Chapter 458 Difficulty level bug?

"Wait a minute, is there really no hidden mechanism, or did I not find the hidden mechanism?"

If it was a game from another company, Zhuge Jun would definitely shout "It's a rip-off" at this time, and then give up this meaningless challenge, and then give a bad review on the official platform.

But this is a game from Against Heaven.

As we all know, almost every game before Against Heaven has a special hidden mechanism, and those designs that seem unreasonable at first glance have also proved to have other meanings later.

Therefore, Zhuge Jun decided to give it another chance.

Look patiently, maybe there is really a hidden mechanism that has not been discovered?

Against Heaven is indeed getting better and better at hiding.

For the first few games, the hidden mechanism was basically found by players one or two days after the release. For the latest games, the time it takes for players to find the hidden mechanism is getting longer and longer, from one week to two weeks, and some are even approaching a month.

But in this way, finding the hidden mechanism is also more fulfilling.

Zhuge Jun began to reason seriously: Assuming that there is a special hidden mechanism in "Blood of Lies", and this special hidden mechanism can just solve the unreasonable design of the current God-becoming ending, then where is this mechanism most likely to be hidden?

"The answer may be... Is there some simple way to maintain dynamic difficulty and greatly increase the GP success rate in the game?"

After Zhuge Jun reasoned, he immediately came to this conclusion.

His reasoning is not complicated, because looking at the conditions required for the God-becoming ending, the most difficult ones are actually the dynamic difficulty and GP success rate.

No matter how other mechanisms change, as long as these two mechanisms are still there, the God-becoming ending is not something that ordinary players can touch.

On the contrary, if ordinary players can also achieve these two points relatively easily, then the remaining conditions, whether it is choosing a specific lying option or insisting on "not killing" the boss for one minute, will not be too difficult.

But then again, these two seem unlikely.

Because dynamic difficulty and GP judgment frames are the underlying mechanisms of the game, players have not found any way to actively adjust them until now.

Will the official leave a backdoor here?

From the perspective of game design, no.

But according to the estimation of the usual nature of Against Heaven, it seems that it is not completely impossible.

"Never mind, I'll study it first!"

At this time, the players who are more confident in their own operation have begun to try to get the God ending according to the method of Lao Wang next door.

But Zhuge Jun thinks that sharpening the knife does not delay the chopping of wood, isn't it the case for every game before Against Heaven? Find the hidden mechanism first and then play it to get the best game experience.

"Maybe I should test whether there is any problem with this dynamic difficulty system first?"

In the case of choosing one of the two, Zhuge Jun decided to try the dynamic difficulty first.

Because in comparison, the success rate of GP is still relatively easy to achieve, as long as the player only GPs some specific actions.

It is quite difficult to GP all the boss's attack actions, and Zhuge Jun can't do it now. But if you only GP some actions, the difficulty is not high, and it can also weaken the boss.

So, the most important thing to overcome is still the dynamic difficulty problem.

Zhuge Jun started to try directly with his second round account. He has not considered getting the God ending for the time being. He just uses this account to push the map normally while keeping an eye on the dynamic difficulty points displayed on the plug-in.

This plug-in is displayed based on the internal data of the game, and the specific numbers are divided into two parts.

One is difficulty rank, which translates to difficulty level; and the other is difficulty point, which translates to difficulty points.

These two words are directly taken out of the code, so the writing method in the code is directly used.

Zhuge Jun did some simple experiments and quickly determined the range of these two values.

The difficulty level is from level 1 to level 6, and the initial default difficulty level is level 3.

Each dynamic difficulty level has a maximum difficulty point of 5,000 points.

In short, when the player just enters the game, or resurrects from a checkpoint, the initial default difficulty is: difficulty level 3, difficulty point 0 points.

When the player performs some non-injury operations in the game, or passes certain specific checkpoints in the invincible state, the difficulty points will be deducted.

Depending on the player's behavior, the deduction range is also different.

For example, if the player runs from one gas lamp to another without being hit while doing parkour, the game will deduct 500 difficulty points; if the player kills a boss without being hurt, the game will deduct 1000 difficulty points.

In addition, similar behaviors such as killing monsters and picking up props without being hurt will also deduct different dynamic difficulty points.

Assuming that 500 points are deducted, the difficulty at this time becomes: difficulty level 2, difficulty points 4500 points.

Because the full points of each difficulty level are 5000 points, reaching 5000 will automatically enter the next difficulty level, so when the points are 0, the deduction will drop a dynamic difficulty level.

The same is true for bonus points.

When the player is beaten or dies, points will be added.

Whether it is adding points or deducting points, the dynamic difficulty has an extreme range.

The lowest score is difficulty level 1 (0 points), and the highest score is difficulty level 6 (5000 points).

When the difficulty level reaches the highest, no matter what the player does or how many times he dies, the difficulty level will not continue to increase.

The difference between difficulty 1 and difficulty 6 is still very obvious.

At the lowest difficulty, the boss's health is greatly reduced, the attack power is also reduced, the desire to attack is also low, and the moves are all repetitions of some simple moves.

On the contrary, at the highest difficulty, the boss not only has high health and high attack, but also has a mad dog's desire to attack, and the moves will derive various combos.

This is why those speed runners and expert players will feel bored when fighting.

In addition, there is one more thing to pay special attention to: although it seems that the low difficulty only has two difficulties, dynamic difficulty 1 and 2, and the high difficulty has four difficulties, dynamic difficulty 3, 4, 5, and 6, but in fact it is extremely difficult for players to hit dynamic difficulty 1.

Because it is difficult to stay uninjured, but it is easy to get injured or miss items for any reason, so in most cases, no matter how hard ordinary players struggle, they can only struggle around dynamic difficulty 3.

Trying to maintain the normal difficulty has exhausted all the power of the primitive, and it is not easy to keep the difficulty low.

"Damn, this is really difficult!"

"It seems that this numerical system is very strict, and there seems to be no loopholes. Oh no, there is no hidden mechanism."

After pushing a section of the game process, Zhuge Jun was a little discouraged.

Because he had no clue at all.

The score is controlled very strictly, and there are even decimals after the score, which is very detailed.

The scores of various subtle actions are different, and even some monsters' throwing skills continue to add points. When the player breaks free, the points will stop.

If you want to keep the game at dynamic difficulty level 1 for 70% of the time, it seems that you can only play without injury.

There is no progress.

"Forget it, let's go and fight an old friend first. "

Zhuge Jun looked around and found that he had come to the familiar workshop area again, where he could fight the beast-transformed furnace craftsman in the second round.

This can be considered a rookie killer. He does not conform to the stereotype of "hairy and weak to fire". After being ignited by the flame, his entire body is enchanted with hair, which burns the players to death.

So there are also many "enthusiastic good brothers" who will post the "Furnace Craftsman Weak to Fire" meme on the Internet to fool the newbies.

Zhuge Jun is also ready to suffer.

He took a look at his dynamic difficulty at the moment, which is difficulty level 6 (3999.34 points). This score is already very high. Around 1,000 points, it's capped.

The main reason is that when he was testing before, he deliberately ate various skills of various monsters to observe the changes in the difficulty score. As he watched, the score went up.

Zhuge Jun didn't care too much. Anyway, if he died once, the dynamic difficulty level would return to 0 points of difficulty level 3.

Let's experience the most difficult mad dog boss.

However, as soon as the fight started, Zhuge Jun instinctively felt that something was wrong.

Why is this boss so little blood? The moves are so simple?

This seems to be much simpler than when he first saw it, right?

Zhuge Jun was so confused that he was ready to be beaten up.

At this difficulty level, the boss will definitely beat him up with all kinds of fancy combos. Even if you have already fought in the first round, you have already forgotten the specific fighting methods and feel, and it is inevitable to suffer again.

However, the battle is much simpler than Zhuge Jun imagined.

Even three minutes later, when the boss fell to the ground, Zhuge Jun was still a little dazed.

That's it?

Died immediately?

This seems to be much simpler than the first round, right?

Is it because the second round is a fun round? No, there is no such saying in "Blood of Lies"!

From the previous experience, the second round The difficulty has not decreased, but has increased slightly. Why is the difficulty of the Forge Craftsman so much lower than that of the first round?

Zhuge Jun was puzzled. He quickly took out his mobile phone and searched the keywords "Blood of Lies, Second Round, Forge Craftsman" on the video website.

However, judging from the situation in these videos, the Forge Craftsman in the second round has not been weakened at all. It is still as difficult as the first round, and even many players who have just entered the second round have been defeated.

Especially after entering the second stage with the whole body on fire, it may even make some big players bow down.

"It feels like... the difficulty is wrong? ”

Zhuge Jun also watched some videos of speedrunners, but few of them were so smooth.

Because as long as you revive from the gas lamp and fight directly, the default difficulty is level 3. If you want to lower the difficulty during the battle, you need to succeed in continuous GP or cause a lot of damage to the boss while remaining uninjured, which is difficult.

Those real speedrunners will reduce the difficulty to difficulty 1 by killing monsters or other means before entering the boss room.

Only in this case is the difficulty similar to the battle Zhuge Jun just fought.

"Did I encounter some kind of bug by mistake? The highest difficulty became the lowest difficulty?

"Then how did I do it specifically?"

Zhuge Jun hurriedly thought carefully about his previous series of operations and tried hard to reproduce them.