roguedragon05
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[TI1]"In his own right he is a God yet he tries to be a man and in that denies his own greatness"
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[TI1]"In his own right he is a God yet he tries to be a man and in that denies his own greatness"
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Post by roguedragon05 on Jun 18, 2015 14:05:58 GMT -6
at least you had got to vote, I didn't even know about it until it was over... yes I can be clueless True she does look badass with her whip. may be you can make your own ultimate weapon with the weapon forging ability Your not clueless at all, I barely figured it out myself and gave up after not understanding it, and I can only hope that your right about the forging your own weapon thing
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zoned87
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boo
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Post by zoned87 on Jun 18, 2015 16:50:52 GMT -6
I think there will be alot of powerful weapons that are beneficial player but I would like to see some joke weapons that are perhaps not so beneficial or have some sort of strange effect on the gameplay. It is the easter eggs like that which make me love this type of game.
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Arcueid Brunestud
True Ancestor
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[TI1] Just your friendly neighborhood True Ancestor!
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Post by Arcueid Brunestud on Jun 18, 2015 17:01:39 GMT -6
I think there will be alot of powerful weapons that are beneficial player but I would like to see some joke weapons that are perhaps not so beneficial or have some sort of strange effect on the gameplay. It is the easter eggs like that which make me love this type of game. Bug Catching Net: A net designed for capturing bugs. Rumors has it that it has the odd ability of being able to deflect magical projectiles when used correctly.
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H
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Post by H on Jun 18, 2015 17:12:42 GMT -6
I think there will be alot of powerful weapons that are beneficial player but I would like to see some joke weapons that are perhaps not so beneficial or have some sort of strange effect on the gameplay. It is the easter eggs like that which make me love this type of game. Bug Catching Net: A net designed for capturing bugs. Rumors has it that it has the odd ability of being able to deflect magical projectiles when used correctly. Maybe even add a glass bottle too. Shorter range than the Bug catching net, but faster and has the same deflecting abilities. (OoT References ) Or maybe Shovel Knight will let us borrow his shovel.
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Post by DragonByDegrees on Jun 18, 2015 21:46:53 GMT -6
I'd like to be able to swing a monster at another monster.
Also, does anyone remember which games had Excalibur still stuck in the stone, and you could swing it that way? That was hilarious.
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Post by DragonByDegrees on Jun 18, 2015 21:52:45 GMT -6
I'd like to be able to swing a monster at another monster. Also, does anyone remember which games had Excalibur still stuck in the stone, and you could swing it that way? That was hilarious. ....Magicka? It was also in at least one Castlevania game, I think.
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JeffCross
Shadow of the Night
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[TI0] Die monster!!!!!!
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Post by JeffCross on Jun 19, 2015 0:19:32 GMT -6
I'd like to be able to swing a monster at another monster. Also, does anyone remember which games had Excalibur still stuck in the stone, and you could swing it that way? That was hilarious. That is awesome!! or what about if you mess up in forging you get weird weapons like a zombie arm or leg?
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Post by DragonByDegrees on Jun 19, 2015 1:55:36 GMT -6
I'd like to be able to swing a monster at another monster. Also, does anyone remember which games had Excalibur still stuck in the stone, and you could swing it that way? That was hilarious. That is awesome!! or what about if you mess up in forging you get weird weapons like a zombie arm or leg? That could be interesting. I feel like people would be a bit pissed if they could mess up forging, though, especially when rare materials are involved. Still, they could always just reload their last save, and this same method could be used for obtaining those joke weapons (normal result? Reload).
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JeffCross
Shadow of the Night
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[TI0] Die monster!!!!!!
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Post by JeffCross on Jun 19, 2015 2:37:59 GMT -6
That is awesome!! or what about if you mess up in forging you get weird weapons like a zombie arm or leg? That could be interesting. I feel like people would be a bit pissed if they could mess up forging, though, especially when rare materials are involved. Still, they could always just reload their last save, and this same method could be used for obtaining those joke weapons (normal result? Reload). yeah I see your point, maybe it should be made with an unverified smithing note lol
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Cale
Great Old One
Ancient Legion
The world is indeed comic, but the joke is on mankind.
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Post by Cale on Jun 19, 2015 3:27:09 GMT -6
I'd like to be able to swing a monster at another monster. Also, does anyone remember which games had Excalibur still stuck in the stone, and you could swing it that way? That was hilarious. Aria of Sorrow. Sword in the Stone. You swung a huge boulder. Because you were not the True King of England.
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jim
Master of the Candle Skeleton
Ancient Legion
[TI1]"Hey! But you.... Wait... No.. You can't!.. But I... And he....Bu.. I.. An... Just.... NOOOO
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Post by jim on Jun 19, 2015 5:02:32 GMT -6
I feel like people would be a bit pissed if they could mess up forging, though, especially when rare materials are involved. Simple way to solve that one is if it's "standard" or "common" components the crafting can create junk/joke equipment. If one of the crafting components is a rare drop however, if the recipe is wrong or the crafting fails it just does nothing and the components don't get consumed. Of course that could also be something to be factored into a difficulty setting too. If you're playing on Easy or Normal it works like I said above. If you're playing on Hard or Nightmare mode though if the recipe is wrong or the crafting fails the components are ALWAYS lost regardless of whether the components were rare or not. Also, maybe on both or just Nightmare mode you make it so that if the recipe is wrong or the crafting fails it can actually cause you harm! i.e. Make you loose some HP, drain your MP, temporarily reduce one of your stats, etc.
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ChucklesTheJester
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[TI0] How many nuns would a nunchuck chuck if a nunchuck could chuck nuns?
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Post by ChucklesTheJester on Jun 19, 2015 6:12:40 GMT -6
Here's one more from me, based on how cool it looks. Anubis from JoJo's Bizarre Adventure Part 3. A very cool egyptian-styled curved sword that would work as an inspiration for a Katana-type weapon.
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Post by DragonByDegrees on Jun 19, 2015 13:41:20 GMT -6
I feel like people would be a bit pissed if they could mess up forging, though, especially when rare materials are involved. Simple way to solve that one is if it's "standard" or "common" components the crafting can create junk/joke equipment. If one of the crafting components is a rare drop however, if the recipe is wrong or the crafting fails it just does nothing and the components don't get consumed. Of course that could also be something to be factored into a difficulty setting too. If you're playing on Easy or Normal it works like I said above. If you're playing on Hard or Nightmare mode though if the recipe is wrong or the crafting fails the components are ALWAYS lost regardless of whether the components were rare or not. Also, maybe on both or just Nightmare mode you make it so that if the recipe is wrong or the crafting fails it can actually cause you harm! i.e. Make you loose some HP, drain your MP, temporarily reduce one of your stats, etc.People would use save scumming to circumvent this. The potential risks would probably just be seen as an annoyance, and preventing save scumming for crafting by making it auto-save on craft would anger too many players.
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jim
Master of the Candle Skeleton
Ancient Legion
[TI1]"Hey! But you.... Wait... No.. You can't!.. But I... And he....Bu.. I.. An... Just.... NOOOO
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Post by jim on Jun 19, 2015 15:08:21 GMT -6
The potential risks would probably just be seen as an annoyance, and preventing save scumming for crafting by making it auto-save on craft would anger too many players. Which is why you announce it up front so you know that that's how the game mechanics work for those difficulty levels. Don't like those risks and penalties? Get better at crafting or don't play those modes. And as far as auto-saving with the crafting I would only be in favor of that method of preventing circumvention so long as the only thing the auto-save effected was your inventory and MAYBE your stats if it was decided that some incorrect combination were to have some sort of permanent effect like loss of XP. (Of course wouldn't that be interesting if there was an XP cost for doing crafting that was higher or doubled if you got it wrong. ) It shouldn't effect anything else in the save (i.e. position in the castle, bosses defeated, abilities gained, and the like). I mean that's why I only proposed those kinds of ideas for the higher difficulty levels. I mean by the point that you're playing on Hard and Nightmare the basic mechanics of the game like the inventory and crafting aught to be second nature. If you screw up you deserve to have something bad happen to you. Just like if you mess up and forget how a boss moves/attacks and you get hit it's your fault, not the fault of the game or the boss. Hard and Nightmare mode are supposed to be more difficult and less forgiving of mistakes. It's just like the difficulty modes themselves. If I find Hard mode too difficult, especially if the frustration is angering me, I don't complain that Hard mode is too hard. I go back to Normal, I stop playing, or I practice and get better. So should it be. Besides just because I think hard mode is too difficult doesn't mean it should be made easier. There will probably be people that will even say that Nightmare mode is too easy because they are just that good at gaming.
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Post by DragonByDegrees on Jun 19, 2015 15:31:52 GMT -6
The potential risks would probably just be seen as an annoyance, and preventing save scumming for crafting by making it auto-save on craft would anger too many players. Which is why you announce it up front so you know that that's how the game mechanics work for those difficulty levels. Don't like those risks and penalties? Get better at crafting or don't play those modes. And as far as auto-saving with the crafting I would only be in favor of that method of preventing circumvention so long as the only thing the auto-save effected was your inventory and MAYBE your stats if it was decided that some incorrect combination were to have some sort of permanent effect like loss of XP. (Of course wouldn't that be interesting if there was an XP cost for doing crafting that was higher or doubled if you got it wrong. ) It shouldn't effect anything else in the save (i.e. position in the castle, bosses defeated, abilities gained, and the like). I mean that's why I only proposed those kinds of ideas for the higher difficulty levels. I mean by the point that you're playing on Hard and Nightmare the basic mechanics of the game like the inventory and crafting aught to be second nature. If you screw up you deserve to have something bad happen to you. Just like if you mess up and forget how a boss moves/attacks and you get hit it's your fault, not the fault of the game or the boss. Hard and Nightmare mode are supposed to be more difficult and less forgiving of mistakes. It's just like the difficulty modes themselves. If I find Hard mode too difficult, especially if the frustration is angering me, I don't complain that Hard mode is too hard. I go back to Normal, I stop playing, or I practice and get better. So should it be. Besides just because I think hard mode is too difficult doesn't mean it should be made easier. There will probably be people that will even say that Nightmare mode is too easy because they are just that good at gaming. You're talking about difficulty. That's fine, and I agree with some of the things you're saying, but the impression I got from your earlier post, specifically the line " if the recipe is wrong or the crafting fails" (meaning those are two separate possibilities) was that one of those is RNG dependent. RNG =/= difficulty, at all. It's something you don't have control over. It's the exact opposite of difficulty, actually, as you can't influence the rolls.
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jim
Master of the Candle Skeleton
Ancient Legion
[TI1]"Hey! But you.... Wait... No.. You can't!.. But I... And he....Bu.. I.. An... Just.... NOOOO
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Post by jim on Jun 19, 2015 16:25:03 GMT -6
You're talking about difficulty. That's fine, and I agree with some of the things you're saying, but the impression I got from your earlier post, specifically the line " if the recipe is wrong or the crafting fails" (meaning those are two separate possibilities) was that one of those is RNG dependent. RNG =/= difficulty, at all. It's something you don't have control over. It's the exact opposite of difficulty, actually, as you can't influence the rolls. OH! No no no.... I'm sorry if there was any confusion. I know there is going to be crafting. This means there are recipes. If you make the recipe correct, they work. If you make them incorrectly, they don't work. And in some systems ALL crafting attempts have a chance to "Fail" good or bad recipe. I don't know if that last element will be in Bloodstained or not. What I was originally suggesting was that for "incorrect" recipes that involved items that had a high drop rate could maybe have joke or broken items result, but if ANY of the components being used in the "incorrect" recipe had a LOW drop rate, i.e. were RARE components, that trying to craft that recipe would do nothing and wouldn't use the materials. SEPARATELY I was suggesting tying the outcome of a failed attempt or an attempt made with an incorrect recipe to what the difficulty level was. I was NOT suggesting that those concepts be applied INDEPENDENT of the difficultly level. Which is why I suggested that for the "Easy" and "Normal" difficulty levels the only possible outcome of an incorrect recipe be the results I just described above, and crafting failures (if they included that mechanic) should basically do nothing i.e. not even let the attempt be made. But this should only be true in the "Easy" and "Normal" difficulty modes. In the "Hard" and "Nightmare" modes it should be assumed that if you are playing those modes you should be fairly well versed in how to play the game, therefore, incorrectly doing things "you should know how to do by that point" should have a consequence. Of course this is all dependent on whether there are 3/4/(5??? ) difficulty modes or whether it's just Normal, Hard, and Nightmare as well as how the crafting system works which currently NONE of us know (and I'm not sure Iga knows yet ) exactly the crafting system in this game will work. Again! Sorry for the confusion.
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Post by DragonByDegrees on Jun 20, 2015 0:05:57 GMT -6
You're talking about difficulty. That's fine, and I agree with some of the things you're saying, but the impression I got from your earlier post, specifically the line " if the recipe is wrong or the crafting fails" (meaning those are two separate possibilities) was that one of those is RNG dependent. RNG =/= difficulty, at all. It's something you don't have control over. It's the exact opposite of difficulty, actually, as you can't influence the rolls. OH! No no no.... I'm sorry if there was any confusion. I know there is going to be crafting. This means there are recipes. If you make the recipe correct, they work. If you make them incorrectly, they don't work. And in some systems ALL crafting attempts have a chance to "Fail" good or bad recipe. I don't know if that last element will be in Bloodstained or not. What I was originally suggesting was that for "incorrect" recipes that involved items that had a high drop rate could maybe have joke or broken items result, but if ANY of the components being used in the "incorrect" recipe had a LOW drop rate, i.e. were RARE components, that trying to craft that recipe would do nothing and wouldn't use the materials. SEPARATELY I was suggesting tying the outcome of a failed attempt or an attempt made with an incorrect recipe to what the difficulty level was. I was NOT suggesting that those concepts be applied INDEPENDENT of the difficultly level. Which is why I suggested that for the "Easy" and "Normal" difficulty levels the only possible outcome of an incorrect recipe be the results I just described above, and crafting failures (if they included that mechanic) should basically do nothing i.e. not even let the attempt be made. But this should only be true in the "Easy" and "Normal" difficulty modes. In the "Hard" and "Nightmare" modes it should be assumed that if you are playing those modes you should be fairly well versed in how to play the game, therefore, incorrectly doing things "you should know how to do by that point" should have a consequence. Of course this is all dependent on whether there are 3/4/(5??? ) difficulty modes or whether it's just Normal, Hard, and Nightmare as well as how the crafting system works which currently NONE of us know (and I'm not sure Iga knows yet ) exactly the crafting system in this game will work. Again! Sorry for the confusion. It's all good. As long as the deal isn't "There's a fail chance dependent on RNG, dice rolls, you lose, here's an XP cost and a short debuff, autosaving...", because that's the kind of thing that, on it's own, will get an otherwise great game bad reviews. As for "I'm not sure Iga knows yet", I hope he figures it out soon if that's the case, as I really, really want to get a peek at it when we get our first monthly update!
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JeffCross
Shadow of the Night
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[TI0] Die monster!!!!!!
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Post by JeffCross on Jun 21, 2015 17:56:20 GMT -6
Do you guys think it would be cool if you had to craft your own familiars? (a'la Curse of Darkness)
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Cale
Great Old One
Ancient Legion
The world is indeed comic, but the joke is on mankind.
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Cale
The world is indeed comic, but the joke is on mankind.
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Post by Cale on Jun 21, 2015 21:09:43 GMT -6
Do you guys think it would be cool if you had to craft your own familiars? (a'la Curse of Darkness) Well I personally don't like it, but with the whole alchemy angle, I can see it being a thing. I would prefer that the familiars have their own history that is separate from yours, but you end up either enslaving them or bringing them to your cause however you can.
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Arcueid Brunestud
True Ancestor
Ancient Legion
[TI1] Just your friendly neighborhood True Ancestor!
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Arcueid Brunestud
[TI1] Just your friendly neighborhood True Ancestor!
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Post by Arcueid Brunestud on Jun 21, 2015 21:36:07 GMT -6
Couldn't you make a separate topic about Bloodstained familiars? As for crafting familiars... eh, no? I rather they be found like in SOTN, and raised through leveling. Anyways, I'm not expecting them to include such a system like crafting familiars. I think Iga will go SOTN's route, and make you find familiars while exploring the castle.
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