6/11/2023 0 Comments Super hexagon high scores![]() This is possible by memorizing and reacting to group patterns instead of individual notes, but more importantly, reacting unconsciously. >At this speed the player is reacting (and hitting with correct timing) about ten notes (arrows) per second. Combat with groups is different that combat with 1 enemy, or a pair. And combat at short range, medium range, and long-range combat all have different strategies and tradeoffs. Like if you're not good at close combat, you can get near the end by sneaking but you will eventually die. Getting further in the game (closer to 100) is all about learning to train your brain into juggling many problems at the same time as well as specifically targeting areas where you are lacking. For the fun of it, I really should write down my other mental processes that go on. Solving for "this situation right now" (shot this guy on my screen AND how do I outflank this guy walking nearby but out of sight that is also trying to kill me), solving for "what happens next" (if I fire, will it attract another, full health, group of people that will kill me?) and solving for "how do I keep getting closer to the blue zone to reach the end game without dying."Īll of those circuits are absolutely required to "win" in a game with 100 players and only one winner. The combination of low-level muscle memory for maximum speed target acquisition and firing, with the constant high-level mental strain of planning 2, 3, and 20 steps ahead. Oh, and that's one great thing about PUBG. I would love to read a textbook on EXACTLY that kind of learning. The amount also changes with distance (obviously) as well as different guns have different bullet velocities (less velocity = more lead), as well as different scopes (2x/4x/8x/15x) which offer drastically different required mouse movements to get the appropriate crosshair movement (even if the "lead" corrected for magnification is the same). You've got to place the shot ahead of the target, for a given targets speed (walking vs running, vs in a vehicle), and lead the appropriate amount. There's bullet drop, and people can move toward, away, and side-ways. Part of the fun is learning to control the wind up correctly so that you are in the exact place (you being a moving, rotating person AND then being a moving rotating person) somewhere in the future as opposed to "close in until within range/in-scope, then immediately triggering the left-mouse button." You have to continue guiding the attack as the attack is winding up.Īnother interesting one is long range sniping in simulator and quasi-simulator FPS games like say, PUBG. You click, and they don't actually attack for awhile. It's not rocket science.Īlso, there's weapons in some games (both melee and long range) that have considerable "wind up". Everyone just calls it "muscle memory." The pattern is never the same with a ball bouncing off a table. It's really no different that carrying on a conversation while playing a game of casual pong with a friend. They're arguing that it's more than just randomness at play.) (So nobody is arguing that the Hexagon game isn't "more random". You unfocus your eyes and play through your peripheral vision. ![]() ![]() When you're playing 9-step (out of 10) step songs, you're not watching individual arrows at all. Obviously, people's brains are reacting to similar patterns (each song has a "style" and many songs are of the same "style" with things like jumps, diagonals, triplets and so on), as well as other subconscious neural reactions. ![]() They'd have to "ramp up" as they memorized the new song. If it was simply memorization, they wouldn't be able to play same or near difficulty songs. If it was, when you play a _new_ song, you'd be as rusty as when you first started to learn to play.īut new versions come out, with new sets of songs, and people play songs of the same approximate difficulty as well. ![]()
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