Pure Miriam
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Post by Pure Miriam on Aug 13, 2016 3:14:02 GMT -6
Illustrative picture I had a very old topic questioning if Bloodstained needed a shop. After the demo was out, that question was answered, since the game will have gold and so, it will have a Shop (thankfully!), now, it is time to discuss that again, on a deeper tone. Shops existed before IGA worked on Castlevania (a good example would be Castlevania II: Simon's quest) but since Bloodstained: Ritual of the Night is a Igavania game, it is good to use only his games for a good comparision. HOW SHOPS WORKED AT IGAVANIA GAMES ON THE PAST
In general, most Igavania games had shops that evolved with time. So, as you keep progressing at the game, the shop had more itens to sell. Some games also had a special one-kind overpowered item wich a huge, exorbitant cost (300.000 to 500.000) like a overpowered weapon, a item that rendered consumables infinite, or that increased the chance to drop enemies powers and such. Since Bloodstained will have forging and quests, this adds a new layer of discussion and consideration about how the game shop will work, wich adds to my next topic: HOW SHOPS COULD WORK AT BLOODSTAINED: RITUAL OF THE NIGHT?
And we got to the main topic of this thread. The main questions are: 1) WHO DO YOU WANT TO BE THE SHOPKEEPER?
Johannes? Zangetsu? A totally new character? A bunch of different people? 2) DO YOU THINK THE SHOP NEEDS TO SELL FORGING MATERIALS, OR THEY MUST BE KEPT AS DROPS, CHESTS AND HIDDEN AREAS?
Forging materials are a must thing on the game, so, that's a important thing to consider. 3) IN-GAME SHOP MUST BE CONFINED ON A SINGLE PLACE AT THE CASTLE, OR THE SHOPKEEPER COULD BE A WANDERER, BEING FOUND AT FIXED AREAS AROUND THE CASTLE?
It could be at random areas too! 4) SINCE THE GAME HAVE A FORGING THEME, DO YOU THINK THAT THE SHOP MUST SELL WEAPONS, OR THOSE MUST BE EXCLUSIVE TO BE FOUND AND FORGED?
Again, forging is a very important aspect of the game. Putting lots of weapons at the shop may render forging useless or secondary. But not putting any is a good idea? 5) DO YOU THINK THE SHOP NEEDS A ONE-KIND OVERPOWERED EXORBITANT COST ITEM? WHAT THAT ITEM COULD BE?
Increase Shard drop chance? Rare drop chance? Cut MP usage by half? Any other idea? That's all folks! A side note: take a look also at my other thread: A discussion about Treasure Chests
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Post by someoneunknown on Aug 13, 2016 4:24:27 GMT -6
I would prefer if the shop only sells some basic armor and consumables. If it sells e.g. forging material (on mass), then you could simply forge with gold instead. (E.g. instead of material 1+ material 2 simply material 1 + 200 gold; pretty boring). I think it would be the coolest, if the shop then expanded through quests. Also, 1 overpowered item wouldn't be too bad, so that we're gonna have a reason to farm gold. However, utility > strenght there. Maybe a giant droppluck-upgrade or something which will let you move faster.
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BloodyTears92
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Post by BloodyTears92 on Aug 13, 2016 8:30:58 GMT -6
Nice topic! let's see here, Imma take this question by question:
1) I think Johannes will end up being the shop, though they could pull off a Dawn of Sorrow here and have him stick to the alchemy/forging and have a totally different NPC handle basic consumables.
2) I'd rather the shop not sell materials. If it only sold really common materials, then said materials should drop often enough that acquiring them should not be a problem anyway. And if it sold rare drops, that would just devalue the rarity of the drop.
3) I think the shop should be fixed, and close to a warp point. Most IGA games have them near the entrance: with Sotn and HoD being the main exceptions, so I think having the shop in a similar location would be a nice touch to keep that Iga consistency.
4) The shop should take a cue from Dawn of Sorrow, I think, and sell only the most basic form of each weapon: that way if you accidentally sell a weapon you have the means to buy the base form and forge your way back to it. If I have, say, a Vine Whip and sell it on accident, I should be able to buy the basic Leather Whip, go get materials from the Maneater Plant and re-forge the Vine Whip. Its just a nice safety net that doesn't cheapen the crafting.
5) I absolutely think the shop should sell at least one uber-expensive item. In this game's case: either a ring that speeds up MP regen, or a ring that increases shard drop rates. Endgame weapons and armor, however, should be forged/found exclusively.
And that's where I'm at regarding the shop!
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Post by Maker on Aug 13, 2016 9:33:32 GMT -6
I'm not picky here but I think the uber expensive item should be something fun instead of overpowered. I don't care if its a regen ring or a "Miriam explodes into coins ondeath" item etc. Just something that changes the dynamic of wwhat you do enough to be fun. The classic item duplicator comes to mind but I feel that's kinda eh here.
If I were to go for a major item it'd be something cosmetically hilarious or just an additional tool.
There's also the possibility of the item being invisible In the shop menu so you can scroll over it but with non price you have to guess atthe cost and ddon't know what it is still you buy it. If that's the case I'd make it a weapon (joke style mind you but use able with a really cool move set
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Post by A dude on Aug 13, 2016 9:42:03 GMT -6
Hi people, I'm thinking on backing this game(money is some sort of problem to me right now, but I definetly plan on doing at some point) and I thought about giving my opnion on this matter, one thing I'm concerned on this game it's that it'll be an castlevania(metroidvania style) with a different name, sotn is one of my favorite games of all time, but I want bloodstained to get stuff from it and improve it, and A LOT, after all sotn is a very old game(that aged very well though), anyway getting to the point, I think one of the areas bloodstained could change and also improve is the shop... of course this is just what I think it would be better, so it's just my opinion.
1- A bunch of different people, maybe 4 or 5 people, maybe even some demon that betrayed his kind or that just don't care and just want money, basically I want some variation. I like this idea mostly because of dark souls, and I think it would work well in a igavania game.
2-Yes, but mostly the common ones(but make them fairly expensive), maybe some that are sort of uncommon but make those very expensive. But never the rare ones.
3-Like I said on my first answer I want different people to be the shopkeepers, and I would prefer that they stayed in fixed areas, one of them could change locations though.
4-Yes, IMO this is a must, I just don't want the shop to sell very powerful weapons, these you should either forge OR getting from a drop. I'm not really a fan of dawn of sorrow crafting system in which there's a single most powerful weapon to every weapon class(so every great sword could become a claimh solais and etc), I want the crafting to be more unique, in which different swords could become different weapons even in their final forms.
I also want some weapons to be powerful and that can't be forged, that you can acquire either for drops or in some secret locations(some sort of legendary weapons that you can get only one per playthrough and maybe some that you can obtain only once per save!). Anyway back to topic.
5-No, IMO it doesn't need, but it wouldn't hurt having one of those either. One thing I also liked from dark souls is that you could buy keys to go to optional places, or to places where you would need to go later early in game. Anyway, maybe one of the shops(maybe a secret one) could have an weird looking item that could open a door in a secret point in late game where you could fight some powerful optional boss.
I think it's obvious by now because of the answers, but I believe bloodstained could learn a lot from dark souls, it probably has my favorite forging system, in which A LOT of weapons could be very powerful and viable and there are some special weapons as well, and the shopping system is awesome as different people could sell unique stuff(also more npcs). I'm not saying I want it to be just like dark souls(specially the forging system, since it seems that every weapon on a single class will have the same animation and in dark souls all weapons had a different moveset, so bloodstained wouldn't be able to have a lot of weapons of a single class to be really good with it's limited moveset without it feeling redundant), but I definetly think bloodstained should get inspiration from it in some areas, but of course bloodstained should also be it's own thing and create it's own identity.
BTW sorry if my english is bad, it's not my first language.
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Post by CastleDan on Aug 13, 2016 11:14:25 GMT -6
I want the shop keeper to be someone completely different and feel like they belong to the castle. The outsiders setting up shop never felt as cool as the people who lived within the castle itself. That gives the castle more of a lived in feel to it.
Having said that, I hope the items bought within the castle aren't necessarily items that are also found in the game, what I'm saying is I hope there are more unique items that can be bought that can't also be crafted.
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Post by dragonkd on Aug 13, 2016 11:49:33 GMT -6
I could roll with a demon as the shop keep. I mean, gluttony and greed are all a part of the key of Solomon, with demons being symbolic of different sins, but also holding great power for the summoner.
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Post by dragonkd on Aug 13, 2016 20:51:41 GMT -6
ooooooh.... or what if we SUMMONED our shopkeep demon....?
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Post by LeoLeWolferoux on Aug 13, 2016 21:42:47 GMT -6
1) Johannes. Because aesthetically he's very boring to me. I'd rather not PLAY as him.
2) Some very basic forging materials are good, but I'd rather the higher quality material be dropped by elite enemies/mini-bosses.
3) I'd rather the shopkeeper be in one fixed location, similar the SotN and OoE. Items returning you to the shop would be a bonus as well.
4) I mean if the shop didn't sell weapons OR forging materials, I feel its selection would be very bland, and I strongly feel as big as Bloodstained is going to be, that this is highly unlikely. So yes, the shop should sell weapons as well.
5) Miner Ring - A ring increasing the odds of dropped materials by foes.
$ 1,500,000
Jeweler Pendant - A necklace that harnesses the powers of Hell's crystal pawns. Increases the rate of shard absorption.
$ 4,000,000
Bear Ring - When using a certain, familiar transformation, increases power...
$ 9,999,999
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Post by LordKaiser on Aug 13, 2016 21:43:28 GMT -6
I want the shop to sell exclusive items that won't drop from enemies so the gold have a purpose in the game. These items can be as expensive as necessary, it will just be a carrot on a stick but it will give you some abilities or complete a set.
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JeffCross
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Post by JeffCross on Aug 14, 2016 15:35:30 GMT -6
3). I think Miriam could save the shop-keep, it could even be a monster that loves (eats?) money and she can even "invite" him/her/it in her room.
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Post by m0nkf15h on Aug 14, 2016 16:58:51 GMT -6
1) I think that the shopkeep should be a demon who feels at home in the castle environment (money is said to be the root of all evil after all). This would make more sense than having Johannes (or whoever) suddenly show up for no reason.
2) Shops should sell consumables and very basic weapons and possibly VERY basic crafting materials(Materials would be overpriced to discourage the shopper).
3) Shops could be empty rooms spread throughout the castle with a device in the wall (gargoyle or demon head etc) which would activate when you place a shop-token (collected from uncommon drops) in the mouth and summon the demon shopkeep. This would mean that you would have to think carefully about using shop rooms and when to farm for items.
4) Occasionally they could have a SPECIAL item for sale such as magical equipment with some cool effect but this would be a rare occurrence. This way would encourage the player to experiment with crafting, even more-so if the player was rewarded for buying such equipment, dismantling it and trying to reforge it into newer items.
5) This item would only be available for the maximum amount of gold you can have in the game ($99,999,999?) and could be something like a rare artifact that allows you to summon all familiars at once and allows their abilities to synergise.
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Post by dragonkd on Aug 14, 2016 19:05:20 GMT -6
just putting it out there for the reference of others, this is how crafting and merchants are planned to work in my project, APART.
#1:crafting. the player has a crafting level, which will increase as they get certain books scattered in the world.
the player can go to any save spot and craft anything they can at their current level. additionally they can visit a smith or an alchemist to craft things higher than their current level.
crafting items can be found throughout the world and from enemies, a travelling merchant will at random appear in each area, selling area specific stuff.
normal shops that stay in place will sell more items after completing quests for the shopkeep.
so, theres a little bit of everything in here. yes, a lot of crafting items can be sold, as well as a lot of gear, but money will be much more difficult to come by.
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Post by crocodile on Aug 14, 2016 22:35:34 GMT -6
My experiences with in-game shops is that usually they are a waste of time unless they sell something(s) that you don't need but you really want and are incentivized to get and can only acquire from the shop. Typically, health items have been abundant in Igavanias (from chests or enemy drops) and the challenge level usually isn't so high that you need 3453223 potions on you at all times (that save rooms totally heal you help in regard to this). Weapons, armor, etc. from in-game shops tend not to be super relevant in previous Igavanias because you could usually find (in chests) or get enemies to drop weapons/equipment that were just as good or better than anything that you could reasonably buy from the shop. The crafting system I assume would make purchasable items even less important? Unless you're going to give the shop good exclusives (weapons, equipment, abilities, etc.) or ramp up the challenge to the point where you need more consumables than you'd expect to find normally (which is something you can do of course) I think it will be hard to make the shop important just per its inventory. Who should man the shop? Stick Johannes in there so he has something to do (assuming he isn't secretly the villain ). I agree with others that he isn't a character I'm interested as playing as. Where should the shop be located? Either at one central location you can easily warp to or let you buy items from the pause menu (items can be set to you via Magic?). Having to keep track of lots of little shops all over the castle seems annoying and perhaps a flavor fail? Where should crafting take place? You have have that take place in the shop (similar to how Dawn of Sorrow let you craft things at Yoko's place). Give the shop a purpose other than a place to buy/sell stuff.
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Post by m0nkf15h on Aug 15, 2016 11:53:41 GMT -6
crocodile does make an interesting point about shops possibly being largely redundant unless they sell something "good". Also its possible that if potions are readily available from the shop then it could possibly break the difficulty curve of the game - unless of course the shop only stocks small quantities of consumables, which is a possible solution to this problem. Reconsidering things i think that its largely okay for the shop to stock good equipment as long as its massively overpriced, as this would still incentivise the player to craft items instead. Maybe have a few items that are only available in shops again at a high price. The most important thing is that the shop is relevant to the player and also that it does not break the difficulty curve or render the crafting system useless, its a difficult balancing act for the devs. I have to disagree with crocodile re: Johannes though. i think he'd be quite interesting to play as considering that he has no obvious weapons, he has a book that suggests that he is knowledgeable so maybe he can assist with forging. Given his close relationship with Miriam (and Gebel) though i dont think that he would want to sell her items, that just does not fit to me - he's better suited as a guiding hand on her quest.
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Post by someoneunknown on Aug 17, 2016 7:48:38 GMT -6
I personally love the idea of joke-items as the op-shop items (like Makers explode into coins or LeoLeo's Bear Ring (from Cotm)), but it would be kinda mean for someone not following the development or similiar. Grinding a shitton and then being rewarded with a useless item would be meh. I still think an item which is the best of its kind in a non-strenghtening area would be the best- aka drop luck or mobility etc. A "Wind-Ring" - doubles movement speed e.g..
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purifyweirdshard
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Post by purifyweirdshard on Aug 17, 2016 8:27:35 GMT -6
My main/only thought on the matter is that I would like all playable characters to have a use for money. Normally, coins/bags drop for all characters in Igavania games, but only the main story playable character actually uses it.
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Post by m0nkf15h on Aug 17, 2016 11:24:16 GMT -6
My main/only thought on the matter is that I would like all playable characters to have a use for money. Normally, coins/bags drop for all characters in Igavania games, but only the main story playable character actually uses it. The issue with that is that the items would be balanced for Miriam's playstyle so it would mean compromising variety in terms of the feel of each character if they all used the same pool of items. Unless of course you're suggesting that certain items can only be used by specific characters - that's an interesting thought. Perhaps if Miriam were to buy an item or weapon she cant use she could break it into its component parts and craft something she can use with pieces of it. The only problem I see with this approach that i can see is that it would require a much larger item pool.
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Post by purifyweirdshard on Aug 17, 2016 11:59:08 GMT -6
It doesn't have to be the same items, it doesn't even need to be the same shop or a shop at all - I'm just saying I'd rather the other playable characters not have money drop when there's absolutely no significance to it. There's not even a "score" system in place to keep track of it, so as has been in the past, Richter or whoever is just grabbing up coins for no particular reason.
If the character doesn't have an inventory system at all, perhaps funds could go toward upgrades or switchable in-game weapons/powers (like with how Julius could cycle subweapons). Maybe you can use your money to pay an NPC to unlock an optional path in-game that otherwise required a Miriam-only progression ability (i.e. if you had to pay a ferryman)?
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Post by dragonkd on Aug 17, 2016 13:25:00 GMT -6
the castle needs to be slightly modified per character anyway. I just say that alternate characters have different starting points, and follow a different path through the castle to get their relics. we should expect different characters will have different strengths and weaknesses, there fore different playstyles. each different character would then be a bloodstained remix, per se.
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