Chapter 445 Three different player genres

Zhuge Jun carefully observed his character's face and found that it seemed to have changed.

He could not remember what his face looked like before. After all, he just found a template and changed a few items according to his own preferences. During the game, he looked at the back of the character all the time, so it was difficult to notice the changes in the face.

Not only that, during the game, you will also get some equipment that may cover the face, such as a tricorn hat, a mask, a doctor's crow mask, etc.

Zhuge Jun himself likes to change a set of equipment every once in a while, so this further blurs his impression of face pinching.

At this time, when he accidentally saw the character's face, he suddenly felt quite unfamiliar.

And I always feel that this face seems a little inconsistent. Is the distance between the eyes a little bigger? Or is the nose a little shorter? Or is the cheek a little swollen?

It's hard to say, but I just feel that it's wrong and unnatural.

If other players who don't care much about these things may just ignore it, but Zhuge Jun is very sharp and realizes that things don't seem to be that simple.

"It shouldn't be that I remember it wrong.

"If I pinched a face like this when I pinched the face, I wouldn't start the game at all. I would rather choose a new template, after all, those templates are all very good-looking.

"That is to say... as the game progresses, my face changes?

"Yes, in the prologue! In the prologue, I have an ancient god face.

"Is this also part of the game mechanism?"

If it is in other games, this may not be a big deal, but since "Blood of Lies" distinguishes between two types of face-squeezing at the beginning, and gives enough hints through the picture of the basin, then the subtle changes in appearance at this time must be intentional.

"As the game progresses, I will gradually become the ancient god face seen in the basin?

"Is this a good thing or a bad thing? It doesn't seem to be a good thing!

"Then how can we avoid this problem?

"I can't think of it! "

Zhuge Jun tried to sort out his thoughts, but soon realized that the current known conditions were not enough.

Obviously, changing faces is a bad thing.

The face that the player pinched at the beginning, whether it is a normal face or an ancient god face, represents the original, normal him.

In the plot of the prologue, when the player challenges the Liar Hunter, the Liar Hunter will hint that the player has given up something to come here.

As for what exactly is given up? It is not easy to guess at present, because there are many possibilities. It may be giving up integrity, it may be giving up humanity, it may be giving up some parts of the body and transforming into a doll.

But this is obviously not good.

The prologue seems to depict a worse future.

Zhuge Jun has a feeling that if he continues to advance the game process step by step without triggering any special hidden plots, If so, it should be connected to the plot of the prologue and fall into a kind of inescapable cycle, which is the bad ending of the game.

But to avoid the bad ending, you must first figure out what caused your appearance to change.

Is it because of lying? Or because of the improvement of spiritual vision? Or is it the absorption of unclean blood?

There are too many influencing factors, so it is difficult to judge accurately. After all, the current players do not know enough about the game mechanism and plot to make too effective inferences.

You can only try to play an ending first.

At the same time, different groups of players are also trying different ways of playing and routines.

The most mainstream way of playing at present is of course Zhuge Jun's way of playing.

After all, in terms of face pinching, those who like the ancient god face are ultimately a minority, and the mainstream aesthetic is still like I like good-looking faces, and as players of arpg games, many people are too lazy to put too much effort in face-shaping, and they just choose a template and start the game directly.

For the subsequent training plan, everyone basically defaults to the strength system or agility system.

This can also be regarded as a kind of path dependence, because in other similar games, the physical system, especially the strength system, has the best game experience in the early stage, but the magic system requires more skills, techniques and understanding of the game.

Because in similar games, easy-to-use and high-damage weapons often have the lowest strength attribute requirements, and many easy-to-use weapons in the first round also require more strength correction.

If you want to play spells, many powerful spells are often obtained in the late game.

What's more, spells require special points, and you need to add blue bars and The main attribute related to spells, then the player can use fewer points for health, and it is easy to suffer in the early stage.

But less does not mean no.

At present, players are still exploring two different routines, one is the puppet routine with the ancient god face start, and the other is the spell routine with a normal start.

As for the experience...

It can only be said that it is similar to the normal start, and both suffer the same.

The so-called puppet routine is actually to find props that can replace puppet parts as much as possible, and transform yourself into a pure puppet as much as possible.

What are the advantages of puppets?

First of all, it must be a high injury reduction rate, followed by a unique fast and slow knife action module, and there are also additional bonus points.

Add points to the puppet craftsman. The more puppet parts you transform, the more attributes such as endurance, computing power, endurance, and power will be increased.

Even many players feel that if you want to play the power number, you must choose the puppet start, otherwise it will be a big injustice to lose so many attributes for no reason?

High damage reduction, less prone to damage to parts hit, and weapon correction under high attribute blessing, all make these players have a good experience in the daily map pushing process.

But once you encounter a boss or a relatively powerful elite monster, it will be more difficult.

Because the puppet itself is restrained by the zombie, when chopping those large beast monsters, the blood sprayed by these monsters can restore blood for human players, but it will corrode the parts of the puppet.

Therefore, players need to wear some clothes that cover more tightly and have higher corrosion resistance, and they have to rest frequently in the gas lamp.

In comparison, if the player operates well in the human start, he can chop all the way through, and the monster's blood spray will restore blood to the player, ensuring endurance; while the puppet start is just the opposite.

However, for novices, the puppet start is more suitable.

Some players even replaced their legs, and soon found that the stepping action module became stiff and not as easy to use as humans.

But this is not impossible to adapt to. Although the feel is worse and the pre-swing is slightly longer, players can make up for it by running.

There is another problem with the puppet start, that is, lying is easy to be exposed, and once it is exposed, it is very troublesome.

Not only will the boss battle have attributes that are completely targeted and restrained, but some shortcuts that could have been opened will also be directly locked, and you need to find another entrance.

For this problem, players who start with puppets are also divided into two camps. One camp believes that they should directly refuse to lie and tell the truth about all questions, because this helps to reduce spiritual vision and improve their puppet process. The other camp believes that they should practice lying and improve spiritual vision.

But the former thinks that lying at the puppet start is not a detour? Then why don’t I just choose the human start?

Both sides are unwilling to give in, and no effective conclusion can be drawn for the time being.

But in general, at present, it can only be said that the human and puppet starts have their own advantages and disadvantages, and they suffer in different places, so it is not possible to assert which one is better for the time being.

And magic players are more painful.

The magic department also starts with a human. There are three different spiritual attributes in the game, namely knowledge, faith and mystery, and these three attributes are all affected by spiritual vision.

The more times the player lies, the higher the spiritual vision, and the more attribute points these three attributes will get when adding points.

The game content affected by these three attributes is different, among which:

Knowledge corresponds to attribute restraint and flaws. When the player's knowledge attribute is improved, not only can the corresponding restraint attribute be used to deal higher damage, but also to cause damage to parts faster.

Faith corresponds to rituals. There are some special summoning rituals in the game, which are basically communicating with some unknown existence, and then this unknown existence will randomly bless.

For example, let the weapon attack add spiritual damage, and the enemy will fall into madness after a certain number of attacks; or you can make the weapon ignite a special blue flame without a prosthetic hand, and this flame will not be reduced due to the enemy's fire resistance; or directly summon an offensive ritual and use a mysterious summon to directly attack the enemy.

Mystery corresponds to some negative states related to luck, such as making weapons or ritual effects that can cause abnormal states such as madness and bleeding in the enemy more frequently triggered. In addition, in battle, players will also randomly gain some small gains due to luck, and enemies will gain small losses.

Spell players basically lie when they go out, and never miss any opportunity to stack their spiritual vision, but they obviously suffer the most among the three types of players.

Because spiritual vision has a hidden attribute, that is, the higher the spiritual vision, the easier it is to see many powerful monsters that are usually invisible.

And many of these monsters are also related to the ancient gods, which means that the rituals obtained from the corresponding ancient gods may have little effect on them.

Players who play spells basically have to increase the blue bar a little bit, and then almost evenly increase the three attributes.

Because the three attributes of knowledge, faith, and mystery can all benefit from spiritual vision, and the lower the level, the higher the benefit, and the higher the level, the lower the cost performance.

However, since the players have relatively few rituals in the early stage, and many of them only enchant weapons with special magic, they still need to fight carefully to kill quickly, and the fragile skin is easy to die suddenly, so it is the most difficult to play.

However, since the spell flow is chosen, most players have already made psychological preparations in advance, and there are not many complaints.

In this way, the three types of players have different routes and different places to suffer, but they all have one thing in common in the experience, that is, jumping back and forth between "slaps" and "sweet dates".

The game "Blood of Lies" is deliberately made like this:

Different routes have different hardships to eat, and players will play more and more difficult, and feel more and more unable to play, but every time the players really want to quit the pit and quit the game, the game will give them a sweet date, so that they can feel refreshed and see hope.

Combined with the publicity of the anchors and the debate on the Internet, the negative emotion value contributed by "Blood of Lies" has risen steadily!