Wednesday 10 April 2024

16.00 dissertation round 2

Remember the 16.00 dissertation I made last time?


Well, I took a break trying to make up my mind on whether going back to DDR or staying with Chunithm. Then I found out DDR had not updated for months possibly waiting for a full version upgrade so the answer is clear. Oh come on Konami...

I had been chasing for rating for the past 2-3 months so I decided to play according to my flavor for a while. I then noticed that I performed much better in most aspects other than just scoring better over the best performed maps. This is clear when you try some older maps with bad score and suddenly grind a superb score out of it -- some even got to the best 30 which we will see below.

Luminous came with new maps and new difficulty ratings. Surprisingly SEGA is pretty generous in their difficulty rating. LAMIA for example is promoted from 13.9 to 14.1, but it never felt like a 14 and surely not 14.1. It's not fast and the patterns are commonly seen among those expert 13.8-13.9. There are downgrades that I disagree (e.g. 蒼穹舞楽 to 14.3) though, too. 

With new songs and generous ratings I got myself to 16.00, this time both on best 30 and recent 10.  Since it's likely that I will never reach 16.25 (?) I decided to write once more to go through maps that newly made into my best 30. Let's start shall we?

#28 Titania (14.8, 1000315, 15.83)
One of the maps with a poor score from the past and a recent play gives 998k+ easily. Once you can cooperate between stream and rapid air notes you should be able to afford some misses in the streams and still end with 1000k+.

#21 Sage (14.6, 1003342, 15.93)
Ohhhh Camelia. This is one of many keyboard heavy new maps and I believe I can score much higher except my motivation leaks out after finding out this is merely a 14.6 -- I need a 1005/6k+ score to gain rating significantly but this is not trivial.

#20 Parousia (14.4, 1005201, 15.94FC)
An eventful song in my osu! career as described in my tweet. This FC is just the result of putting every pieces of the puzzle together in a coincidence. Gotta love that.

#16 祈 -我ら神祖と共に歩む者なり- (14.5, 1004551, 15.95)
When I first played the song its BPM is out of my reach where hitting randomly would be easier than to hit accurately. With better exposure at similar tempo and level this is now routine. 

#15 Vibes 2k20 (14.5, 1004638, 15.96)
A song of my taste! But the rhythm is not 1/3 based (like owl*tree) but 1/4 based, so it's actually very quick and demanding. I would love to use it as a warm up, but 1004k is purely accidental.

#14 Giselle (14.9, 1000794, 15.97)
Another keyboard type high-14+ that I have 'unlocked' out of nowhere. Given the high rating I actually want to grind this hard. If I am to try 16.25 this will definitely be on the list (same with 小悪魔の遊園地, another similar 14.9).

#13 ENDYMION (14.4, 1005410, 15.98FC)
How could you miss that as a DDR veteran? As mentioned above BPM222 became routine so this FC is natural to me. I am also going for 995k+ on master but this is just not enough in terms of rating.

#11 Jade Star (14.2, 1006742, 16.04FC)
The only in the original list that makes it here because this is a great song and the FC. Just like Parousia you know a good score will arrive eventually, just not sure when.

#7 Jakarta PROGRESSION (14.2, 1007025, 16.10FC)
How is this a 14.2? Perhaps 1/8 notes look hard but plays reasonably. Never had a 14.2 where I FC on first try and then got a SSS WITH MISS. If I try harder that's probably a 1009k.


#4 LAMIA (14.1, 1008415, 16.19)
The idea of one hand taking a constant beat and another hand on separate rhythm is nothing new, but this is particularly easy. Maybe the streams at the end is worth a 14.1 but is absolutely easy for a 16.00 player.

With a proper 16.00 right now I think I will truly take a break from Chunithm, partially for a break but also to avoid waves of players appearing out of nowhere just to try out the new version.

I want to mention another song: エータ・ベータ・イータ. The idea of vertical streams (streams of repeated notes) fits so well not only with the created map but also the song itself. This is the second song that I had the urge to map it in Osu! upon listening on the first try after のぼれ!すすめ!高い塔. Considering my Cirno 9th is mapped in 2020 and yet to be pushed for rank in 2024, mapping another map for rank is a distant goal...

Saturday 30 March 2024

FE Heroes: Lynja team class vs Emblem Ike

Lynjas. Or the duo unit Ninja Lyn. She has been my favourite unit in clearing stuffs and apparently it has attracted some interests among friends and servers. Why am I using her and how do I use her in clearing stages? I decided to start posting my Lynja solutions to GHB/LHB maps to my Youtube channel and this blog post serves as an introduction.

FE Heroes has entered the stage where any PVE content is essentially trivial for any veteran players with deep enough bench. The only challenges they can post are the Grand/Legendary Hero Battles(GHB/LHBs) with the newest units but inflated with all the disgusting mobs around. Yet players find it easy to clear even just with the most F2P units -- just those free units from stories.

To some it's easier to crush the stage with their newest toys. They can always create synergies that attacks the weakness of those challenging stages. Some players however, sticks to the same team over and over again and makes dazzling clears. Some heavily invests onto a single unit and perform turn 1 or true solo clears but I don't have units like that. Additionally given how quick the meta shifts, I hardly see the same unit true-soloing GHB/LHBs for an extended period. So like many others, I tried to clear the stages using the same team/idea over and over again.

In the early years, I used refined Celica plus 3 dancers. The idea is clear: fury Celica enters desperation and WoM range so that she can consecutively be danced. Savage on C to ensure chipping and AoE special if further chipping is needed.

Problem eventually arises though: you can only kill 4 units in a turn, often less than that in turn 1 because you need positioning. But there are 6 enemies at start and 3 extra every turn, meaning that you will be dealing with 4-5 enemies (including the 'boss unit' most likely). Maneuvering is hard when the dancers plus Celica are all vulnerable. At first dancers can tank a single hit with triangle adapt and stacked def/res, but that very soon failed due to inflated stats and passives.

Another problem is the need for diversified roles. To become an WoM anchor you need fury on A and possibly on S. But then you lose 2 slots to strengthen the unit. In order to chip, savage blow on C (and S) is used, or even an AoE special. But you could have used joint hone/drive otherwise. Finally there are vantage units forcing the use on hardy on S! There are so many desirable passives to use, many deemed essential. Celica eventually got overwhelmed and become impractical of clearing these stages.

It is clear that better action economy and diversified roles are needed in the team, and Lynja is the perfect solution with her duo skills. Adaptive damage, CD-1, post battle stat penalties and rein is so good when it comes to the need in firepower. But what's better than 4 Lynjas? 3 Lynjas plus a dancer. Dancer is more flexible as it allows extra action without needing to attack first which helps a lot on turn 1. With so many new game breaking dancers available now it's hard to say who's the best, but my choice has been the same -- duo peony as she has the duo skill that gives one further action, meaning that the maximum action in a turn is 8 with merely 4 units!

Here is the team:

1) Fury Lynja
Fury 4/Desperation/Savage Blow/Reposition
Speical is flexible (damage-type special or AoE)
S: Fury/Savage Blow/...
-HP with no merges or flowers would yield 36HP that fury 4 twice (instead of fury 7) is enough for her to enter WoM range. You don't want her to attack 3 times on turn 1 -- that makes retreating very hard.

2) Lynja2
Base kit + WoM + Repo + Hardy
Special is flexible but I used Lethality
Just in case there are vantage units but can be morphed into another nuker.

3) Lynja3
Base kit + WoM + Repo + Blade Session
Special is flexible but I used Blue flame (for diversity)
This is usually the unit that delivers the heaviest blow.

4) D!Peony
Base kit + WoM
C usually joint drive atk, S usually drive atk but both flexible
Pure support unit, support with Lynja gives free stat.

Notice that I have not fully optimize the kit. Most investments are cheap except the units themselves. I am sure they will be much stronger with better A and C skills! Other than Lynjas, Ninjorrin and Ninja Laegjarn would fit similar roles albeit not able to fly.

The team did well even in AR-O before save tanks becoming too tough, but for GHB/LHBs they should clear pretty easily. I also use the team to clear most chain battles. The key has always been positioning both in turn 1 and later turns, but I can't really exhaust all positioning techniques in one go. It is just easier for me to demonstrate them bit by bit in the videos. Below is my first in the series -- against Emblem Ike which is the toughest in a long time. Ike made a grave mistake: he became arrogant and didn't bring a healer. As a result multiple savage blow and AoE chipping put him down. This is a typical approach towards omnitank just like the maps against legendary Alears. I hope you enjoy the walkthrough and find it useful!


Monday 18 March 2024

夢.十夜 (10.2) Colosseo


我們私下找了其他大公會的成員,詢問他們第二檔隊伍的一般強度。得到的答案是除非在現有準備上再砸大量資源下去,否則我們還是比第二檔的隊伍低一點。現在的隊型已經是他們砸鍋賣鐵造出來的了,我根本拉不下臉來求他們再追加下去。

我再次翻出上次攻城戰的最終排名。在一番計算後我發現這個排名藏了一堆遠比「進二檔比較容易對上Super Rangers」有用的關鍵信息。

首先是一二檔隊伍的敗場總數,前九名的敗場加起來一共34場。假設他們沒輸過給前十以外的隊伍好了,前十完整內戰也就36場,他們加起來34敗就代表了他們幾乎完整地互戰了一遍。也就是說如果能爬進二檔的位置,我們幾乎肯定能對上Super Rangers才對。上一次我們坐在第十卻只對上了六隊一二檔隊伍可說是個異數。大概因為我們在打敗奧林匹克神眾之前根本沒排進二檔過,在那一場過後配對的強度已經讓我們沒法完整配對到前十的隊伍。

另一個重要訊息是二檔隊伍裡面的敗場亂成一團。從第四名敗了四場就能看出二檔內戰至少出現了一場「下剋上」的狀況。第八第九名卻只有六、七敗,不是配對讓它們少輸一場就是它們贏過排在前的的隊伍。出現這種情況的原因也很簡單,二檔的競爭不比一檔,說到底還是有一點容錯率的。如果知道只要第二檔容許六敗,而對上不能穩贏的對手可能只有十場不到,為甚麼我就不能放過某些場次讓自己舒服一點呢?

最合理的推測是,當二檔隊伍需要休息而對手又太拼時它們是可以放水輸一下的。以第九名的七敗來看的話,只要能贏一場再少配對一場二檔隊伍的話就能穩進二檔。換句話說,只要我們實力能進步到完全不輸二檔開外的隊伍再加上對二檔能咬下一勝再來點運氣的話應該就能對上Super Rangers。最最最壞的情況就是配對上Super Rangers以外的八九支二檔隊伍全敗,但是至少有個希望不是嗎?

七天28場的攻城戰,一天四場,每六小時一場。好消息是跟上次的攻城戰相比玩家至少能在兩場之間睡個四五小時,壞消息是對戰最激烈的的場數不變,每天場數減少代表玩家需要繃緊神經的日數變多了。本來可以請兩天假應付十場對戰,現在請兩天假說不定不夠用。能不能碰上會放水的二檔隊伍真不好說。這就是所謂的三分天注定、七分靠打拼、愛拼才會贏了吧?

*

攻城戰配對的難度曲線跟上次倒是沒大分別。我們直到第六場才遇到會還手的隊伍,到了第八場才遇到可以算上是威脅的對手,那也只是有威脅而已。上一次我們都能在開頭拿到八連勝,何況是這支進化後的熊熊隊呢?一波砸下去推到對方的城門,對方很快就放棄了。如果對方能輕易摸到你的城門,再多的抵抗都是沒意思的。其實除了衝前兩檔的隊伍,剩下來還會認真砸資源打的隊伍要不是新隊伍憑一腔熱血硬衝,要不就是真的傻。

排名榜顯示八連勝的隊伍還有不少,但很多都是叫得出的名字強隊。我們第九場配到上次排行第四的隊伍。我們的確有對上二檔隊伍一拼的打算,但我們跟第四名的差距還是很大。當我們看到對方剛開戰就已經滿員殺過來,我們不得不把這場放棄掉。很可惜,按照上一次攻城戰的軌跡我們碰上Super Rangers的機會不小才是。

第十場的對手是上次排名第八的隊伍。本來以為上一場是對上第四的話這場能配對再低一點的,只能說運氣不佳。這支隊伍聽說時區跟我們相近,對戰的時間又在晚上,對方本來就不可能因為缺人而認輸。本著看看對方對伍的想法打過去卻發現對方不知道是運氣好還是想衝一下,居然拿著兩張活動七星。這是熊熊隊的第二敗。

我們拿著兩敗排名都不知掉到哪去了,接下來的兩場自然對上了能輕易斬殺的嘍囉。直到第十三場我們才對上排第九的隊伍,我們再一次吞下敗仗。對上第九名我們倒沒有一面倒被壓著打,但是碰上兩個隊員下半場都有急事不得不脫離戰線,我們也只能放過這一場。

上一次對上這些二檔隊伍我們直接投降倒是沒留意它們強在甚麼地方,這一次拼下來才知道兩方之間的差距還是壓倒性的大。除了活動卡片比我們多,他們的防守意識也比較好,每當我們快有機會摸到城牆時對方總是能及時回復。這當然是因為我們硬實力不夠,打完一輪沒法打破對方防守的緣故,但肯定的是這些隊伍的可趁之機一定比較少。

再斬落一隊不知名隊伍,我們在第十五輪遇上次排名第十四的隊伍。打下來我們發現強化過後的熊熊隊已經可以正面對上這些隊伍而穩佔上風。我們甚至不需要費神去砲擊,只要一直進攻和回復就好。對戰開始不到十五分鐘我們已經穩定領先,然後對面果斷地放棄了。這些連二檔都摸不太到的隊伍根本沒有認真打的欲望吧?下一場我們出乎意料地再次配對到比二檔開外的對手,上次排第十三現在排十一同樣是三敗的隊伍,結果同樣以我們的勝利告終。原因不是因為我們隊伍強或者協調好,只是因為對方剛好沒滿員。

第十六輪的幸運配對讓我們升到第七名。上次的第一名依舊無敗站在頂端俯瞰眾生,下方是一敗兩敗各兩隊,然後三隊三敗隊伍。有點意外的是Super Rangers居然拿著兩敗屈居第四名。按照上次的配對前三名的內戰應該已經完成了才對,但兩支一敗隊伍顯然代表著截然相反的事實。她們兩敗到底輸了給誰呢,會不會因為已經輸了給不該輸的隊伍導致無緣前三呢?她們會不會因為這樣而調整甚至取消和我們的賭局呢?

卡羅說他偷偷私信了給Yuki。Yuki只給他回了個鬼臉表情,說一切照常。

如果我們能一直坐在這個排名的話,對上Super Rangers真的只是時間問題……前提是要能坐穩。僥倖升上來又打不過別的二檔隊伍的話,自然會以同一方式掉下去。熊熊隊對上次的第五名毫無懸念地輸掉,然後又遇上了第一名。對戰才過了五分鐘我們就理解到那種規格外的強隊完全不是任何其他隊伍可以比擬的,哪怕是我們遇過的一檔隊伍。Super Rangers不想跟他們硬碰完全可以理解,甚至是理所當然的選擇。本來以為兩連敗已經是最差的結果,沒想到命運再次給我們沉重一擊,配對系統把我們配給了第二名。我們那場連上線應戰也懶,直接跳過一場換來了八小時的優質睡眠。三連敗後我們終於配對到雜魚隊,但下一場馬上又對上第六名輸掉。

一波下來我們掉到第十二名,跟第十一和十三名同樣七敗。這個排名不怎好看但忠實地反映了我們的打不過二檔但穩贏十幾名的實力。Super Rangers現在還是兩敗升上第三,本來意外壓在她們上面的隊伍已經變成三敗落到第四。更重要的是Super Rangers的分數遙遙領先三敗的四五名。也就是說即使她們對上熊熊隊並輸掉,她們也有把握拿下第三名。看來Yuki根本沒擔心過能不能進前三的問題。

對熊熊隊來說要二檔無望言之尚早,但是難度已經很高了。現在前十名加起來一共34敗,內戰配對可能已經快要結束了。其中一個跡象是近兩輪前十新增的敗場數都只有三四場,也就是說系統已經開始把弱隊配給一二檔隊伍去炸魚,這樣想要對上Super Rangers就很難了。

不知道是幸運還不幸運,或者純粹是配對可能性有限所使然,我們第二十二輪配對到第七名。好消息是贏了這場就有了對上Super Rangers的最後機會,壞消息是……對方是第七名的強隊。

經過這麼多場次,我們對熊熊隊的實力已經有了深刻的認識。經過一輪強化後我們對上那堆十幾名都是輕鬆獲勝。至於前列隊伍呢?對上前三當然被碾壓到渣都不剩。對上第四五六名呢?被揍個鼻青臉腫。第八第九名呢?還是打不過。

天真。這是自己唯一能想到的詞語。以為把隊伍稍為特化一點,加幾隻低成本角色就真的能壓到那些課金大佬了嗎?戰果以殘酷的的方式告訴我們輸出能力有差時其他旁門左道對戰局根本不會有影響。其他隊伍評價我們比二檔低一點,其實已經是讚美之辭了吧?

Yuki此刻看著排行榜大概在偷笑吧?眼花瞭亂的一頓操作下去結果不是在原地掙扎,二檔獎品雖然不如一檔的值錢,但也沒到食之無味的地步。只要看二檔隊伍手握多少張活動六星七星就知道這不是一個戰法就能扭轉的差距。

每場的交戰對手會在開打前一小時公佈,也就是說當我知道下一場的對手時就該開始對戰的準備了,但此刻的我完全沒有備戰的心情。我關掉聊天室和模擬器、放著那剛濾好的咖啡不顧,向後一倒無力地躺在床上。如果是熱血漫畫的話這時候就應該流下不爭氣的淚水,可是我連想流淚的感情也擠不出來,大概早就輸到麻木了。

啊--

攻城戰甚麼的已經不重要了。都是重課大佬的天下,我們就只配卑微地在他們腳下撈點湯水喝。嗯嗯一定是這樣。就算我不上線也沒所謂了吧?反正我們肯定都會輸掉的。熊熊隊的其他人大概也是這樣想的吧?不如大家一起裝作看不到這場算了。各種負面情緒閃過,很像打完爬塔活動那陣子但是更深刻。大概因為積壓了這麼多場的怨念因為希望破滅而一次過爆發出來。

手機傳來聊天室被點名的震動,而且越來越頻密。本來想把震動無視掉,但手機在桌子上震動略嫌吵鬧,我只好把手機拿過來把震動提示給關了。震動停了下來,他們開始用聊天室的音訊功能打過來,對面是熊熊。我立刻就按下拒絕接聽算是表明了我的態度,他們被回絕兩次後也再沒有打過來。

我真的很需要一個人靜一下。除非有適合的人可以為我開解,比如--

手機再次響了起來,鈴聲跟其他人打過來的不同。目前手機設定裡只有一個人的來電被設成了這種鈴聲。

他打過來就只有一個目的吧?總不會是來安慰我的吧?就算我說不打了,他第一反應大概就是讓我把帳號借給隊友們打吧?懸在空中的手猶豫再三還是按下了開始通話的按鍵。通話的另一端立刻傳來他那帶點輕挑但又可靠的聲音:「嗨~摸事摸事~這邊是小紅對嗎~」

「……」懶得回他。

「對上第七名可真讓人頭痛呢~這麼難打仗沒有你我們可打不來~」

「……」被我講中了吧。

「我們都知道前十隊伍很強很難打~這段時間辛苦妳了~」

「……」是要該讓我交出帳號了?

「你可能覺得我廢話有點多,但我現在打過來想給你帶來一個好消息的~」

「……」他的聲音好像變正經了一點,我不自覺凝神等著他下一句話。

「我已經聯絡過第七名那一隊了,他們答應放水一把讓我們贏下這場。」

***

考慮到上一次攻城戰我也寫了整整兩章,這次的舖排長度其實很正常。尤其是我希望帶出那種因為要衝排名,而且要衝到實力對應排名以上所以要每一場精打細算卻又因為天殺的狗屎運氣讓熊熊隊整個來回地獄又折返人間的過程。熊熊隊隊友此刻大概還是會講出鼓勵的說話,但這些鼓勵在執著的小紅眼裡可能不太好聽吧。

那個排名參考自我當時參與過那幾次攻城戰的最終排名。當時的我沒有多想就覺得自己的配對模型沒錯,現在回想其實很多東西已經藏在數據裡面只是我那時候沒留意到而已。我開始動手模擬配對的時候才發現原來實際上的配對比我想象中更接近瑞士式,只不過肯定不是絕對意義上的瑞士式(即配對排名接近者為最優先)而已。逆戰幻想的配對保留了配對強度曲線,前面的隊伍配對得差不多時不待完整配對就會開始把它們往下配給弱隊--只是這個往下配的時機沒有想像中早。

用最簡單的加減數來算第一名何時會下去炸魚的話,從第九或第十場開始會一直配到另外九隊前十隊伍。考慮到前十尾段會偶而換人的話第十九、二十場才能完整配對前十才算合理。在35場制下,這意味著對第一名來說整個下半段都是垃圾時間。現在賽制縮成28場,留給他們炸魚的時間就少了很多。但是對熊熊隊來說,這也意味著即使沒法進入前十靠接近排名而對上Super Rangers也能在後面等配對系統大發慈悲的機會變得不切實際。

前十之間幾乎完整配對這件事跟我以前的印象差距很大。直到我把敗場數拿出來數才發現以前那種「只打六七場前十」的印象完全是錯的,而這又會延後那個往下配對的時間點,還好這跟熊熊隊上次只對上了六場前十並不矛盾。實際上的經過比較像是這樣:

「我」當時的視角:第十場贏下了奧林匹克神眾就能把對方擠下去,撐過後面幾場,強度在第十六場左右開始下降而鎖定第十名
實際上發生的:奧林匹克神眾始終比熊熊隊強一點,在第十場往後的配對中又另外配對到七場前十所以慘吞八敗屈居熊熊隊之後;熊熊隊則因為輸過一場給排名十幾的隊伍,排名始終在前十上下進進出出,降低了配對前列隊伍的機會,運氣(?)加持下只另外配到到六場前十(把神眾隊加進去就會是合理範圍的七隊--配對是看當下的排名而作出的),所以在前十配對完成那一刻剛好鎖定前十而把神眾擠下去,這個時間點可能在第二十幾輪而非第十六輪。

至於為營運方要搞這種特殊的、非常人工(Artificial)和繁瑣的配對系統呢?這是只有他們才能回答的問題,我只負責逆向猜出配對系統並加以利用而已。用剃刀理論看的話假設配對系統長這樣根本不明智,可是那些最簡單的算法都被推翻了。如果我當時真的逐輪收集數據的話大概能進一步摸清這個配對系統的原理,現在就只能從各種蛛絲馬跡中倒推回去了。

有關下剋上的論證我還想進一步解釋一下。假設九隊完整地互戰了一輪而上位者總是能戰勝下位者的話敗場數應該是完美的階梯狀012345678,但我們現在看到的是012445567。第四名的四場敗仗至多三場是輸了前三,所以至少一場是輸給了第五或以後。第九名本來該輸八場給前八的,現在少了一場要不就是配對系統跳過了,要不就是它贏了上面某一隊。

在理想的情況下,第四輸了第七一場,系統讓第八第九各少打一場。這是只有一場下剋上結果的組合。如果跳過的是其他場次,比如第四對第八和第六對第七呢?我們就會得到一堆下剋上結果,比如下圖(左vs上 0/1=負/勝):


你以為上圖的結果是我隨便作出來的嗎?你可以試試像填數獨那樣把每一場的結果填上去。你會發現只要跳過的場次和前三名的結果固定了的話,剩下來的結果並沒有多少選擇。想想也是,其實下剋上的頻率總會有個限制。如果上位者被「剋」太多,它根本就沒法排在上面。反過來說上位者被「剋」完還在上面就代表它在剩下場次有很強的壓制力。這讓勝負關係形成了一個閉環(可以參考每年足球英超的「食物鏈」)而非雜亂無章地敗給下位者。而且在這個閉環裡面的都是十名以內的隊伍,恰好印證上位者被「剋」是因為它們有空間放水而非實力上打不過……神眾那場真的是意外就是了。

有時現實就是如此諷剌。熊熊隊這次待在前面的輪次足夠長,前十也打了七場,如果運氣好一點應該早就遇上Super Rangers了。計算很美好,回到現實才發現配對系統的惡意。當初自信滿滿以為有機會正面和前十一掰手腕,現在想改變策略已經太遲了。

從Yuki能帶起一整隊就知道她不旦懂得怎樣優化遊戲打法,肚裡絕對藏著各種遊戲以外的盤外招,這是小紅所明顯欠缺的。小紅應該慶幸這次不是她一個人在戰鬥,尤其她身邊還有個卡甚麼羅,居然能想到這種辦法力挽狂瀾。

一個月前我寫10.1的時候只是把有關攻城戰最淺層的回憶給挖回來,這一章的內容則要深入得多。至於下一章的內容……應該是全新的領域。正如上面所說,你的想象是一回事,是否跟當年的遊戲保持一致(align)是另一回事。希望我能做到後者吧?