十六夜司 十六夜司
「叡智」が、ありますように、「志操」と、ありますように、「希望」で、ありますように。
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冬宫g,虽然这里大约也没人玩这系列太冷了…… 昨晚工作的时候拿出来刷了一会,想了想已经刷了300h的我没有什么刷下去的意义了。72个事件除了出现bug的人喰らい蜘蛛,以及麻烦的オエッ以外都已完成;敌人图鉴和物品图鉴的完美有心无力;真·隐藏boss和隐藏FM的难度大约需要我再刷100小时…… 我还是封盘等4g吧(._.) 比起冬宫原和冬宫2,这一作难度提升了一些,毕竟gothic……3代加入的副技能系统在这一作中得到了部分平衡,虽然つばめ杀し和坚阵等技能仍旧无法在组队时舍去,而其实并没有那么万能的sacrifice居然被删掉了很让人费解,只留下一位默认人物拥有这个技能…… 职业上神女的buff把她拔高了一个层次,本来还差一点才能够上输出手而且还被君主几乎全方位比下去的神女这一作HM技能拥有了圣枪术:双手枪可以主手持。加上非L射程的双手武器最高hit数从10增加到14这个改动,再乘上全期都有出类拔萃的枪这股东风简直……队伍里没有神女我都不会玩这游戏了orz 巫虽则被限制了乐器的使用,但是无关痛痒,拥有古式和4~6张大神札的巫仍旧是后期最强dps。即使前中期只能装备打击面狭窄的退魔札邪札等,你还是可以靠盗贼偷来肌襦袢剑圣之铠以及任务奖励的仕挂け眼镜等来弥补这个弱点。只是在没有高级炼金和高炼度矿石的情况下巫的输出并不是很乐观……到了后期在敌方高魔源的干扰下结界略容易被破坏,另外没有选择つばめ杀し作为副职的话多次攻击的巫对高燕返率的敌人仍旧苦手。以及,由于古式需要放弃防具甚至饰品,被敌人搅乱阵型后的巫甚至比法系还要脆弱。 侍仍旧是食之无味弃之可惜,也许等级超过500后燕返率过50%才会显露出她光辉的一面吧……可是这个等级对我来说太丧刷。不过我仍旧捏了一位侍做主力orz 三大咒文对应职业自然重要,为了快速得到复活传送修理等(这作可使用非消耗品使用时有几率损坏……)。其中炼金不但前期需要合天使小窗空气之实骨拖鞋等,而且到后期越来越需要高等级炼金的锻冶。在隐藏迷宫探险时炼金咒文必要性甚至高过僧侣咒文…… 盗贼嘛,和炼金一样,很多好装备都是偷来的…… 忍者和猎人有一个共通的问题:低等级没有好装备很难用。但是由于后期没他俩还挺难玩所以请斟酌要不要/何时要将他们带入队伍。由于火山FM可以偷到几乎是游戏第二弓的装备,远超那个时期应有的强度,所以建议那时加入一位猎人。 第四咒文召唤也是前期不太好用,后期99抗怪对我这种脸来说几乎相当于浮云……亏我还专门为你建了斗士! 提到召唤说一下魂之盟约这个召唤独有副技能,它的效果是将当前召唤物解放,然后其加入你的队伍中,成为一位完完全全的新人物,非纯洁者,保留立绘名字阵营种族性别职业,所有抗性异常属性以及生命/状态回复,保留咒文,武器/防具破坏,不保留怪物特有技能以及非本职业技能。高级怪物可以说除了立绘以外各方面都强于建立人物。 其他的嘛,没什么特别的……由于强迫症复发了一下全地图100%了,所以如果有人在玩或者打算玩的话可以找我讨论一下,有什么不清楚的地方我可以试着帮帮忙。
存。 第二章:可视结构理论综述 An information visualization, like any artifact used for communication and reasoning, is a representation system. This system includes correspondences between low-level properties of the data and the image, which is the information captured in the variable encoding model. However, it also includes a system for fitting those properties into a larger picture: the visual information structure. This structure provides context for individual data items, suggests patterns and relationships in the overall data, and assists the user in reasoning about visually presented information. Current infovis theory has much more to say about the low-level data encoding side of this representation than about the high-level structural side. Theories in infovis and diagrammatic reasoning that do consider the importance of visual structure tend to be either fairly vague or to focus on spatial layout as another encoding dimension. However, there is work in the related field of human-computer interaction (HCI) that takes a more concrete view of how visual interfaces suggest structural properties of systems, which suggests a possible way forward for infovis theory in this regard. The importance of finding a way to integrate visual structure into infovis theory is shown by work in cognitive science that highlights the strong effects that structure and context can have on the perception of visual information. In this chapter, I will present and discuss this background in visual structure theories in terms of the attempt to make infovis theory more structurally sound. 2.1 Visual Structure in Infovis Theory Infovis theory has most often adopted a model of visualization as information extraction. This model focuses on how data are transformed into visual encodings, and how a user then translates those visual encodings into internal knowledge. As a result, theory of this kind tends to be largely concerned with object-level rather than global properties. When structure is considered, it tends to be restricted to a question of what data attributes influence an object’s position in space. The seminal work in visualization theory is Bertin’s Semiology of Graphics [9]. Although Bertin was at the time writing about static diagrams, his work has been highly influential in modern infovis. Bertin lays out a thorough system of information graphics, defining “marks” as the primitive graphical object whose visual and spatial properties are based on a mapping with underlying data. A mark can be any visual element, such as a shape, line, area, or point, that represents information. He refers to these visual properties as retinal properties, e.g., color, size, shape, and location. Based on psychological knowledge about perception, he then provides guidelines for the mapping of these properties to different types of data, such as categorical, ordinal, and numerical: color is best suited to categorical data, position is the most precise mapping for numerical values, and so forth. Bertin also considers spatial structure in his work, primarily focusing on the image plane and how marks are positioned on it. He calls systems of planar organization “imposition” and sorts them broadly into diagrams, networks, maps, and symbols, which can be further classified by the coordinate system used. This part of his theory has been less broadly influential on infovis practice than the retinal properties, perhaps because it is less thorough and does not provide such clear guidelines. Another reason may be that the retinal properties were founded on scientific knowledge about the capabilities of the human visual system, and no equivalent knowledge existed at the time about how people understand visual structure. However, when visual structure has been considered in infovis theory, it has usually resembled Bertin’s construction. Similarly to Bertin, Cleveland and McGill’s work on graphical perception [17] explains the comprehension of information graphics through elementary perceptual tasks, such as discerning angle, direction, area, and curvature of visual marks. Having identified these tasks, they describe common diagram types like bar charts, pie charts, and scatterplots in terms of which tasks are used to encode and decode data. Like Bertin, they go on to make recommendations on the suitability of certain graphics based on human perceptual abilities. Their theory is based on the idea that reading visual information is a process of extracting information by decoding the visual mapping. These two works have together had a foundational influence on theoretical discussion of information visualization. In many cases, this influence is direct and explicit: for example, Mackinlay [42] employs Bertin’s classifications of visual marks and Cleveland and McGill’s recommendations in his system for automating graph design. Card and Mackinlay [13] also use a Bertin-inspired system to describe and classify visualization methods in a taxonomy. In their model, visualization methods are coded according to mappings between data variables and retinal variables; for example, data variables are first coded by data type (i.e., nominal, ordered, or quantitative) and then by what retinal or other visual property they are mapped to in a visualization. What is striking about this paper is that, when they apply this model to describing a number of actual infovis systems, it is almost always inadequate to the task. Nearly every encoding they present includes asterisks and question marks to indicate special cases, uncertainty about the visual variables being mapped, or what the authors call “non-semantic use of space-time.” While this taxonomy makes a heroic attempt to unify data description and visualization description under a single model, the awkwardness of the fit seems to suggest that there are aspects of this visual mapping that do not easily fall under variable encoding. In other cases, the influence is more subtle, and reflects the emphasis on marks and their visual properties in a broad range of ways. Wilkinson’s grammar of graphics [61] attempts to define a language for combining these basic graphic elements. This grammar takes an object-oriented approach in order to define generalized designs of graphical representations of data. Like Bertin, Wilkinson considers structure only in terms of coordinate systems—that is, how the position of marks is determined. Shneiderman’s task by data type taxonomy [51] classifies data by a similar set of structure types: one-dimensional, two-dimensional, three-dimensional, multidimensional, temporal, tree, and network. Although these classifications refer to inherent data properties, not visual structures, they are nonetheless influenced by assumptions about on-screen positioning, or there would be no reason to separate two- and three-dimensional data from the multidimensional category. This influence is also present in taxonomies that classify visualization methods by how they encode data, such as Chi’s data state reference model [16]. This model expands on the steps involved in translating data into visual form, then defines the behavior of a broad range of visualization methods at each step. This is similar to Card and Mackinlay’s system, but is more process-oriented, emphasizing the encoding as a transformation rather than a simple translation. While it is useful to expand on what is meant by variable encoding, and what this process actually entails, it is still an expansion on a narrow definition of what is going on in the use of infovis. A basic assumption of this area of theory, made explicit in Cleveland and McGill but implicit elsewhere, is that understanding a visualization is a process of information extraction. That is, there is some encoding from data property to visual property, and all a user does to gain knowledge from a visualization is reverse that encoding. This viewpoint sees all the activity of using infovis happening at the level of individual graphical marks; it does not allow for overall structural impressions having a significant impact on understanding. There have been many practical benefits of this line of research, such as its application to automatic view generation in the visual analysis system Tableau [43]. Building on his previous, more theoretical work in automated graph design [42], Mackinlay provides users of Tableau with the option of automatically choosing the best graph for their data, based on the type of data dimensions being visualized. The variable encoding model has also provided a framework for usefully including knowledge of perception in visualization research. However, a body of theory that concerns only object properties is in danger of missing the forest for the trees. It is in some ways surprising that infovis has taken such a narrow view of visual information, since the closely related field of human-computer interaction (HCI) has dealt extensively with the idea that a visual interface represents structure. 2.2 Visual Structure in Human-Computer Interaction In human-computer interaction (HCI), the idea that an interface (the system of input methods available when using a computer program) contains information about how its components fit together and how they can be used is a natural one. A common way of talking about this is in terms of a user’s mental model of a system [48]. That is, when faced with a novel piece of software, a user tries to figure out how it works and what interactions are possible based on the appearance of interface components. These perceptions of form and function compose the user’s mental model, which is used to make predictions about how to achieve a goal using the interface. There is evidence that these mental models, far from being a purely abstract design concept, can have a powerful effect on memory and reasoning in interface use. Kieras and Bovair [35], in a series of experiments, presented participants with a novel device consisting of various switches and flashing lights, then taught them how to use the device either by rote (that is, by explaining what steps to take to achieve a specific result) or by giving them a model of the device’s purpose and how it works, describing it in Star Trek-inspired terms as a control panel for a “phaser bank” and assigning purposes to the various interface components. Users given a meaningful model of how and why a device works were not only more able to remember memorized tasks using the device, but were also more likely to spontaneously find a more efficient way to perform the task. This work shows how important structure is for understanding a complex system. While our purpose in infovis is not necessarily to solve problems (although it can be in some cases), the argument can still be made that exploring a dataset is a matter of learning a model for a complex system of information. Mental models are therefore a useful way to think about how a user comes to understand a dataset. While mental models are a good way of thinking about how people conceive of the structure of software systems, the question of how people perceive that structure is perhaps a more pressing one. That is, how do people construct a mental model of a system, given the appearance and function of its interface? One of the most common ways to discuss this process in HCI is in terms of perceived affordances. The concept of affordances is originally derived from Gibson’s ecological perception theory [29]. Gibson framed perception in terms of what actions a given animal sees its environment as affording. For example, a solid, flat surface affords supporting the animal’s movement, while a smooth, sloped surface affords sliding downwards. In all cases, affordances are relative to the viewer; a given environment affords different actions to a mouse and to an elephant. Any animal faced with a given environment will automatically perceive such potentials for movement or action based on apparent physical properties and the animal’s own abilities. In HCI, the concept is used in a slightly different fashion, to refer to aspects of a visual interface that suggest potential actions to a user [47]. For example, an interface element that is styled to look like a physical toggle button suggests to the user that it can be pressed. The general model of visual structure in HCI, then, is that people view an interface in terms of its perceived physical affordances, derive predictions about what actions they can take based on those affordances, and then derive a mental model of the system by taking those actions and seeing how they meet their predictions. Given the amount of research overlap between HCI and infovis, it is surprising that visualization is rarely thought of in terms of what mental models a technique suggests to a user. There are two likely reasons for this. The first is that HCI assumes that the systems it deals with are interactive, so the ability of a user to predict the outcome of her actions is an obvious consideration. Infovis, on the other hand, builds on a history of static depictions of data; interactivity is a more recent development for the field. Consequently, the ability of a user to perceive data accurately is the primary consideration. The other reason is the lack of well-defined tasks in infovis. Having a model of how a system works is obviously necessary if you need to use it in pursuit of a goal. Knowing what you can do and how to do it are prerequisites for solving a problem. But in infovis, we don’t necessarily know what problem we’re trying to solve. The tasks we feel visualization systems are meant to address are vague ones like understanding a dataset, forming hypotheses, pattern recognition, and exploration. These are important tasks, and the possibility of systems that can help perform them is what excites people about visualization. But they are also tasks that lack a clear end state. Perhaps this aspect of visualization makes structural properties of the interface seem less important than in other domains. However, even a task without a clear goal can benefit from structure, even if the contribution of a user’s mental model seems less direct or obvious. Some of the ways that visual structure can affect understanding and general reasoning are illuminated by work in diagrammatic reasoning and visual cognition. 2.3 Visual Cognition of Diagrams While the information processing approach has provided a way to apply perception research to information visualization, it is less well-suited to understanding visualization from the perspective of higher-level cognition; that is, not only how people perceive information, but how they learn, reason with, and remember information. This cognitive perspective forces us to consider the structural properties of visualization and how they affect not only what information is extracted but how that information is understood. Theories that focus on reasoning with visual representations include Stenning and Oberlander’s view of diagrams and language as logically equivalent yet supporting different facilities of inference [54]. That is, by making certain aspects of a problem specific through visual representation, diagrams such as Euler circles can make certain problem constraints explicit and therefore restrict potential inferences to a smaller, valid subset. Similarly, Larkin and Simon [41] consider the differences between graphical and verbal representations as differences in what information is made salient and explicit. In a graphical representation, information is naturally organized by location, while in a sentential representation it is organized sequentially. This makes graphs more useful for, e.g., solving geometry problems, and language more useful for problems that require logical reasoning. The authors consider what effects the structure of a representation has on understanding, although they focus on the very broad differences between words and pictures rather than defining differences among types of graphical structure. The importance of such differences, however, is illuminated by the extensive body of work by Tversky and colleagues on how people interpret information presented in different visual representations. For example, the authors presented the same simple two-point data as either a bar chart or a line graph and asked for users’ interpretations [63]. They find that those viewing a bar chart tended to describe the diagram as depicting two separate groups, while those viewing a line graph described the data as a trend. This effect holds even when the interpretations conflicted with the labels on the data points. For example, a line graph showing the average height of males versus females prompted one participant to describe the chart as saying “The more male a person is, the taller he/she is.” These findings and others are further discussed as examples of how schematic figures such as bars and lines are interpreted in varying contexts [56]. Many of these figures have seemingly natural interpretations; for example, lines between marks imply a relationship between the represented objects, while contours are used for grouping objects. However, in many cases context aids the interpretation of ambiguous primitive features such as blobs and lines by fitting their relevant properties to task demands. Understanding the cognitive basis for these primitive features and how they can be altered in context would go a long way towards explaining how visualization works. This work has a particularly direct application to infovis, but it also recalls a broader area of visual cognition that looks at how people use diagrams as an external representation to aid in reasoning. Gattis and Holyoak [28] argue that the power of graphical representations go beyond Larkin and Simon’s view that they merely allow for more efficient information access in certain cases. Rather, they see diagrams and graphs as having a special role in supporting reasoning by mapping conceptual relationships to spatial ones, so that inferences about spatial properties can be extended to inferences about the represented information. This view is supported by a number of studies on diagrammatic reasoning, such as Bauer and Johnson-Laird’s finding [8] that diagrams improve reasoning if they visually represent meaningful constraints in a problem and Glenberg and Langston’s demonstration [30] that diagrams only improve efficiency when their spatial mapping is conceptually meaningful. This work taken together suggests that graphics can assist in problem solving, but only when their spatial structure is meaningful in some way. The question of what structures are meaningful and which are not, however, is not easily answered by existing work. While this work suggests the importance of structure to the understanding of information visualization, it offers no clear framework for discussing and analyzing that structure. While they intuitively seem to be talking about the same thing, researchers from different fields and perspectives may refer to these structural properties as visual framing, spatial layout, graph types, and so on. A common language and theory for discussing the effects of structure is necessary to integrate it into visualization practice, as Bertin’s conception of retinal properties has provided a common language to deal with object properties. A promising source for this theory is visual metaphor.
13-12-17【心得攻略】关于エリア ホスト(area host)…… 没图。 我想只要是能联机的猎人都遇到过这种情况,明明同一个房间,同一位玩家的任务,但有时自己就会玩得很流畅而就连房主和任务领取人都卡得寻生觅死;而有时即便自己卡得难过,队友们屏幕上的怪物还毫无lag…… 这对控场手,或者锁头锤使弓使大剑使都是个问题。至于操虫棍,更加致命,有多少次100黑轰都是瞬移到眼前打飞空中的我然后压起身一套连死,有多少次明明抓着他出招硬直撑杆跳起来准备上背然而却发现这时它已后撤完成蓄力,还有多少次,跳斩打倒后我并没有上背,然后和队友们一起把其实已经在目标背上的我A了下来OTL 所以这篇文章的主旨是希望定番队中的火力手,以及正常游戏时的一些不那么依赖精确打击输出或者输出很灵活的武器将area host尽量交给需要的队友,以便正常完成一次狩猎。 那么不想听废话希望直接看这个问题要点的请拉到 2F 人们都会为这样并非自己努力就能解决的问题总结规避经验,于是我之前听说的大部分说法都是“先进区的家伙就是主服务器”。从4代才开始玩的我对前辈的总结深信不疑。 然而昨晚野队定双金狮在一次我因为很卡而导致一麻后落穴放的稍晚于是金狮怒后跳毁了落穴,直接二猫。好容易补救回来没有三猫,然而片刻之后降落此区的另一头金狮也是这样的情况……三猫后回房间我对其他人道歉着,其中一位霓虹少年却说不是我的错,告诉我们要将エリア ホスト交给控场。听起来应该是area host吧,联想一下他说的可能是“先进区的家伙就是主服务器”这事,于是我就对其他两位询问什么是エリア ホスト的少年大致这样解释了下。由于我日语不太好所以组织句子花了些时间,然而一大段带着语病不地道的日语砸过去那位少年却否定了我的说法,并告诉我们回去google下就退了。于是另外两位也跟着散了,我没有双金狮也就放弃房间了。 百度之,只有一个结果符合,http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwww.cngba.com%2Fthread-17606311-1-1.html&urlrefer=4406a5fe23b0d78ad0fa82ae80702c26 另外tgbus和网易也有转载这篇。 google之,wiki里有不少关于这个的消息。 这里是五年前MHF的情况,虽说看起来和今日的MH4的情况差不多,但会不会有出入呢?(没有?!∑(°Д°υ)) MH系列理应是一款联网为主由大型怪物构成敌人与玩家自由战斗的ACT。这样的怪物boss是会应实时的时间流逝来对于玩家的行动自由作出应对的,然而在MH初期ps2的联网能力并不怎么出色,由于光缆的缺乏比起ADSL泛滥的现在,玩家间的lag更加严重,丢包卡顿时有发生,玩家的操作过段时间才能反馈到服务器上这种悲剧也成了一种家常便饭。再加上TCP延迟啊,确认字符反馈之类的时间,简直how to play……因此,为了在游戏体验上掐掉这种吃苍蝇般的感觉,area host规则加入了游戏。 area host实质上是一种以怪物作为位置基准来判定玩家的规则。怪物的位置并不像一般的网游那样在服务器上,而是在客户端内,这样就可以做到一点:无视其他玩家的客户端只凭主机上进行的行动进行判定。 简单地说就是没有击中主机画面上对应的位置的话你再怎么抽自己画面上的怪物也没用(ノ°Д°)ノ(┻━┻ 反过来说,即便是天涯海角,拥有host权的玩家就与lag没关系了了。这样的情况在异常积累,弱点攻击,贯穿长度选择以及部位破坏啊捕捉还有骑乘之类的情况下就不容易出现问题了。观察眼也是根据主机的怪物到达临界血量才会发出信号。不过话说回来,host虽然自己不会有lag,但是网络较差的host会影响全局的网络情况,所以建议网络差的玩家最好不要选择那些容易出问题的武器。
可能火星了些……关于エリア ホスト(area host)的一些科普…… 没图。 我想只要是能联机的猎人都遇到过这种情况,明明同一个房间,同一位玩家的任务,但有时自己就会玩得很流畅而就连房主和任务领取人都卡得寻生觅死;而有时即便自己卡得难过,队友们屏幕上的怪物还毫无lag…… 这对控场手,或者锁头锤使弓使大剑使都是个问题。至于操虫棍,更加致命,有多少次100黑轰都是瞬移到眼前打飞空中的我然后压起身一套连死,有多少次明明抓着他出招硬直撑杆跳起来准备上背然而却发现这时它已后撤完成蓄力,还有多少次,跳斩打倒后我并没有上背,然后和队友们一起把其实已经在目标背上的我A了下来OTL 所以这篇文章的主旨是希望定番队中的火力手,以及正常游戏时的一些不那么依赖精确打击输出或者输出很灵活的武器将area host尽量交给需要的队友,以便正常完成一次狩猎。 那么不想听废话希望直接看这个问题要点的请拉到 2F 人们都会为这样并非自己努力就能解决的问题总结规避经验,于是我之前听说的大部分说法都是“先进区的家伙就是主服务器”。从4代才开始玩的我对前辈的总结深信不疑。 然而昨晚野队定双金狮在一次我因为很卡而导致一麻后落穴放的稍晚于是金狮怒后跳毁了落穴,直接二猫。好容易补救回来没有三猫,然而片刻之后降落此区的另一头金狮也是这样的情况……三猫后回房间我对其他人道歉着,其中一位霓虹少年却说不是我的错,告诉我们要将エリア ホスト交给控场。听起来应该是area host吧,联想一下他说的可能是“先进区的家伙就是主服务器”这事,于是我就对其他两位询问什么是エリア ホスト的少年大致这样解释了下。由于我日语不太好所以组织句子花了些时间,然而一大段带着语病不地道的日语砸过去那位少年却否定了我的说法,并告诉我们回去google下就退了。于是另外两位也跟着散了,我没有双金狮也就放弃房间了。 百度之,只有一个结果符合,http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwww.cngba.com%2Fthread-17606311-1-1.html&urlrefer=4406a5fe23b0d78ad0fa82ae80702c26 另外tgbus和网易也有转载这篇。 google之,wiki里有不少关于这个的消息。 这里是五年前MHF的情况,虽说看起来和今日的MH4的情况差不多,但会不会有出入呢?(没有?!∑(°Д°υ)) MH系列理应是一款联网为主由大型怪物构成敌人与玩家自由战斗的ACT。这样的怪物boss是会应实时的时间流逝来对于玩家的行动自由作出应对的,然而在MH初期ps2的联网能力并不怎么出色,由于光缆的缺乏比起ADSL泛滥的现在,玩家间的lag更加严重,丢包卡顿时有发生,玩家的操作过段时间才能反馈到服务器上这种悲剧也成了一种家常便饭。再加上TCP延迟啊,确认字符反馈之类的时间,简直how to play……因此,为了在游戏体验上掐掉这种吃苍蝇般的感觉,area host规则加入了游戏。 area host实质上是一种以怪物作为位置基准来判定玩家的规则。怪物的位置并不像一般的网游那样在服务器上,而是在客户端内,这样就可以做到一点:无视其他玩家的客户端只凭主机上进行的行动进行判定。 简单地说就是没有击中主机画面上对应的位置的话你再怎么抽自己画面上的怪物也没用(ノ°Д°)ノ(┻━┻ 反过来说,即便是天涯海角,拥有host权的玩家就与lag没关系了了。这样的情况在异常积累,弱点攻击,贯穿长度选择以及部位破坏啊捕捉还有骑乘之类的情况下就不容易出现问题了。观察眼也是根据主机的怪物到达临界血量才会发出信号。不过话说回来,host虽然自己不会有lag,但是网络较差的host会影响全局的网络情况,所以建议网络差的玩家不要选择那些容易出问题的武器。
13-11-06【水】新人报道,顺带村毕业求贺电…… 鬼畜的激昂金狮和狂化雷狼……天廻比起他俩来讲太乖了点…… 我是从MH4才开始接触这个游戏的。之前被推荐过P2和3G,但是感觉没什么意思而且流程太长就没有跳坑…… 国庆去同学那里玩的时候随手试了一下4,不知为何竟然喜欢上了。于是第二天直接买了一盘回去和他们联机。 但是回到学校之后发现自己的网络0612,不得已只好开始solo生涯……第一次三猫交在了毒怪鸟身上(うさ姐那首co限深有感触啊OTL),第一次卡关是在上位影蜘蛛,猫得不亦乐乎。同时刚好预定的X要到货了,几度想等到放假回家面基的时候再拿起来这游戏…… 不过还好在远程求助下终于还是过了。然后卡樱火卡狱狼卡天廻,跌跌撞撞终于到了千之剑……当时我还不清楚飞扑有超长的无敌判定,一看到地图炮就慌了手脚不知怎么应对,咨询了朋友之后才逐渐对蛇王龙有了正确的认识。可惜我自己输出不够,试过虫棍剑斧大剑双刀太刀都无法在时间结束前干掉蛇王龙,而且刚好一位朋友帮我解决了0612问题,于是我在同学的带领下解禁了…… 没能真正地solo解禁真是遗憾= = 怎料没玩多久拉我进坑的几位纷纷弃我而去,玩OL家伙整天只要开服就玩OL,玩闪轨的家伙干脆不碰这游戏了。于是我又踏上了单刷之旅,不过总算可以找野队一起玩了,和霓虹人联机各种有趣,偶尔遇到几位同胞也能算是小小的惊喜……怎么说呢,实在无法想象以前不能网联的情景…… 总之请多关照。
有生以来最爽的一局…… 五人开黑,两个新皮肤乌迪尔抢使用权,最后双打野游走乌迪尔和龙女,龙女惩戒虚弱,乌迪尔点燃闪现,开局在蓝方,上单肾下单爱射中单大虫子。一看对面两个最强王者打野蜘蛛和上单乌迪尔,一个钻石女枪,两个白金辅助锤石和中单卡特。 一级团肾不慎被抓送了一血换了两个闪现,干掉了对面蜘蛛和女枪,然后对打中慎活了传眼团灭了对面,开局5:3。之后龙女乌迪尔肾爱射蹲对面蓝准备再抓一次,锤石毫无防备地走了过来结果过于心急没等进草丛就开打,导致对面的女枪和支援及时的乌迪尔拿下了两个人头,锤石还跑了,5:5。之后龙女绕了一圈蹲在蓝BUFF外面,爱射给了蓝buff区一个E,龙女惩戒抢掉了蜘蛛的蓝。 肾回去对马上就有了弯刀的乌迪尔,中路大虫子略压卡特,下路寒冰没眼,苦苦挣扎在锤石和女枪的压制下。乌迪尔和龙女合作拿了红和F4到了2,和3级龙女一起去下路,在爱射的帮助下龙女成功双杀没有眼没有闪现的下路二人组。然后乌迪尔和龙女游中,大虫子虽然踩中了卡特,但是卡特离塔太近,闪现E仍旧逃掉了。龙女和乌迪尔去把自己的蓝拿掉后顺手去上路gank乌迪尔,怎奈没有沟通好导致肾上得太早,倒在乌迪尔虎爪之下,随后龙女拿到了乌迪尔的人头。此时大虫子看到补中路线的蜘蛛身上没有红,虽然时间可能已过,但是龙女仍旧试着去看了一下对面红BUFF,发现的确没打掉,然后偷上BUFF回城。自此上路大逆风,下路逆风,中路顺风,野区相当于没有蜘蛛这个英雄了…… 然后蜘蛛抓下,寒冰在自己塔下交了鬼步和闪现侥幸逃命,上路肾到6支援中路加双游干掉了卡特。然后锤石突然掉线,寒冰单杀了女枪,又被女枪单杀,之后寒冰远程支援一箭,精准地擦过了野区遭遇乌迪尔和龙女的卡特,上路河道爆发小规模团战,对面卡特又交代了……再一看乌迪尔,腰带弯刀鞋顿感绝望;本方乌迪尔根据对面乌迪尔的皮肤推测出他是满虎形态的,于是准备越塔杀,结果龙女没扑到乌迪尔,被他在塔下换掉了肾和本方乌迪尔。此时锤石成功重连。 之后就是上路肾拼命守塔大和传送好就支援;寒冰疯狂减CD全屏擦身箭,并且配合双游打掉了对面下1塔;双游的龙女肥得流油,乌迪尔也做了饮血轻语;中路大虫子压得卡特抬不起头。 最后结束的时候人头超了对面近三倍,塔只掉了下一,全场大龙小龙只留给了对面一条……
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