Chapter 444 The correct use of the trigger back button

Zhuge Jun has always been holding this controller, but he has basically never used these two special back buttons.

The reason is very simple. He did not find the meaning of the existence of these two back buttons.

From the current point of view, they only map the LT and RT buttons on the controller.

Although the mapping can be modified from the software and changed to other buttons, what is the point of this?

The back button needs to be hooked with the middle finger, which is a bit difficult for most players to adapt to.

Because most people use the controller to play games, they only frequently use the thumb and index finger. After so many years, muscle memory has long been formed. Whenever the LT and RT buttons are used, the first reaction is definitely to press with the index finger.

In comparison, Zhuge Jun thinks that making the back button L3 and R3, that is, pressing the left and right joysticks is more practical. After all, the operation of "pressing the joystick" is still suspected to be a bit anti-human.

So during this period of play, Zhuge Jun basically used the default key position of the controller, and almost forgot the two trigger buttons on the back.

But after experiencing the importance of the transformation slash for five times, he suddenly remembered the two back buttons, especially the back button on the right hand.

Thinking of this, he turned the back button and carefully felt its feel.

A crisp "click".

After turning the back button, it will have a noticeable damping feeling, and it is impossible to turn it directly to the bottom position.

It will turn at a fixed speed, and at a certain point in the process, it will make a crisp "click" sound, and there will be a clear difference in the feel.

After passing this point, it still has a journey, and finally stays at the bottom position.

And turning it in reverse will also have a similar process, but the speed of movement will change, and the timing of the "click" will also be slightly different.

Zhuge Jun looked at the movements of the characters on the screen, and then carefully felt the feeling of turning the trigger back button. Suddenly, he had an idea and seemed to understand.

"So that's it! This trigger back button is not just a simple mapping of the RT button, it actually has a strict correspondence with the transformation slash in the game!

"The travel of the trigger button is the whole process of the transformation slash, and the sound of 'click' is actually the invincibility frame of the transformation slash!

"Not only that, it can also read game data in real time. Different weapons and different details of the transformation slash will also change this trigger back button.

"Both the left and right back buttons support this function, and players can also set it freely, such as setting it to automatic rebound, so that you can only dial down without dialing up, which is more in line with the operating habits of some players.

"This peripheral button is really useful!"

Zhuge Jun couldn't help but be full of surprises, because this back button will be of great help to GP practice.

"Invincibility frame" in the game itself is illusory. Even if players watch the transformation slash dozens of times, it is difficult to quickly remember the specific invincibility frame of GP by vision.

But with this peripheral, players can judge together through vision, hearing, and touch.

Especially the sense of touch, which is very important for the player's feel and can greatly accelerate the formation of muscle memory.

Just like many games will make the handle vibrate to different degrees at specific times, and the details of the vibration are becoming richer and richer. On the one hand, this is to make the player have a better sense of immersion, and on the other hand, it is also to prompt the player's operation.

Practicing GP through this back key will undoubtedly achieve twice the result with half the effort.

So is this handle only used to play "Blood of Lies"?

Not really.

It can actually be used in any game with similar mechanisms.

Although the design of transformation slash is very uncommon in other games, there are many similar mechanisms in these games.

For example, shield counter, and specific martial arts.

Taking shield counter as an example, its mechanism is actually the same as that of transformation slash, both of which have obvious hand-raising actions and generate a rebound judgment frame in the process of waving the shield.

So where is this judgment frame specifically? This can only be explored and memorized by the player himself.

But this handle can read the data in the game, strictly match the key travel of the trigger key with the whole process of rebound, and correspond to the rebound judgment frame through the special feel of "click" in the process.

The same is true for some specific martial arts with GP effects.

As a peripheral, this handle does not change the game mechanism. If you want to parry or GP successfully, you still need a lot of practice, and you can only use GP specific moves.

But it can greatly improve the player's familiarity and understanding of their own GP actions. Next, you only need to focus on studying the boss's actions.

Not only that, players can also use software to fine-tune this trigger key, change its key travel, rebound method, judgment frame prompt position and other details.

So that it is widely used in action games, shooting games, and driving games.

It can simulate changing magazines when shooting, and it can also simulate shifting gears when driving. It can not only play the role of atmosphere, but also effectively improve a specific operation and reduce the cost of practice.

Even if these games are not officially supported, it doesn't matter. There will always be some big players who adjust it themselves.

After they adjust it, transfer the relevant configuration files to the handle software, and other players only need to search for related games and load the configuration files with one click.

In short, it has a lot of ways to play!

Zhuge Jun was like opening the door to a new world. He hurriedly used the back button and found a few monsters to practice.

Sure enough, his mastery of GP actions has been significantly improved!

Zhuge Jun took out his long-forgotten sword and shield and tried it again, and found that it was also effective.

Although the GP actions of the sword and shield and the sword and spear are not completely consistent, and the judgment frames of GP are also different, you can quickly experience the difference between the two actions through this trigger back button and adapt to it at the fastest speed.

"Try it again!"

Zhuge Jun was very happy. He had suffered a lot of setbacks before, but now he suddenly saw the dawn and rekindled hope.

Finally, after another fierce battle, Zhuge Jun played the simple mode again without any danger.

And this time, facing the boss's right foot stepping on the ground, Zhuge Jun combined the GP timing mentioned in the previous video of Lao Wang next door and the feel of the trigger back button, and decisively used the transformation slash.

"Success!"

This GP action had a very good effect. The boss's right leg sprayed a lot of blood, and at the same time, it produced a big stiffness, and also accumulated a certain amount of damage to the parts.

Zhuge Jun hurriedly followed up the output, and used a transformation slash to return to the two-handed state during the period.

Because he only practiced the two-handed state of the transformation slash GP, he could maximize the success rate.

The boss stepped on the ground again and GP again!

"Success again!"

Zhuge Jun felt very happy after two consecutive GP successes. After a continuous cycle and a burst of output, the boss's right leg was damaged, and the blood volume reached half, entering the second stage.

It was so fast!

I can only say that the benefits of GP are really exaggerated. This operation is really difficult. Once a mistake is made, the consequences are also serious. But once the continuous GP is successful, it is fast, refreshing, and very entertaining.

Zhuge Jun saw the opportunity, stepped forward at the moment when the boss kowtowed, flashed under its belly, and output madly to the other left leg.

Finally, the boss fell to the ground with a bang.

At this time, Zhuge Jun realized that he had actually defeated the boss without taking any damage.

"I am so strong?!"

Zhuge Jun was shocked. He did not expect that he could defeat the boss without taking any damage the first time he defeated the boss.

In other games, it would take at least more than ten hours of practice to defeat the boss without taking any damage.

However, Blood of Lies has greatly shortened the gap between the two due to its special dynamic difficulty mechanism and part damage effect.

In short, the weaker you are, the harder it is, and the easier it is.

Once you can properly handle the boss's moves, the boss's moves will become easier and easier. In addition, the weakening effect of part damage on the boss's moves will make you even rush through without taking any damage.

What are the benefits of this dynamic difficulty design?

According to Lilith's original idea, it can make masters feel unsatisfied, after all, the more you fight, the more boring it becomes, and the boss falls before you even exert your strength; it can break the defense of novices, because the weaker you are, the harder you can't beat the boss.

The dynamic difficulty mechanism has indeed achieved both of these.

But everything has a price, and the price of dynamic difficulty is revealed at this time.

When the player suffers for a period of time and can properly deal with most of the moves, he can enter the "simple mode", thus directly skipping the "difficult clearance" and directly reaching the "no damage clearance"!

This will bring great pleasure to the players and greatly improve their self-confidence.

Zhuge Jun is in this state at this time.

Not only did he forget all the previous setbacks and difficulties, but he also had a deep impression of the pleasure of GP.

There was nothing left in his mind, except the feeling of success of three consecutive GPs.

As for enchanting the boss after ignition? This kind of small problem is not worth mentioning.

What a rubbish design, this is an ingenious design, okay?

"I even feel a little unsatisfied and want to play it again."

Zhuge Jun was a little emotional, but it was a pity that he did not save the game manually before playing.

And thinking about it, he has been delayed for a long time on this boss, and is currently behind the first echelon, so he should continue to seize the time to advance.

There must be a more powerful boss waiting for him.

Back to the hotel, the plot has indeed moved forward.

The NPCs rescued before have some new functions, new weapons and costumes can be purchased, and many new plot dialogues have appeared.

Zhuge Jun walked around the hotel for several times and finally dealt with almost everything that needed to be dealt with.

But when he was about to go out to continue exploring, he suddenly froze and felt that something seemed to be wrong.

Turning the perspective, he carefully looked at his character.

"Hey, is there something strange about my face?

"Is the face I pinched like this at the beginning?"