Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
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Post by Enkeria on Jun 25, 2017 17:27:02 GMT -6
Also, there were cheats for the Playstation that made Alucard pretty much a god with infinite stats and stuff. And yeah, I toggled around with those after I finished the game twice. There was also this weird armor code. Never understood that one, I think it made the game.. Harder? Or? Are you talking about like Gameshark codes? yeah, Gameshark, Game Genie, Game..Something something. It let me play Dark Tooth in Twisted Metal 2 also
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Post by ghaleon on Jun 26, 2017 21:11:48 GMT -6
eh, I just call all codes 'cheatcodes'. I think it's an old school gamer term. Kinda like 'boss', I mean when you think about it, many game bosses aren't actually anyone's boss. They're just particularly tough (nomally, sometimes they aren't even that!) enemies that are often unique. A more accurate name would be special enemies or milestone enemies or something but nah, 'boss' is just what people are used to.
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Post by lovelydumpling on Jun 26, 2017 21:14:58 GMT -6
eh, I just call all codes 'cheatcodes'. I think it's an old school gamer term. Kinda like 'boss', I mean when you think about it, many game bosses aren't actually anyone's boss. They're just particularly tough (nomally, sometimes they aren't even that!) enemies that are often unique. A more accurate name would be special enemies or milestone enemies or something but nah, 'boss' is just what people are used to. But in the context of what we were talking about, making the games easier, it's actual cheats that do that.
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Post by ghaleon on Jun 26, 2017 21:44:08 GMT -6
Yeah I know, and I'm trying to say sometimes something's original name doesn't always make the most sense. I'm pretty sure people just called all codes cheat codes whether they were in fact cheats or not back in the day and old habits die hard.
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Post by Everett Spair on Jun 28, 2017 2:55:49 GMT -6
1. I'd like it to b a separate mode to the main game. I don't want random areas in the main game. Rooms should all be fixed in the main game.
2. I have no problem with having item rewards for the main game if you complete the dungeon. You can have multiple conditions that each give a specific item for the main game.
3. The best way is to give players all the options. Before starting you choose the size and difficulty you want. If that's not possible I personally would like smaller sizes but with high variability.
4. Same as above. A difficulty option is the way to go here.
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Post by Everett Spair on Jun 28, 2017 3:04:23 GMT -6
For those who might try the Roguelike Mode (and never played rogue-like games before), Normal should be the lowest offered difficulty. "Easy" shouldn't be an option in the Roguelike Mode. Normal should be sufficient in getting relative beginners used to what's offered. I disagree. I think accessability is really important. There should be a difficulty option for everyone, including easy.
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Jun 28, 2017 7:56:59 GMT -6
For those who might try the Roguelike Mode (and never played rogue-like games before), Normal should be the lowest offered difficulty. "Easy" shouldn't be an option in the Roguelike Mode. Normal should be sufficient in getting relative beginners used to what's offered. I disagree. I think accessability is really important. There should be a difficulty option for everyone, including easy. Though I'd already acknowledged the likelihood of that happening anyway. The logic behind the Roguelike Mode being "less accessible" (as you now put it) is that it isn't expected to be the mode that most players of Bloodstained would try first before the main story mode (assuming whether or not it's a locked feature that's only unlocked once you complete said main game).
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Post by achieveddemall on Nov 11, 2017 16:00:19 GMT -6
So one of the things I am most hyped about and something I think could add a lot to the replay value of the game is the roguelike dungeon feature that was achieved on kickstarter. I have a couple of discussion topics on this
1) How much effort do you think will be put into this gamemode vs how much effort you wish they would put into it.
2) Are you even interested in this gamemode and if not then why.
3) How many floors do you think it should have?
4) Do you think there will be specific bosses designed for this , or maybe just some standard enemies from the main game reskined and with a few new moves, or do you think they will use the main game bosses.
5) Should it always be a level 1 start from ground up run or should there be permanent items and such you can get and use each run in the dungeon
6) What are some features from roguelikes that you enjoy that would be a nice addition to the BROTN dungeon. Are you even interested in this gamemode and if not then why.
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akuwa
New Blood
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Post by akuwa on Nov 11, 2017 18:46:16 GMT -6
1) if I remember correctly this mode was the reason they swapped dev teams which caused the delay away from march 2017 launch as the originally team didn't know much about the procedural generation required for this mode, so it sounds to me like a ton of effort is being put into it. out of all the extra modes that have been promised this is the one that I am most looking forward to by far, so amount of effort being put into the mode sounds about right to me.
2) I am very interested in this game mode.
3) procedurally generated rooms is basically infinite, but per run I'm hoping for maybe an hour or two.
4) I'm pretty sure they are just reusing assets from the main game.
5) I could go either way on this one, in general I prefer starting up from lvl 1 at all times, but Dead Cells has a good way to have more permanent-ish items so I'm good either way
6) other than the high difficulty they all have or the obvious perma death I can't think of anything
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Busterific
Hairy Old Man
Loyal Familiar
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Post by Busterific on Nov 12, 2017 3:44:45 GMT -6
I'm interested in seeing what they will do with this. It would be interesting if they tied what appears in the roguelike dungeon to what you've discovered/unlocked in the main game.v
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Post by freddythemonkey on Nov 12, 2017 8:49:57 GMT -6
There's already a quite detailed discussion on the matter XombieMike I think it would be best to merge the threads.
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Post by Scars Unseen on Nov 13, 2017 14:44:13 GMT -6
freddythemonkey The most recent dedicated thread I can see on this subforum is from nearly 5 months ago and with only 27 replies. I don't really think merging every common topic that happens over the history of the game's development is necessary. Seems like that would be a tactic best used when we have multiple concurrent threads opened on the same topic.
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purifyweirdshard
Administrator
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Calling from Heaven
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Post by purifyweirdshard on Nov 13, 2017 15:10:57 GMT -6
If this was a game suggestions thread, I would merge them, but in this case within general discussion, it could go either way. I think I'd leave it up to the thread creator. The previous thread was Pure Miriam's and had a lot to it, certainly, as usual.
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Post by freddythemonkey on Nov 13, 2017 17:50:15 GMT -6
freddythemonkey The most recent dedicated thread I can see on this subforum is from nearly 5 months ago and with only 27 replies. I don't really think merging every common topic that happens over the history of the game's development is necessary. Seems like that would be a tactic best used when we have multiple concurrent threads opened on the same topic. I'm no moderator nor have direct experience in managing forums and threads so you're probably right, I'm just a person that likes the least amount of redundancy and the more order as possible, and encourage the use of the search bar.
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Wally
New Blood
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Post by Wally on Nov 13, 2017 23:44:58 GMT -6
I have little experience with rogue like games, so I'm just spit balling here. Would an online multiplayer rogue like mode be a good idea? Online multiplayer in story mode may lead to a lot of issues, but it would be nice to have a human companion in a difficult procedurally generated dungeon, no? Bonus points if you can choose between one of the three playable characters. I think this mode has the most potential for replay-ability, so an online option could cement its longevity.
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Post by Scars Unseen on Nov 13, 2017 23:55:08 GMT -6
freddythemonkey I've participated in forums that did that, and they had threads that were over a decade old with hundreds or more pages each. I think that the nature and size of a forum plays into how good an idea that is. Megathreads can be useful in busy communities where people post similar topics on a daily basis. It lightens the moderators' work load and gives popular topics of discussion direction rather than having the same thing repeated in perpetuity. But they can also be daunting and in our case, where the situation is evolving and any information can become out of date at a moment's notice, counterproductive. Some topics are more suited to them than others. We probably don't need more than one thread asking people what platform they intend to play the game on, for example. But by and large, I feel that megathreads should exist in reaction to a need, or else they actually increase the burden on the mods. They would have to monitor the forum for threads that needed to be merged to correct a situation that wasn't a problem in the first place. It's needless micromanagement.
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Post by Scars Unseen on Nov 14, 2017 0:04:20 GMT -6
Wally I don't know that they're planning on going that way with the Roguelike mode, but you're essentially talking about co-op multiplayer in a procedurally generated environment based on a common seed. That's really no different than what games like Minecraft and Terraria do, so it's certainly possible.
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Busterific
Hairy Old Man
Loyal Familiar
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Post by Busterific on Nov 14, 2017 1:15:54 GMT -6
I find the idea of having the seed available so that you can challenge others to play the same generated dungeon appealing. I don't do much co-op, so how that works doesn't interest me personally as much, but having it built in to the roguelike dungeon seems like it would be a good fit.
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purifyweirdshard
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Calling from Heaven
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Post by purifyweirdshard on Nov 14, 2017 9:01:28 GMT -6
Merged the threads, and as a super hidden ultra bonus, here's the Design Review stuff we sent all the way back in 2015: Thread: Dungeon Mode Integration & IdeasSummary: For the randomly generated castle mode of the game many good requests were made.
- Optional collectible items in the main game might add up to unlock specific dungeon runs that get more challenging with the more items you find.
- Items in the randomized dungeons might have interesting lore about the setting that the main game does not feature.
- Randomized dungeons generated could be tied to a real world calendar with holiday themed content.
- Modified versions of the bosses to increase challenge.
- Designer mode that let's players build a dungeon to share.
- Share a castle without having to beat it first.
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sylver
Loyal Familiar
Mission complete...
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Post by sylver on Nov 14, 2017 10:33:55 GMT -6
The only Rogue Games I ever played and kinda liked were the Mystery Dungeon Games as in Chocobos MD, Sorcery Saga, or the Pokemon MD games..
Then there was Rogue Legacy.. and I can't stand it. I love to explore.. but not endless.
So for me, it would be nice, would it be an optional DLC, but nothing necessary in the the main game.
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