Why the bug I wrote became a core gameplay mechanic?! -
Chapter 346 - 355: When Did So Many Tricky Plays Come About?
Chapter 346: Chapter 355: When Did So Many Tricky Plays Come About?
Take the man-made mortar, for example, which is a type of long-range attack weapon crafted utilizing the explosive force of flame bombs and the binding ability of the Water Element.
Players first stick together stones and various debris to form a bomb, then use a flame bomb to produce thrust.
There are two types of flame bombs, one that is thrown directly and another that can stick to monsters or objects, called a live bomb.
This player first attached a live bomb to the debris, then generated a powerful thrust similar to a "Fire Bullet" technique, causing the bundled-up boulder to fly out in an arc and towards the distant monster camp.
Then, when it reached the sky, they instantly detonated the live bomb, creating a grand fireworks display!
So, how lethal was this thing?
Unbelievably high!
That doesn’t seem to make sense; flame bombs themselves do low damage, so why does the killing power of these modified stones become so great?
It’s because this game has a special physics engine.
Players have discovered that objects in the game are obviously heavy, especially when bound together, with the weight significantly increasing.
If a single stone’s weight is 1, then the weight of two stones stuck together is not 2, but 3 or even 4.
This is clearly because the system also counted the weight of the Water Elemental Adhesive, which is why heroes might be seen struggling to walk while carrying long spears.
This is a terrible thing in itself, restricting players in weapon crafting, but due to the existence of the physics engine, the higher the weight, the stronger the impact force, resulting in greater damage!
Since the player used a large number of stones to create a projectile, it had already generated tremendous kinetic energy when it was catapulted by the Fire Bullet, and when the live bomb’s explosive force was added in mid-air, the scattered stones instantly produced a colossal lethal effect.
This kind of force would either kill or cripple small monsters on impact.
If it hit larger monsters, the power was even more terrifying, because these larger monsters presented a bigger target, potentially getting hit by seven or eight stones at once, their blood bars disappearing in an instant!
Of course, pulling off a super long-range mortar shot is quite difficult, requiring the player to repeatedly calculate the explosion angle and timing, with even an expert possibly needing over a dozen attempts for one success.
However, players don’t have to go for super long-range mortar shots and can completely play in other ways.
Take another video, "Justice from the Sky," for example.
In this video, a player brought a large stone that had been stuck together to a high place, then attached a live bomb to it, grabbed it with the Power of Wind, extended it far away, and dropped it over the monster camp in a free fall.
When it fell halfway, they directly detonated the flame bomb, causing stone shards to scatter, and in an instant, the camp’s monsters were blasted into chaos!
Although using the same principle, this operation was much simpler, and virtually all players could replicate it.
Furthermore, players discovered a unique tactic during thunderstorms, which was to attract lightning!
Previously, Chen Tingquan had the misfortune of becoming a lightning rod after sticking together metal spears during a thunderstorm and got struck by lightning until he was dazed.
After some research, players found that all metal objects could attract lightning during thunderstorms.
And in the game, there is a weapon called the Boomerang.
Its characteristic is that after being thrown, it will hover around the Hero and eventually return to the Hero’s hand.
Normally, throwing a Boomerang during a thunderstorm is a risky act, as no one can guarantee that a lightning strike won’t coincide with the moment the Boomerang returns to the Hero’s hand.
But players soon found a solution, which was to use the Power of Wind to catch the Boomerang after throwing it!
Then, the player can use the Power of Wind to control the Boomerang’s rotation and angle, making it spin around the protagonist and even fly towards the monsters nearby.
And by combining multiple Boomerangs, they can create a large Boomerang.
For example, one video creator innovatively used an original Metal Shield and three Boomerangs to create a super-sized Boomerang.
This Boomerang initially seemed useless because it only flew less than a meter before falling to the ground due to its weight.
But before the large Boomerang touched the ground, the video creator decisively used the Power of Wind to grab it, and kept it rotating around himself.
Thus, during thunderstorms, this large Boomerang became a conductor for lightning, and there was no need to fear even if a large number of monsters approached. Simply let the Boomerang keep circling outside the safe zone around the Hero, and all the encroaching monsters would be struck into nothingness by lightning!
As research on the Flame Bomb and physics engine progressed, players also started to tackle the challenges of the wind environment.
The so-called wind environment refers to some intense air currents present both inside the relics and outside in the world.
When using the Power of Wind near these intense air currents, players are not only unable to control the wind properly but also get carried off by the strong wind, flying uncontrollably off course.
Sometimes they would land in a heap of monsters, and sometimes they would fall into an abyss.
It can be said that this wind environment has caused quite a bit of trouble for players in previous games, leaving them with no way to break free once caught, having to watch helplessly as the Hero falls—clearly not a good experience.
However, as more and more scientific discoveries were made, players gradually figured out how to move in the wind environment.
For example, placing a Flame Bomb in advance on the path of the strong wind and waiting for the Hero to pass by, then detonating the bomb at the right moment, creates a strong push force!
Although the Hero can’t move by himself, this push force will add to the effect of the wind, letting the Hero quickly drift along the path planned by the player.
This tactic might appear simple, but executing it is not complicated at all.
Because of the "Bullet Time" feature in the game, if the Hero pulls the bow while floating in the air, time around will significantly slow down, entering Bullet Time.
In this state, players have ample time to confirm the timing and location of their actions.
Players were then surprised to find that these strong winds, originally disruptive elements in the game that only allowed passage to relics or key locations through very indirect means, had now become similar to teleportation points, essentially enabling players to reach any nearby location they desired!
Just when Wei Chengjie thought this was the limit to players’ antics, he saw a video title that utterly astounded him.
"The Eternal Brave’s Sword! The Ultimate Artifact That Travels Through Time!"
Search the lightnovelworld.cc website on Google to access chapters of novels early and in the highest quality.
If you find any errors (non-standard content, ads redirect, broken links, etc..), Please let us know so we can fix it as soon as possible.
Report