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Post by Pure Miriam on Feb 4, 2017 2:27:02 GMT -6
Yeah, here comes Pure Miriam with yet another thread talking about something because i just can't get enough of doing nothing around the forums We discussed about a lot of things here, mostly gameplay, plot and many other aspects. But i feel we are still lacking to discuss about somethings that, seem as a whole, may be small, but can have a huge impact on the game overall. And i wanted to talk about such things and hear your opinions. ITEMS LIMIT
Symphony of the Night had a limit of 99 items per type. So, you could have 99 potions, 99 high potions, 99 Broadswords and so on. That sure made the game, that is already easy, WAY easier. Some games later, on Aria and beyond, everything was limited to 9. So, you could have only 9 potions, 9 high potions and such. That sure helped to make the games less easier, and, for me, it was a good move. What do you think? Bloodstained: Ritual of the night should have a 99 cap for each item? 9 cap? lower cap? Each item could have it's own cap? (Potion being 9, high potion being 5, max potion being 3, for instance). EXP DEGRADATION
Symphony of the Night and several other Castlevanias had a interesting mechanic, where, when you reached higher levels, the same monsters started to give less and less exp. The exp info on the bestiary was the "optimal" numbers, but as you progress in the game, the exp they give became lower, and lower. So, for instance (made up example) if Zombie was giving 10 EXP when you are at LV1, it starts to give 5 EXP when you are at LV 10, and 1 EXP when you reach LV20+. As far as i know, some games didn't had that. Aria of Sorrow, for instance, the monsters give the same EXP from the beginning to the end, making it easier to grind and to reach max level. What do you think? Bloodstained: Ritual of the night should have EXP degradation to block grinding? Or the EXP should stay constant from the beginning to the end? ALL BREAKABLE WALLS REVEALED
Most Igavania games kept their secrets, as a secret. You really needed to hit every single wall in order to find if they are breakable or not, in order to complete the whole game. Aria of Sorrow, Dawn of Sorrow and Order of Ecclesia, on the other hand, had special equipment /powers that could identify breakable walls. When you entered in a room with a breakable wall, the breakable area had a mark of some kind. What do you think? Bloodstained: Ritual of the night should have equipment /powers to show all breakable walls, or let the secrets, be secrets? JOKES
Almost all Igavania games had some canon jokes of some kind. Hot dogs in a XVIII century castle. A teddybear as a weapon. A enemy that doesn't attack you, it falls in love for you and offers flowers instead. Some people may think those things are fun, but some others think those things break the gothic immersion of the game. What do you think? Bloodstained: Ritual of the night should have some lighthearted jokes or should be more serious? THAT ONE SKILL
Most (if not all) Igavania games had a magic or skill that was way over-the-top in usefulness and strength, being the strongest power of the whole game. Symphony of the Night had Soul Steal. Aria and Down of Sorrow had Minotaur Soul. Order of Ecclesia had the Luminus and Umbra Glyph Union. Although those things were costly, with some grinding and preparation, you could easily use them over and over again to beat almost any challenge of the game, due to how absurdly powerful those things were, being as far as to became kind of a signature move of sorts. What do you think? Bloodstained: Ritual of the night should give Miriam a "super power" that is insanely strong and almost game breaking, or not, making the player have to decide by itself, it's best powers to use at each situation? That's all folks!
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Post by Lestaroth on Feb 4, 2017 3:51:45 GMT -6
...And here I am, once again, enthusiastically answering another of your threads. 1) As for the item cap, like it was said in the BCB (Thanks Mike! Dan and James, you're cool guys!), I would say that it is fine as long as you don't get the "oh, I lost one third of my life in one hit, let me spam my potions so I don't die" problem. One game I got in mind did it well, it was Seiken Densetsu 3. You got a cap of 9 items you can carry at once (and only a finite number of items you can put in your "ring") but you could carry 99 in a separate, seemingly infinite inventory. In sum, you could refill anytime outside of battle. 9 of items on the field tended to work well against bosses and healing spells were far from being too effective (in comparison, Secret of Mana, the previous entry, was plagued with uber powerful spells like cure water and MP absorb. These two completely killed the game's challenge). Maybe have the cap options, chosen from the start, independently to the difficulty levels (or them being linked, I am not sure about that yet). Some old games, especially beat 'em up games or shoot 'em up gave you the option of choosing the number of lives, energy or continues. I loved it. 2) I don't mind this one at all, as long as you don't grind for hours to gain a level (and what would be the gain in stats per level?) If it is meaningful, any formula works for me. And again, there are some who reached lv 99 as Alucard in CSOTN (especially how strange it was. You needed more exp per level, but also gained less by enemy killed... It's a bit like in RPGs, where you get announced exp, but it is actually split into the number of alive characters in the party). Kudos, I could never/never would want to do that. 3) I would want some subtle hint, like barely a little crack or paler/somber color... Do you remember how tedious it was in the first Legend of Zelda? Either you bombed all walls (good luck on it) or you relied on walkthroughs in magazines, or found help from people that either did option one or two. The subsequent games made it so easier by showing cracked walls. Not all of them were, though. You could poke walls with your sword, too (a clink sound occured on a breakable wall). Painless, costless. I suggested Miriam or a familiar hinting at weak walls via speech bubbles or so... That could work for wind-related puzzles, too? ...Or an infinitely throwable weapon, like the Heaven's Sword and the Rune Sword of CSOTN (the Chakram was less fun). Whoosh whoosh, spam-throwing at all walls, one has to crack open. 4) Of course I want jokes in Bloodstained. If it's all seriousness, I'd rather play Resident Evil, Silent Hill or Amnesia. Actually, never mind... Horror games never were my thing. Life is so messed up already. Same for the majority of FPS. Well, you see, even the MGS series was completely crazy in all senses of the word once you inspected it more closely. Refined deadpan, sarcastic humor in easter eggs is my favorite. 5) Yes, the killer item. I guess that about all games got to deal with it at one point or another. Examples? Okay examples for you: The BFG, Knights of the Round (summon materia), Invincible Moon, the Ultima spell (at least in FF VI), the Hadoken/Shoryuken (Megaman X and X2), Claimh Solais, Excalibur (FFT), need I say more? As for those you need to work for to obtain them: tvtropes.org/pmwiki/pmwiki.php/Main/InfinityPlusOneSword ...Enjoy reading it! Hehe, thank youuu~ Farewell for now~!
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Yän
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Post by Yän on Feb 4, 2017 11:17:09 GMT -6
1. I think that every Item should have a balanced cap limit that could decrease depending on the difficulty mode. 9 for weak, 5 dor high and 3 for max potions sounds pretty good to me but that would vary by how it is balanced. I also like the idea of having an item storage at every safe room or so, kind of like the boxes in Undertale. That way you wouldn't need to go back to a shop every time you're low on items. To store them, you'd still need to obtain them first, of course. Maybe they could automatically be transported to your storage when collecting an item that you already have capped.
2. Please no EXP degradation! Nonononono! That issue was fixed since AoS, I believe, and it should definitely stay that way. I actually levelled to lvl 99 in HoD back in the day and it was awful since EVERY DAMN ENEMY would just give me the same amount of EXP (1) so I just left on the GBA over night, leaving something pressing down on the attack-button in a room with medusa-heads since that was the fastest way of doing it. At the end Juste was practically immortal but I think that players really shouldn't have to implement crazy workarounds like that just to optimize the stats. That was much better in following games where the EXP in the bestiary would actually be what you got when you beat the enemy.
3. I think such an ability should be implemented in the game. It should only be obtainable very late in the game and should itself be hidden very well so you don't stumble upon it too soon, reducing the sense of discovery throughout the rest of the game.
4. I love funny moments in Igavanias, especially if they're not part of every playthrough but are actually something that you have to discover first. From then on, I'd say: the more absurd the better. I think the game that did this best was Curse of Darkness - the weird middle-aged-man-fairy that would open a door in the ruins for you, the amazingly bizarre chair room, the pumpkin familiar... They were all really funny to me and they didn't ruin the immersion because they weren't part of the main story.
5. Such an ability should be equally as hard to get as it would be to finish the game without it so it doesn't feel like cheating if you're gonna go down that road since you'd first have to earn it. If it's implemented like that, I'd be for it.
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Post by djtanng on Feb 4, 2017 15:47:03 GMT -6
1. No limits for anything. I hate limits. This is why I hold SOTN in such high regard. 99 was perfect. The smartest thing to do for Bloodstained would be to make things like health potions really hard to get and very expensive, so that players are forced to think carefully before burning up 20 potions on one boss, but never cap off the amount you can get, because that spoils the fun in earning them.
2. I actually don't have an opinion on the rest at this time.
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Post by chocolatestain on Feb 4, 2017 18:03:31 GMT -6
99 or no cap on items is fine with me. I loved collecting food items in SOTN. I never allowed myself to spam heal Alucard to the point of ruining the game. I rarely even used postions. I hope they trust us again with a high cap rather than high restrictions.
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Yän
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Post by Yän on Feb 4, 2017 18:39:37 GMT -6
99 or no cap on items is fine with me. I loved collecting food items in SOTN. I never allowed myself to spam heal Alucard to the point of ruining the game. I rarely even used postions. I hope they trust us again with a high cap rather than high restrictions. "Trusting" your players to not use the exploits that you put in your game rather than preventing the exploits in the first place doesn't sound like good game design to me. However, I can get behind the idea of wanting to collect items indefinitely which is why I'm quite fond of the storage-box idea pitched earlier in this thread.
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Post by chocolatestain on Feb 4, 2017 18:47:49 GMT -6
99 or no cap on items is fine with me. I loved collecting food items in SOTN. I never allowed myself to spam heal Alucard to the point of ruining the game. I rarely even used postions. I hope they trust us again with a high cap rather than high restrictions. "Trusting" your players to not use the exploits that you put in your game rather than preventing the exploits in the first place doesn't sound like good game design to me. However, I can get behind the idea of wanting to collect items indefinitely which is why I'm quite fond of the storage-box idea pitched earlier in this thread. So you're calling SOTN bad. I guess you didn't like it.
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Lestaroth
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Post by Lestaroth on Feb 4, 2017 19:10:21 GMT -6
"Trusting" your players to not use the exploits that you put in your game rather than preventing the exploits in the first place doesn't sound like good game design to me. However, I can get behind the idea of wanting to collect items indefinitely which is why I'm quite fond of the storage-box idea pitched earlier in this thread. Loopholes implemented in the game (even if they are not intended in the first place)? Player abuse of such mechanisms? It is hard to balance a game properly, you know. Some find it too easy, that is why they choose to create self-handicaps for themselves, in the name of "challenge" and that adds to replayability. It's strange to me,but it's interesting. I would not do it, though. There is another factor to take into consideration. Do developers want to cater to only a few gamers that enjoy the hardest difficulty around? Bullet Hell shooters, unforgiving platforming games like Super Meat Boy or I Wanna Be the Guy do cater to such groups. On the other hand, there are games that are truly a breeze. They try to get the most accessible and enjoyable possible for everyone. I would say a good bunch of Nintendo games are concerned, especially the Mario and Kirby franchises. The majority of games fall between these two extremes. It's tough to please everyone, like the adage goes. As for cheats and exploits (do you put mods there too?), I guess it's inevitable. The first ones did appear long ago (the story of cheat codes is fascinating!) and there is no way to prevent it. Calling it bad design is quite unfair, in my opinion. Now, if you were to obtain 99 of a potion in normal play from a treasure chest and that was neither planned nor corrected, I would say you are right, as the programmer should not do such a basic mistake. Glitches and bugs are the same, this is why there are alpha/beta/pre-release test players and critical game updates. In sum, exploiting is a very voluntary action from gamers and hackers alike. Does it make a game bad and developers lame? I am not positive on this.
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Cale
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Post by Cale on Feb 4, 2017 22:59:06 GMT -6
ITEMS LIMIT : I like 99. Self imposed difficulty is always an option. But beyond making the game accessible to casual players, this also allows for a time sink if you are like me and like seeing all items maxed. EXP DEGRADATION : I don't see an issue with EXP Degradation. If you are high enough level that you can one shot the enemy, then farming them shouldn't be an issue anyway. It will make it a time sink. You would probably spend the more time killing 300 zombies for 1 xp each than 1 stronger monster for 300 xp. And this way you won't have huge EXP to Next Level. As I have said before, I hate big number syndrome. ALL BREAKABLE WALLS REVEALED : I am a fan of both options. SotN was fun when you had to remember where you found secrets. In Super Metroid you had X-ray Vision (I am using Metroid reference instead of Aria of Sorrow, Dawn of Sorrow and Order of Ecclesia, because I haven't played them). Both were fun and I find it hard to decide. Again I like more options, so I say go ahead and add a secret item finder. Wait! Why not make it a familiar like in SotN with the Imp? JOKES : Jokes are welcome, this is a game after all. And why not keep up the tradition? THAT ONE SKILL : *Broken record* I love more options, and there is always self imposed difficulty. Now. . . Not to hijack your thread, but what about the truly most important details? Grimoire, and Bestiary.
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Post by Kale on Feb 4, 2017 23:51:33 GMT -6
I love bestriaries. It's always fun to read up on the lore that goes behind it, if any.
Breakable walls, I prefer them hidden, and maybe revealed after it's been found on subsequent playthroughs.
Item limit, I like a high limit, balanced by making it hard to freely use. And it's worn out, and odd for me to say, as I don't even obsess over dark souls like most do, but like that. Where there are play animations that make it potentially bad... though... now that I think about it, Vindictus did it better imo. Drinking a pot in that game gives a good bit of health depending on what you use but perfect timing it gives the full effect.
Jokes are great... in fact easter eggs are always great.
As for exp degradation..... never been a fan. I prefer either exp degradation or expanding exp requirement, not both.
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Pure Miriam
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Post by Pure Miriam on Feb 5, 2017 2:50:55 GMT -6
"Trusting" your players to not use the exploits that you put in your game rather than preventing the exploits in the first place doesn't sound like good game design to me. However, I can get behind the idea of wanting to collect items indefinitely which is why I'm quite fond of the storage-box idea pitched earlier in this thread. So you're calling SOTN bad. I guess you didn't like it. SOTN is not perfect. The huge amout of game-breaking equipment and massive healing itens anyone can easily find, for me, is a problem. (...) Now. . . Not to hijack your thread, but what about the truly most important details? Grimoire, and Bestiary. I didn't ad Grimoire / Bestiary because, for me, that is a given. Bestiary has in all Igavanias since the first one. The other elements i added has been in and out through the series, so, that's why i felt it was more important to discuss them. I really really don't believe they wouldn't put a bestiary in the game. Also, for you, Cale that never saw them. This is how the "revealing breakable walls" looked like in Aria of Sorrow (Dawn of Sorrow and Order of Ecclesia where almost the same thing). In Aria of Sorrow, it was a enchant soul, from the Peeping Eye (the enemy at the picture) (the equivalent of our Enchant Shard). When equipped, you could see a small animation of circles pointing to a breakable wall.
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Lestaroth
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Post by Lestaroth on Feb 5, 2017 2:57:18 GMT -6
Also, for you, Cale that never saw them. This is how the "revealing breakable walls" looked like in Aria of Sorrow (Dawn of Sorrow and Order of Ecclesia where almost the same thing). In Aria of Sorrow, it was a enchant soul, from the Peeping Eye (the enemy at the picture) (the equivalent of our Enchant Shard). When equipped, you could see a small animation of circles pointing to a breakable wall. I'd add that the Peeping Eye soul was a pain to get and that it could replace a valuable soul when equipped (got to have drawbacks), but it was perfect to detect all secret passages in the game (without a guide, it's a LOT to visit, though). Another soul with an interesting effect was the Tsuchinoko one, which offered reduced pricetags at Hammer's shop.
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Post by exalt9 on Feb 5, 2017 3:59:40 GMT -6
1. I think having 9 max items for each item is good.
B: RotN will be my 1st Igavania game.
Personally, I would not cheese this game.
2. I agree with experience degradation. You should be forced to seek stronger enemies to grind for experience.
3. There should be no items that can give you X-Ray vision. This would be too easy.
4. Jokes should exist.
5. A FF6 Ultima type weapon / skill in B: RotN should not exist. This would be too easy.
Despite B: RotN being my first Igavania game, I want this game to be the most difficult Igavania game up to date.
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Post by Lestaroth on Feb 5, 2017 4:11:02 GMT -6
exalt9 If Nightmare mode is unlocked from the start, I guess you will go for it firsthand. Pain in its purest form for a first Igavania experience. Quite the interesting thought (no sarcasm there).
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Yän
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Post by Yän on Feb 5, 2017 4:44:04 GMT -6
"Trusting" your players to not use the exploits that you put in your game rather than preventing the exploits in the first place doesn't sound like good game design to me. However, I can get behind the idea of wanting to collect items indefinitely which is why I'm quite fond of the storage-box idea pitched earlier in this thread. So you're calling SOTN bad. I guess you didn't like it. Wow... Way to misinterpret everything I said. I didn't even say anything about SOTN. I think it is a great game but aspects of it were improved upon and refined in later Igavanias. Such as: difficulty curve, game balancing, user interface, voice acting, storylines, leveling systems, questing, systems for additional modes and so on. For every one of these points I think there are Igavanias that improved upon what SotN did. I get the feeling that sometimes "but Symphony did it too" is the be all end all argument on these forums which to me just doesn't seem fair at all. I know first hand that balancing can be a difficult and sometimes even impossible task. However, I also believe that developers should try to crack down on exploits and loop holes such as farming infinite potions just because they didn't implement a balanced cap or a storage system.
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Yän
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Post by Yän on Feb 5, 2017 4:53:09 GMT -6
"Trusting" your players to not use the exploits that you put in your game rather than preventing the exploits in the first place doesn't sound like good game design to me. However, I can get behind the idea of wanting to collect items indefinitely which is why I'm quite fond of the storage-box idea pitched earlier in this thread. Loopholes implemented in the game (even if they are not intended in the first place)? Player abuse of such mechanisms? It is hard to balance a game properly, you know. Some find it too easy, that is why they choose to create self-handicaps for themselves, in the name of "challenge" and that adds to replayability. It's strange to me,but it's interesting. I would not do it, though. There is another factor to take into consideration. Do developers want to cater to only a few gamers that enjoy the hardest difficulty around? Bullet Hell shooters, unforgiving platforming games like Super Meat Boy or I Wanna Be the Guy do cater to such groups. On the other hand, there are games that are truly a breeze. They try to get the most accessible and enjoyable possible for everyone. I would say a good bunch of Nintendo games are concerned, especially the Mario and Kirby franchises. The majority of games fall between these two extremes. It's tough to please everyone, like the adage goes. As for cheats and exploits (do you put mods there too?), I guess it's inevitable. The first ones did appear long ago (the story of cheat codes is fascinating!) and there is no way to prevent it. Calling it bad design is quite unfair, in my opinion. Now, if you were to obtain 99 of a potion in normal play from a treasure chest and that was neither planned nor corrected, I would say you are right, as the programmer should not do such a basic mistake. Glitches and bugs are the same, this is why there are alpha/beta/pre-release test players and critical game updates. In sum, exploiting is a very voluntary action from gamers and hackers alike. Does it make a game bad and developers lame? I am not positive on this. Never did I say "I want this game to be as hard as possible". I just want it to be fair and balanced without the ability to have infinite health at your disposal which would frankly take any tension out of the game and make it quite uninteresting. You don't need to implement infinite health potions to make it an accessable game. I believe that game designers shouldn't design with self handycaps in mind. Most people will exploit any loop hole they find, even if it actually ruins the tension. Especially on the first run. Don't you know the tense feeling of "am I going to be able to beat that boss?" or "will I make it to the next save point with what I have in my inventory?"? You won't get any of that with 99 potions at your disposal. The entire castle would just be a safe-space which is not my idea of a dungeon.
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Lestaroth
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Post by Lestaroth on Feb 5, 2017 8:17:25 GMT -6
@yän -Warning: Heavy Text Wall. Take your time decrypting it. Thanks-
I have to admit I am still lost but I am slowly grasping what you mean here. Are you talking about intentionally inserted cheat codes by developers in their own game? If it is so, it is entirely up to the player to do it or not. It is not like if the character was force-blessed by a NPC to enter God Mode or so, or then it would be a parody of the genre (for it to be successful or not after is another question).
Grinding, doing trial and error many times, checking on the Net for walkthroughs, FAQs and/or codes and using them in game, save scumming, exploit-farming, tool-assisted speedruns and use of cheating devices (I am sure I am missing some) are used to attain a goal in game, generally about finishing it.
What would you consider legitimate or outright cheating a method in these cited? Personally, I don't bother too much about it, I would resort to the more basic techniques if I tend to be stuck (grinding, trial and error and at worst net-searching).
For me, cheat codes are only for extending a game replayability. After that, would I brag if I finished a game using God Mode or so? I wouldn't. The same goes for using a cheating device or coding so much the game plays itself... I am a retro gamer, I could tell you like a passionate grandfather about stories of games of the past, some that have been sometimes exaggerated, engrossed by excessive nostalgia, hated like if it came from the bowels of Hell or plain forsaken/ignored by the masses, how one technique in game made a seemingly invincible boss finally beatable, how the Game Genie and codes in magazines then the internet changed things a lot, how game company hot-lines amassed tons of money from kids that were stuck in a game and felt blessed when they got their answer, etc.
99 potions? You are not forced to collect or use them. It's all to the developer to define a fair-balanced game. 99 is a big number by the way, but how much HP each of them would restore? That is the question.
What's more, using a code for an extremely favorable outcome is something you do choose. Bragging afterwards on how easy it is after all or saying developers should not have implemented such broken ways should not matter. If people want to spoil you the ending of a game or a crucial moment of it, ask them to kindly keep it for themselves. Troll them in turn. Unfriend them even, if you so desire.
The experience of the game should be yours alone. If you begin to look at others' impression on it or "how the game sucks because it's too easy to be Ruler of All there" and focus on that only, you're missing something. If you paid a lot for it and don't find it enjoyable even if it's well-made or just look at the ending without reflecting on the journey you've went through for it, I am sorry for you.
And I got to thank you for making some old memories of a gamer flow back. A lot of time sure passed since then.
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Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Feb 5, 2017 10:32:36 GMT -6
Lestaroth and Yän Look, i really think the matters here is about options. I partially agree with both of you. I don't want the game to be uber easy. And i want the game to have options for players that like to take it nice and slow. Order of Ecclesia was , by far, the hardest Igavania game. And even so, it was a good game. Symphony of the night was one of the easiest. And it's a cult classic. So, both sides goes. I do agree with Yän when you say that the other Igavanias improved what SOTN started. That is correct. But i also agree with Lestaroth about the freedom of the gamer to do whateaver he wants to. Personally, i prefer the items cap at 9, but i wouldn't bother if it was 99. I would find the game enjoyable either way, as SOTN and HoD was. SOTN, by the way, as a side note, had a interesting thing that was'nt used much after it. You had to equip the potion at a weapon slot, and then use it on real time. And you had to wait for the visual effect of healing to take place before you finally heal. But as i said.I personally prefer the cap at 9. But if the game would be 99, that would be fine for me either way.
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Post by Overlord on Feb 5, 2017 11:31:01 GMT -6
I didn't like the level up system in Symphony of the Night. While it is probably more realistic, that doesn't automatically make it better. So I'd rather the standard system. As for inventory space, I'll be fine with it as long as there's no cap on the inventory itself. One of the most annoying occurrences in games is finding out my inventory is full and that I'll have to sell/drop some of my items. This wasn't an issue in any of the previous games, so I'm not worried about it, but it happens often enough in games now that I just had to mention it.
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Yän
Herald of the Moon
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Post by Yän on Feb 5, 2017 14:44:45 GMT -6
@yän -Warning: Heavy Text Wall. Take your time decrypting it. Thanks- I have to admit I am still lost but I am slowly grasping what you mean here. Are you talking about intentionally inserted cheat codes by developers in their own game? If it is so, it is entirely up to the player to do it or not. It is not like if the character was force-blessed by a NPC to enter God Mode or so, or then it would be a parody of the genre (for it to be successful or not after is another question). Grinding, doing trial and error many times, checking on the Net for walkthroughs, FAQs and/or codes and using them in game, save scumming, exploit-farming, tool-assisted speedruns and use of cheating devices (I am sure I am missing some) are used to attain a goal in game, generally about finishing it. What would you consider legitimate or outright cheating a method in these cited? Personally, I don't bother too much about it, I would resort to the more basic techniques if I tend to be stuck (grinding, trial and error and at worst net-searching). For me, cheat codes are only for extending a game replayability. After that, would I brag if I finished a game using God Mode or so? I wouldn't. The same goes for using a cheating device or coding so much the game plays itself... I am a retro gamer, I could tell you like a passionate grandfather about stories of games of the past, some that have been sometimes exaggerated, engrossed by excessive nostalgia, hated like if it came from the bowels of Hell or plain forsaken/ignored by the masses, how one technique in game made a seemingly invincible boss finally beatable, how the Game Genie and codes in magazines then the internet changed things a lot, how game company hot-lines amassed tons of money from kids that were stuck in a game and felt blessed when they got their answer, etc. 99 potions? You are not forced to collect or use them. It's all to the developer to define a fair-balanced game. 99 is a big number by the way, but how much HP each of them would restore? That is the question. What's more, using a code for an extremely favorable outcome is something you do choose. Bragging afterwards on how easy it is after all or saying developers should not have implemented such broken ways should not matter. If people want to spoil you the ending of a game or a crucial moment of it, ask them to kindly keep it for themselves. Troll them in turn. Unfriend them even, if you so desire. The experience of the game should be yours alone. If you begin to look at others' impression on it or "how the game sucks because it's too easy to be Ruler of All there" and focus on that only, you're missing something. If you paid a lot for it and don't find it enjoyable even if it's well-made or just look at the ending without reflecting on the journey you've went through for it, I am sorry for you. And I got to thank you for making some old memories of a gamer flow back. A lot of time sure passed since then. Hey, it's not about cheat codes, TAS, walkthroughs or any of that matter. I'm fine with all of these because they're not a necessary part of the experience. They feel much more like an option because they're so far removed from the actual game system itself. However, a potion cap is an integral part of the game system and should be balanced so that the tension, the possibility of losing, stays present. None of this is about bragging either. I mostly don't care much about how good others are at the single player games that I enjoy. It's just about the feeling of tension and about knowing that I couldn't just do something within the base game to make myself immortal. Think of it like this: They could also equip Miriam with a button that one-hit-kills everything on the screen. And map that to one of the controller inputs, maybe even make it part of the lore. That wouldn't be very compelling to most people. And so I think that carrying 99 full health potions wouldn't be a good idea either. It could ruin the feeling of danger that I'd expect from a demon-filled castle. I have used cheats in many games as well and I do think that the right cheat codes can make for some interesting changes in gameplay, challenge and game feel. I'm all for that. Cheats are not the base game after all. How much will potions heal? I'm not entirely sure but based on the demo we can conclude that it's not too different from past Igavanias in which case 99 of them would basically render you immortal to any threat. By the way, has anyone checked how many potions you could farm in the demo? That might just clarify this question. I don't see how you came to the conclusion that I'm somehow not going to find Bloodstained enjoyable or how I'm only going to look at the ending...? These are highly unlikely as everything we've seen and played so far has been very appealing to me. As for bringing back memories... you're welcome of course
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