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Post by Ravenspear on Jun 18, 2016 16:28:29 GMT -6
You can farm 3 bosses in Aria of sorrow (Big golem, great armor and manticore) that drop both gears and souls, that's why the AND (Since even if I believe Vepar cannot be fought later, I can't say the same for the later ones). And I'm fine with 100% drop rate from bosses, I personnally like to have thematic weapons and armor like in dark souls the gargoyle axe, the asylum demon mace, the pig helmet (it's not from a boss but it's one I loved to have that was still thematic from an enemy) , etc. Honestly I'd prefer not having too many bosses that can be re-used as normal enemies later on. This tends to make the boss fights themselves less interesting because they have to be designed so the boss can appear anywhere. Amazing fights like Paranoia or Gergoth from DoS wouldn't be half as good if the team had also planned to use these bosses later as normal enemies. They would have less unique properties such as Paranoia's mirror lasers or Gergoth's fall which made these bosses stand out for me. I actually think that the heavy re-use of bosses throughout AoS was one of its biggest shortcomings (though it is a very good game overall). Manticore could have been so much more interesting with the huge room it appears in. However as it is a normal Enemy later on it kind of looses its meaning as a boss and the devs also can't do cool room-related stuff with it. The more unique bosses we get the better. On absolutely everything you said, I don't have an opinion on the matter because I believe I'm ok with whatever Iga already chose for the design of Bloodstained. If you think we should pressure Iga for unique, non-recurring bosses, at least make a poll to get the inputs of more community members. Edit; A poll on another thread*
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Post by CastleDan on Jun 18, 2016 16:34:24 GMT -6
Or maybe we can switch it up a little and have some bosses drop gear instead of shards. This! Although I'd love to have equipment drops from enemies as well
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Post by Yän on Jun 18, 2016 17:06:40 GMT -6
Honestly I'd prefer not having too many bosses that can be re-used as normal enemies later on. This tends to make the boss fights themselves less interesting because they have to be designed so the boss can appear anywhere. Amazing fights like Paranoia or Gergoth from DoS wouldn't be half as good if the team had also planned to use these bosses later as normal enemies. They would have less unique properties such as Paranoia's mirror lasers or Gergoth's fall which made these bosses stand out for me. I actually think that the heavy re-use of bosses throughout AoS was one of its biggest shortcomings (though it is a very good game overall). Manticore could have been so much more interesting with the huge room it appears in. However as it is a normal Enemy later on it kind of looses its meaning as a boss and the devs also can't do cool room-related stuff with it. The more unique bosses we get the better. On absolutely everything you said, I don't have an opinion on the matter because I believe I'm ok with whatever Iga already chose for the design of Bloodstained. If you think we should pressure Iga for unique, non-recurring bosses, at least make a poll to get the inputs of more community members. Edit; A poll on another thread* No need to pressure anybody. I think Iga knows about this very well as contextual unique bosses have become more frequent with more recent Castlevanias (DS games) As far as I remember no bosses have been reused as regular enemies in those anyway so I think we're good.
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Post by Galamoth on Jun 18, 2016 17:36:46 GMT -6
On absolutely everything you said, I don't have an opinion on the matter because I believe I'm ok with whatever Iga already chose for the design of Bloodstained. If you think we should pressure Iga for unique, non-recurring bosses, at least make a poll to get the inputs of more community members. Edit; A poll on another thread* No need to pressure anybody. I think Iga knows about this very well as contextual unique bosses have become more frequent with more recent Castlevanias (DS games) As far as I remember no bosses have been reused as regular enemies in those anyway so I think we're good. The only bosses in the DS Castlevania games that have arguably been reused were "The Creature" in Portrait of Ruin, and the "Giant Skeleton" in Order of Ecclesia. You face two The Creatures at once in part of the Nest of Evil before one of the actual Bosses, and you encounter only two other Giant Skeletons when traversing the Tristis Pass in OoE. ^ If you ask me, the Giant Skeleton's attacks in OoE actually worked in both relatively-claustrophobic rooms (when encountered as a "Boss") and the long 'hallways' of the Tristis Pass when you encounter it as a normal enemy. It's a very tall enemy that can easily reach you from mid-distance. Who knows? Maybe the first Boss encountered in Gebel's Castle (as in not Vepar, who is the Boss for the Galleon "Minerva" before the Castle) will be a pair of powerful enemies that can coordinate with other for unique attacks, like Slogra & Gaibon and the Minotaur & Werewolf in Symphony of the Night. I do agree that it would be better if every Boss is unique, but I think it's possible to pull off having the Castle's first Boss being at least 2 different enemies that you could encounter later in the game, IF they're programmed with special attacks that only work when they're fighting together.
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Post by ghaleon on Jun 18, 2016 21:04:55 GMT -6
Blah, why do I always have to be the black sheep.
I generally dislike elemental resist/weakness systems in games where you control only 1 character. Because I don't want to open a menu, change equipment, close menu, every time I want ot be most effective against a particular enemy. I also don't like bosses that are either way too easy because you're using the right element, or way too tedious if you don't go out of your way to use the right element. This isn't about challenging the player's mind or strategy, it's basically seeing a square hole and being able to determine which peg shapes to use for it. The only way I can think this isn't just a menu hopping timesink is if the game allows you to change between multiple weapons on the fly without menu hopping... OR by making it so elemental affinities can really be manipulated via magic and such rather than main weapons (generally you can assume main weapons will be a significant factor if they include cut/pierce/blunt).
As for the re-use bosses as regular enemies thing. I don't think it's good to do it all the time or never, I think having it happen occasionally is just perfect. Naturally, BS should enable most bosses to appear as 'trash' enemies for roguelike mode at the very least (or mini-bosses, or floor bosses, or whatever at least). One thing I prefer when using bosses as later game trash however, is that you at least TRY and maintain their status as 'not a normal enemy'. I love dark souls but I think they did a bad job of this with the bull and capua demons, because once they appear as trash, the game tosses like 30 of them in one room. It really murdered all feeling that you were fighting a special enemy pretty much instantly. Meanwhile that fat tutorial demon thing that you fight like 3 (or was it 4? I think 3) times kinda keeps its special status, even though the tutorial version is kinda a joke.
Speaking of roguelike mode though mind you. I think it can benefit from the whole elemental thing moreso than the main game. I don't know about BS but many RL games tend to reward the players with wise inventory management. So the whole keeping various items for various elements thing will provide strategy not because the player is challenged in knowing when to use them, but in determining if they SHOULD keep X elemental item for X elemental situation for Y long as it gets older and older and many it's not worth the space anymore... or if they should consider spending Z materials to craft X elemental item or if they need a more general-purpose thing instead.
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Post by crocodile on Jun 19, 2016 1:00:29 GMT -6
A) For people who like to collect everything, random boss drops sound like a nightmare. You basically have to fight an entire battle and you have no idea if you'll get the reward at the end because its entirely up to the RNG. Resetting over and over for that sounds like the nadir of fun. That's different from say the medals for never getting hit you get in OoE as you know the entire battle if you're getting the medal or not - its all up to skill and not chance. As such, I'm opposed to random drops (shard/items) from bosses that are unique. If we are just talking about like an Omega Potion (which you normally have to craft or get in the last stages of the game) that's fine but not unique, missable shards/equipment/etc.
B) I'm not a fan of "that thing that was once a boss is now a regular enemy" trope. SOTN abused it pretty hard. I understand it's to convey "look how strong you are that what was once a boss is barely anything to you now" but it devalues boss battles which should be special, epic events (be they against huge monsters or human sized opponents). Inticreates is pretty good at boss battles. I don't want them handicapped by having to engage in that trope :/
C) The point of elemental/weapon weaknesses is to pull you out of your comfort zone and make you think about how to use your equipment and shards (or at least provide another axis). Give you more reasons than just stats to use a weapon/equipment/shard. If combat had more depth, ala say DMC/Bayonetta, there would be different techniques you could employ to beat different enemies but that isn't available here (and would totally change the pace and nature of the game). It's no different than a FPS or a 3rd Person Shooter where you have different weapons with different strengths that force you to change things up for different scenarios and enemies. Thankfully most previous Castlevanias, and I assume Bloodstained too (and we are in a position to speak loudly to make sure such a feature is included), have equipment and shard slots that should make swapping things around quick and easy.
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Post by Galamoth on Jun 19, 2016 8:21:44 GMT -6
A) For people who like to collect everything, random boss drops sound like a nightmare. You basically have to fight an entire battle and you have no idea if you'll get the reward at the end because its entirely up to the RNG. Resetting over and over for that sounds like the nadir of fun. That's different from say the medals for never getting hit you get in OoE as you know the entire battle if you're getting the medal or not - its all up to skill and not chance. As such, I'm opposed to random drops (shard/items) from bosses that are unique. If we are just talking about like an Omega Potion (which you normally have to craft or get in the last stages of the game) that's fine but not unique, missable shards/equipment/etc.B) I'm not a fan of "that thing that was once a boss is now a regular enemy" trope. SOTN abused it pretty hard. I understand it's to convey "look how strong you are that what was once a boss is barely anything to you now" but it devalues boss battles which should be special, epic events (be they against huge monsters or human sized opponents). Inticreates is pretty good at boss battles. I don't want them handicapped by having to engage in that trope :/C) The point of elemental/weapon weaknesses is to pull you out of your comfort zone and make you think about how to use your equipment and shards (or at least provide another axis). Give you more reasons than just stats to use a weapon/equipment/shard. If combat had more depth, ala say DMC/Bayonetta, there would be different techniques you could employ to beat different enemies but that isn't available here (and would totally change the pace and nature of the game). It's no different than a FPS or a 3rd Person Shooter where you have different weapons with different strengths that force you to change things up for different scenarios and enemies. Thankfully most previous Castlevanias, and I assume Bloodstained too (and we are in a position to speak loudly to make sure such a feature is included), have equipment and shard slots that should make swapping things around quick and easy. A.) I agree. If there are random drops from unique Bosses, then those drops should be Items that can be acquired (created) by other means & from many of the other Bosses. Perhaps it doesn't have to be the exact same Item for every Boss, but common enough that it isn't a unique item. ...On the other hand, if a unique Boss does drop Shards or Equipment/Items that you couldn't get anywhere else? I'd hope it's a 100% chance of acquiring it after defeating the Boss. Even more-so if it's a "Relic" required for exploring more of Gebel's Castle. B.) While I'm still sold on the idea that one 'Boss' in the game could still be a pair of powerful late(r)-game enemies, I'm also confident in Inti-Creates' ability to make every single Boss Battle unique and interesting (as well as challenging in their own right). The only reason why I can see a normal enemy being at least one Boss in Bloodstained, is because of the unique attack-patterns the developers could probably pull off between two different enemies attacking the player-character together. Slogra & Gaibon certainly pulled this off, and the Minotaur & Werewolf had two unique attacks when fighting together. (Hmm...maybe the pair of enemies could have slightly enhanced Stats, and perhaps modified appearances, to fit the fact that they're a 'Boss'?) C.) This gives me an idea, actually. I know you're talking about something else (related to the Menu), but I'm thinking that similarly to the "Doppelganger" Soul (Dawn of Sorrow) and the "Glyph Sleeve" (Order of Ecclesia), Bloodstained could really use a "Relic" that lets you switch between Equipment/Shard sets on the fly. Perhaps the developers could increase the number of sets you could switch between to five total, instead of just two (DoS) or three (OoE), to make Miriam more capable of quickly adapting to situations.
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Post by CastleDan on Jun 19, 2016 8:34:25 GMT -6
Blah, why do I always have to be the black sheep. I generally dislike elemental resist/weakness systems in games where you control only 1 character. Because I don't want to open a menu, change equipment, close menu, every time I want ot be most effective against a particular enemy. I also don't like bosses that are either way too easy because you're using the right element, or way too tedious if you don't go out of your way to use the right element. This isn't about challenging the player's mind or strategy, it's basically seeing a square hole and being able to determine which peg shapes to use for it. The only way I can think this isn't just a menu hopping timesink is if the game allows you to change between multiple weapons on the fly without menu hopping... OR by making it so elemental affinities can really be manipulated via magic and such rather than main weapons (generally you can assume main weapons will be a significant factor if they include cut/pierce/blunt). As for the re-use bosses as regular enemies thing. I don't think it's good to do it all the time or never, I think having it happen occasionally is just perfect. Naturally, BS should enable most bosses to appear as 'trash' enemies for roguelike mode at the very least (or mini-bosses, or floor bosses, or whatever at least). One thing I prefer when using bosses as later game trash however, is that you at least TRY and maintain their status as 'not a normal enemy'. I love dark souls but I think they did a bad job of this with the bull and capua demons, because once they appear as trash, the game tosses like 30 of them in one room. It really murdered all feeling that you were fighting a special enemy pretty much instantly. Meanwhile that fat tutorial demon thing that you fight like 3 (or was it 4? I think 3) times kinda keeps its special status, even though the tutorial version is kinda a joke. Speaking of roguelike mode though mind you. I think it can benefit from the whole elemental thing moreso than the main game. I don't know about BS but many RL games tend to reward the players with wise inventory management. So the whole keeping various items for various elements thing will provide strategy not because the player is challenged in knowing when to use them, but in determining if they SHOULD keep X elemental item for X elemental situation for Y long as it gets older and older and many it's not worth the space anymore... or if they should consider spending Z materials to craft X elemental item or if they need a more general-purpose thing instead. I think you're the black sheep because you have viewpoints that are very anti-igavania. Which is fine but a lot of people are here because they love a lot of those elements from igavanias. Like gear that chances appearance, I'm pretty sure you said you didn't want that because it changes your stats and you might like the visuals? Weapons that are stronger against certain foes due to elemental weaknesses. They're kinda trademark things within his games. Obviously not everyone has to agree on everything but yeah I see a bit of the black sheep thing you're talking about. We need a black sheep to balance things out here anyways!
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Post by ghaleon on Jun 20, 2016 0:14:31 GMT -6
I think you're the black sheep because you have viewpoints that are very anti-igavania. Which is fine but a lot of people are here because they love a lot of those elements from igavanias. Like gear that chances appearance, I'm pretty sure you said you didn't want that because it changes your stats and you might like the visuals? Weapons that are stronger against certain foes due to elemental weaknesses. They're kinda trademark things within his games. Obviously not everyone has to agree on everything but yeah I see a bit of the black sheep thing you're talking about. We need a black sheep to balance things out here anyways! I object to the 'very anti-igavania' comment. I'd say like what but you tried to give an example which... err... I think you don't understand what I want for gear and appearance. I like games having gear, and I like being able to change appearance. I just think it's better to give the player the option to look how they want while wearing what they want. World of warcraft is another example. Gear does change your appearence in that game, but you can still look how you want via transmutation (I think it's called that, I don't play so I may be off). Now I don't see why that's 'very anti igavania'. That's just encouraging a system that is capable of satisfying everyone, there's literally nobody left out of getting exactly what they want from such a system. Elemental resistances/weaknesses is something most people like, I know that, but it's NOT an igavania trademark, it's practically a trademark for nearly every game that has experience points and/or inventory screens. It's something that has existed in many games for so long that I kinda thing that people are at the point where they feel like it's a requirement without really considering what it brings to the game. I wont flat out say it's a BAD thing or whatever. But I think it's far too common to consider it definitively igavania.
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Post by fatihG on Jun 20, 2016 3:24:37 GMT -6
This is something I had been thinking about as well.
I think ultimately it does not matter much. Games like Dark Souls have this thing called 'Fashion Souls', where they just equip whatever they think looks good and disregard stats. However I think the people that are into this are on new game +(+), so they are strong enough to deal with whatever is in the game. (May not be due to stats but player skill.) (FashionStained anyone? =])
That being said having like an illusion ring or something could work. You would need to give up a slot to be able to equip what you want, but look like what you want.
On how to actually implement this.. not sure to be honest. If we have multiple equipment sets, it could be that there is 1 extra that gets unlocked when you equip the ring or something. Without putting too much though in it, this sounds like the most efficient way to implement it.
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Post by BalancedHydra on Jun 20, 2016 9:13:53 GMT -6
Or maybe we can switch it up a little and have some bosses drop gear instead of shards. I played Aria of Sorrow and the bestiairy displayed both if you had the soul and all the other drop (such as tea for example). In this game I expect the same kind of system since both shards and alchemy materials (for crafting) has been announced. Shard and let's say Vepar's tentacles could be dropped, and with the material you could craft a Vepar's dress or a tentacle whip x) Edit: My point is all the enemies will have drops AND shard, I don't see why bosses would be shard OR drops. AND is just fine imo By that logic, Morte should have a shard as well since the odds of it being in the bestiary are high if not certain.
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Post by Ravenspear on Jun 20, 2016 9:23:30 GMT -6
I played Aria of Sorrow and the bestiairy displayed both if you had the soul and all the other drop (such as tea for example). In this game I expect the same kind of system since both shards and alchemy materials (for crafting) has been announced. Shard and let's say Vepar's tentacles could be dropped, and with the material you could craft a Vepar's dress or a tentacle whip x) Edit: My point is all the enemies will have drops AND shard, I don't see why bosses would be shard OR drops. AND is just fine imo By that logic, Morte should have a shard as well since the odds of it being in the bestiary are high if not certain. Do you know why Morte has no shard? He has no physical form (since the shard is a physical form, Morte would suddenly partially materialize to drop its shard which makes the design inconsistent), it makes sense in the lore that he's the only demon that drops no shards. Humans in Aria didn't drop souls because they weren't monster for dracula to control. Don't try to justify people asking for a Morte shard.
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Post by BalancedHydra on Jun 20, 2016 9:42:38 GMT -6
By that logic, Morte should have a shard as well since the odds of it being in the bestiary are high if not certain. Do you know why Morte has no shard? He has no physical form (since the shard is a physical form, Morte would suddenly partially materialize to drop its shard which makes the design inconsistent), it makes sense in the lore that he's the only demon that drops no shards. Humans in Aria didn't drop souls because they weren't monster for dracula to control. Don't try to justify people asking for a Morte shard. I guess I wasn't clear with my intent. I love the reason why Morte has no shard. It makes sense and I would like to keep that way. The point I wanted to convey is if Morte is the exception to the 'enemy = shard/soul' rule, is it the only exception? Could there be more?
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Post by Ravenspear on Jun 20, 2016 10:07:01 GMT -6
Do you know why Morte has no shard? He has no physical form (since the shard is a physical form, Morte would suddenly partially materialize to drop its shard which makes the design inconsistent), it makes sense in the lore that he's the only demon that drops no shards. Humans in Aria didn't drop souls because they weren't monster for dracula to control. Don't try to justify people asking for a Morte shard. I guess I wasn't clear with my intent. I love the reason why Morte has no shard. It makes sense and I would like to keep that way. The point I wanted to convey is if Morte is the exception to the 'enemy = shard/soul' rule, is it the only exception? Could there be more? Well, it's more like Demons = shards, if you look closely at Vepar's appearance there's even crystals added in its design to represent that the shards are a part of the demon's physical being in the bloodstained realm. Gebel is also partially covered by the curse but even if he died, I don't think Miriam would be able to pick up a Gebel shard. Who knows maybe wild wolfs affected by the curse could drop a shard but then again it wouldn't be that far of an demon wolf. Also, I wouldn't mind kicking some angels' butts but by definition angels are not demons, they shouldn't be in the bloodstained world since there was only mention of demon mystically summoned by the curse so I wouldn't bet on it.
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Post by purifyweirdshard on Jun 20, 2016 13:43:55 GMT -6
Honestly, Bloodstained (as with other Igavania games) won't be so difficult that you're constrained to wearing the best gear to get by. If you want to look a certain way while you're playing instead of having Optimal Stats (tm), you'll more than likely be fine*. It's even quite doable in the Souls games. If you're worried that you're gimping yourself even though you don't really need the strength and just want to look a certain way, then...that's just being picky beyond reasonable accommodation to me.
* = it's at least somewhat likely that your preferred "look" could be upgraded with some kind of crafting process, so you can potentially have the best of both worlds, or closer to such.
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Post by CastleDan on Jun 20, 2016 13:53:01 GMT -6
Honestly, Bloodstained (as with other Igavania games) won't be so difficult that you're constrained to wearing the best gear to get by. If you want to look a certain way while you're playing instead of having Optimal Stats (tm), you'll more than likely be fine*. It's even quite doable in the Souls games. If you're worried that you're gimping yourself even though you don't really need the strength and just want to look a certain way, then...that's just being picky beyond reasonable accommodation to me. * = it's at least somewhat likely that your preferred "look" could be upgraded with some kind of crafting process, so you can potentially have the best of both worlds, or closer to such. Yeah, that's why I never got that argument. Some people saying they don't want gear stats and visuals to be tied together. I mean was SOTN that hard where you needed the absolute best gear anyways? I mean sure you want to use better stuff but the coolest visual changes were usually the better gear anyways, and the ones that were cool but not as good didn't make you incredibly weak where it mattered anyways. In other words, just do whatever the hell you want....it won't break the game. lol
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Post by a on Jun 20, 2016 14:09:06 GMT -6
Some people saying they don't want gear stats and visuals to be tied together. There's really a quick fix to that. If the armor changes your appearance just have an option to display the default armor instead. Alternatively there's also vanity armor slots.
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Post by CastleDan on Jun 20, 2016 14:32:33 GMT -6
Some people saying they don't want gear stats and visuals to be tied together. There's really a quick fix to that. If the armor changes your appearance just have an option to display the default armor instead. Alternatively there's also vanity armor slots. Or just do it the exact same way as they did it in SOTN and not make a big deal out of a minor thing
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Post by Galamoth on Jun 20, 2016 16:08:16 GMT -6
Whatever decision that IGA, Inti-Creates, and co. ultimately make regarding Stat-changes from equipment & how said equipment will affect Miriam's appearance...I'll be fine with it, regardless. (In-character: I mean...so long as the "best" equipment, stat-wise, makes Miriam look like a servant of yours truly. Think of it! Miriam, fighting to advance the goals of Galamoth, the Lord of Space... Me! ) Perhaps I'll even tell her the location of my Beryl Circlet, which I've so painstakingly hidden in the Castle.
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Aug 10, 2019 9:52:39 GMT -6
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ghaleon
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ghaleon
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Post by ghaleon on Jun 20, 2016 22:20:53 GMT -6
Honestly, Bloodstained (as with other Igavania games) won't be so difficult that you're constrained to wearing the best gear to get by. * = it's at least somewhat likely that your preferred "look" could be upgraded with some kind of crafting process, so you can potentially have the best of both worlds, or closer to such. You don't know how difficult it will be. But given that we had a poll asking for difficulty, and most people seemed to want OoE or harder, as the default, and have a 'nightmare' difficulty on top of that, in addition to a roguelike mode, which...well an easy roguelike would be kinda fail. You're basically saying that they are going to not deliver what people are expecting (at the very least for nightmare difficulty). Just because you can do something doesn't mean it should be done. And souls is a terrible example, as mentioned the game is called 'fashion souls', because the armor in that game is pretty much worthless beyond how it looks before very long. Why bother having all that variety, loot, craftability, etc only to have it matter little more than how it looks? No seriously, think about it instead of just being defensive. Why bother having stats to something when they matter so little nobody bothers with it, and ditto, you're ENCOURAGING others not to bother worry about it. Not to mention souls games tend to provide the player with physical resistance with every level up, even ones that aren't even constitution and/or endurace. Every level increases that stat, which partakes in making armor seem redundant. Well gee, I didn't cause a 'shitstorm' in the ks comments page, I didn't start a thread here, I'm barely causing any kind of a fuss. I'm just talking about something in a pretty calm manner, but you come along and accuse me of being picky and unreasonable. I would kindly ask you that you reciprocate the level of civility that has currently been the norm here before resorting to that kind of behavior. Furthermore, this is a game that advertises itself about its crafting system, multitude of drops, etc. It also advertised its Visual customization during the PAX update. Not to mention that the whole 'cosmetic customization' thing is not a trivial and unreasonable desire, if it was, companies wouldn't have successful premium cash shops that profit greatly from this factor of their games. Bloodstained is a game of a genre that has long since been neglected, it is one people have had the opportunity to fund and voice their comments on during its development, and it's a game that advertised customization. I don't see anything unreasonable about calmly bringing up during the development process, as is the very PURPOSE of the comments section and some of these very forums. Good grief, I didn't even say I was dissapointed or upset, I explicitly said I'll wait for further updates/development before I decide on my final opinion, but I get told that I'm 'Very anti-igavania', and you're saying I'm picky and unreasonable. It's like I'm under attack by rabid fanboys. And the game isn't even out yet, and I didn't even complain about the game. Honestly, I'm dumbstruck. The real kicker is I'm not even asking for something that's a matter of personal taste. I mean it's not something that will take something away from what other people might want, it doesn't exclude anyone. Basically everyone can have exactly what they want with what I'm trying to bring up. It's not asking for a harder game which can exclude people who want an easier game, or asking for smaller boobs to people who like big boobs, or anything like that. Furthermore, the difficulty of developing it is nearly non-existant. Because the development complications are having different looks to every piece of gear, which is already going to be done anyway based on the current development of things. All I'm asking for are checkboxes in the already existing inventory menu that segregate the model/texture from the stats. I wasn't trying to make this a big deal, which is why I said I wasn't even going to be disappointed until a future demo build. I just figured that people should try to look at the details in a way where they can possibly contribute in a constructive way. Everyone was exclaiming how everything was perfect. It looks great, I'm pleased. Don't get me wrong, but I wouldn't say perfect, I distinctly saw a lack of visual customization that was promised. I understand it's an early development build so I didn't want to make a fuss about it, but it certainly doesn't = 'perfect' in that sense. This IS the appropriate time to bring up potential constructive criticism, not to attack people who might see something they're worried about. Honestly, I realize the game looks great for how early in development it is, but I think people should still TRY to criticize it in a constructive way if they see the opportunity to do so. The development team are adults, they can take it, and they might make something even better out of it.
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