quickly recovered.
This battle was mainly for Ah Dai to experience the game's combat system.
As for a sense of accomplishment, there is basically none.
It's just like when you play League of Legends against an AI and get a pentakill, how can you feel a sense of accomplishment?
This herbivorous dragon is for players to test their skills. Unless it is intentional, it is impossible to kill the herbivorous dragon.
So where is the sense of accomplishment?
In the game, Ah Dai watched as the camera switched to the third person perspective.
The character in the game squatted down and harvested the corpse of the herbivorous dragon.
Then some materials were obtained.
Wang Chuan did not make the collected animation effects too realistic.
This is mainly because the style of the game is different from the Western realistic art style of "Dark Souls".
The entire art style of "Monster Hunter: World" actually contains elements of oriental fantasy style.
Putting aside the hunting experience, the game also has scenery, monsters, weapons and equipment.
It may make players feel super handsome and cool.
But it will not make players feel real because the game style itself is like that.
So in this regard, Wang Chuan did not think about complete simulation.
Wang Chuan did not perform such a scene as opening the stomach and taking out the materials.
As for the collection of other materials, should it be more realistic?
For example, if you focus on a certain part of the monster and hit it, after the battle, this part will be destroyed and you can only get a little bit of materials.
After all, this is the reality. If you have destroyed it, where will you get the material?
But this idea was just a simple thought and was not implemented.
This is mainly because "Monster Hunter: World" is a game with grinding elements.
If this continues.
It may be novel at first, but it may not be a good sustainable experience.
Challenging a powerful boss is already difficult.
And after experiencing it once and defeating the boss, I felt the joy of my own growth.
Then each time you challenge the same boss, the process can bring players a different experience.
But despite the joy of gain, there is no doubt that quality is showing a downward trend.
Instead, what good things and materials can I get from killing the boss this time?
This harvest is expected.
For example, in the later stage, you can get the beads you want.
In this regard, there are classic cases in previous lives.
That is the game Diablo 3.
It was a fantastic start, but soon, due to problems with the drop mechanism and elements like the auction house, the entire game fell into a dead end.
It wasn't until later, when the Reaper of Souls version appeared, that a large number of white and blue equipment were deleted.
Moreover, the chance of monsters dropping gold and dark gold equipment has increased significantly, and the dropped equipment can basically be used by your own profession.
This gave Diablo 3 new life.
Monster Hunter: World, while not strictly a grinding game, does have some similar elements.
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