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Post by Pure Miriam on Oct 26, 2017 1:27:30 GMT -6
Bloodstained's Menu and it's elements and status effects Considering what the icons from Bloodstained menu shows and the official information about damage types from content contributors thread, we can easily assume most of what the game will have, regarding damage types and status effects. No information below, regarding what each icon means, is really official, but it's not hard to guess what they probably are, as seen below: -PHYSICAL DAMAGE TYPES- Cut: Swords, Knives, Great Swords, Axes, Katanas. Stab: Spears, Rapiers* Guns. Strike: Kicks, Maces, Whips*. -ELEMENTAL DAMAGE TYPES- Fire: fire magic and fire-based weapons. Ice: ice magic and ice-based weapons. Lightning: lightning magic and lightning-based weapons. Holy: holy magic and holy-based weapons. Dark: dark magic and dark-based weapons. -STATUS EFFECTS-
Curse Poison Slow** Stone*** Stop*****
Considering past Igavanias regarding damage types and status effects, how do you think Bloodstained will be, or could be, regarding that? Specially the questions below: 1) In most Igavanias, enemies could be weak against a particular damage type (suffering more damage from it), strong against a damage type (suffering less damage from it), immune against a damage type (suffering NO damage from it) or absorb a particular damage type (healing itself from that damage type). Do you think damage types could have some other effect besides that, on enemies? What kind of effect? 2) Portrait of Ruin was the only Igavania game (if i'm not mistaken) that had any kind of visual representation of wekanesses and resistances. Enemies would flash red if hit with a weakness and would flash blue if hit with a damage that they are resistant against. Do you think Bloodstained could also have some kind of visual information regarding weaknesses and resistances? Or that would pollute the games visuals? If you would like to see that, how would you like it to be? 3) Having all those elements and status effects with numbers after them at the main menu, means that at some point, we will be able to equip items and Shards that can give us protection against all that (the 2017 Demo has an enemy called Holy Elemental, that gives a Shard called Holy Resist. There is no video of that, but mentions. It's not hard to guess what that does). Do you think the game could give means for Miriam to be resistant against all elements and all status effects? (all at the same time, making her almost immortal, or only one or two at a time?). 4) Would you like weapons with elemental damage types to be obtainable only by forging, or would you like to find such weapons around the game too? 5) The elemental damage types from Bloodstained are not consistent with the classic nature elements (fire, water, wind and earth). Some Igavanias had less damage types than the four basic elements, and damage types were inconsistent among Igavania games. Do you believe that the lack of earth and wind elemental damage (and water, for those who consider ice and water to be different) has any kind of meaning or is just a design choice? 6)*Do you consider Rapiers to be Stab damage type (like i did up there) or something else (such as Cut damage type?) And whips? Do you consider a whip to deliver Strike damage type (like i did up there) or something else (such as Cut damage type?) 7) Curse had different takes among Igavania games. At some games (Symphony, Castlevania 64 (vamp status effect), Circle of the Moon and such) curse blocked the player from using weapons and he also couldn't move fast, but he could still use spells. At some other games (Aria and Dawn, among others) curse drains MP and locks it at 0. What kind of effects would you like to see for Curse at Bloodstained? 8) Poison had different effects among Igavanias. Some games made the character weaker (less damage delivered, higher damage taken). Some other games didn't had that, but the character would lose health each second. And some games combined these effects. What kind of effects would you like to see for Poison at Bloodstained? 9) ** No Igavania game ever had something like a "Slow" effect, although some effects (such as Curse) could cut the character's walking speed (such as Harmony of Dissonance). If that icon is really "slow" or something like that, what kind of effects would you like to see for Slow at Bloodstained? 10) *** Stone, also known as petrify is one of the most consistent status effect at Igavania games. In all games, the character is petrified, cannot move or do anything and normally suffers more damage. What kind of effects would you like to see for Stone at Bloodstained? 11) **** No Igavania games never had a status effect related to time, although some games had enemies and bosses capable of stopping time. If that icon is really stop or something like that, what kind of effects would you like to see for Stop at Bloodstained? 12) Would you add some other damage type or status effect? If yes, what and how it would work?
That's all folks!
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Post by Scars Unseen on Oct 26, 2017 2:57:16 GMT -6
Bloodstained's Menu and it's elements and status effects Considering what the icons from Bloodstained menu shows and the official information about damage types from content contributors thread, we can easily assume most of what the game will have, regarding damage types and status effects. No information below, regarding what each icon means, is really official, but it's not hard to guess what they probably are, as seen below: -PHYSICAL DAMAGE TYPES- Cut: Swords, Knives, Great Swords, Axes, Katanas. Stab: Spears, Rapiers* Guns. Strike: Maces, Whips*.
First, I'd like to comment that I think guns would be better placed in the Strike category than Stab. An arrow damages by piercing. A bullet damages by delivering force. If all that happens from a gunshot is that the bullet pierces you, that means you either got lucky or the bullet wasn't meant for use against people. Whips are also kind of difficult to place since they are really meant to cause pain rather than cause life-threatening injury. I'd say they're more of a slashing weapon by the wounds they produce, but give how shallow those wounds are along with the fact that we already have so many other weapons that naturally fall under the Cut category, and it's harder to say. The best argument I can put up against it being in Strike is that the kind of enemies that would be resistant to the other two categories would also be resistant to being struck by a whip. Then again, fantasy genre. Anyway, on to the questions: 1) In most Igavanias, enemies could be weak against a particular damage type (suffering more damage from it), strong against a damage type (suffering less damage from it), immune against a damage type (suffering NO damage from it) or absorb a particular damage type (healing itself from that damage type). Do you think damage types could have some other effect besides that, on enemies? What kind of effect?One thing that might be different would be to have certain enemies feed off an elemental type to charge a special attack. Or you could have one that fed off of any elemental typed attacks for that purpose. It'd give a reason to carry non-typed weapons, and if you mixed those enemies in with others that were weak against the same element or strong against non-elemental weapons, it'd also give a reason to switch weapons during combat.2) Portrait of Ruin was the only Igavania game (if i'm not mistaken) that had any kind of visual representation of weaknesses and resistances. Enemies would flash red if hit with a weakness and would flash blue if hit with a damage that they are resistant against. Do you think Bloodstained could also have some kind of visual information regarding weaknesses and resistances? Or that would pollute the games visuals? If you would like to see that, how would you like it to be?I think that rather than an on screen effect for all instances, it would be better for a text indicator to pop up if the enemy is fully immune to your attack, and otherwise just have it indicated in the bestiary what the enemy is strong or weak against. Having visual indicators for everything that could happen would be too distracting and make the game a little more ugly to little real benefit.3) Having all those elements and status effects with numbers after them at the main menu, means that at some point, we will be able to equip items and Shards that can give us protection against all that (the 2017 Demo has an enemy called Holy Elemental, that gives a Shard called Holy Resist. There is no video of that, but mentions. It's not hard to guess what that does). Do you think the game could give means for Miriam to be resistant against all elements and all status effects? (all at the same time, making her almost immortal, or only one or two at a time?).I wouldn't want the ability to have cumulative immunity or even significant resistance to all elements simultaneously, as all that does is make IGA choose between assuming that everyone will have that and use fewer elemental type enemies(making the game less varied as it progresses) or not assuming it, leaving the game entirely bereft of challenge to anyone who does. I don't think either of those scenarios is good for the game, as the former means the game becomes less interesting the further you go in, and the former punishes players that are completionists but aren't looking for an unofficial easy mode.
A better way to do it, in my opinion, would be to give weaknesses to opposed elements along with resistance to the one you equip. Fire, Ice and Lightning could have a rock, paper, scissors arrangement, while Holy and Dark would be diametrically opposed. Alternatively, make elemental resisting equipment/shards reject each other, meaning that you could equip one among Fire, Lightning and Ice, as well as either Holy or Dark. Finally, you could make stacking resists lead to diminishing returns, meaning you can equip anything you like, but planning will get you better results. 4) Would you like weapons with elemental damage types to be obtainable only by forging, or would you like to find such weapons around the game too?I think it's important for both to be viable options independently of each other. Some people just don't like crafting systems, but many games, particularly MMOs, have a bad habit of making one so much better than the other that there's no actual point in pursuing one of them.5) The elemental damage types from Bloodstained are not consistent with the classic nature elements (fire, water, wind and earth). Some Igavanias had less damage types than the four basic elements, and damage types were inconsistent among Igavania games. Do you believe that the lack of earth and wind elemental damage (and water, for those who consider ice and water to be different) has any kind of meaning or is just a design choice?I don't know the origin, but fire, lightning and ice is a fairly common elemental combination in Japanese games in general. Most notably, those are the three primary elemental damage types in the Final Fantasy series. The combination doesn't appear in any tradition's version of the classical elements as far as I'm aware. So this arrangement is almost certainly predicated on gameplay design, not philosophy.
For reference, the two most likely arrangements to be used if there was a real world inspiration would have been that of Godai, which would give us fire, earth, water, wind and void, or - given the subject of the game - medieval alchemy, which would give us fire, water, earth, air, sulfur(representing combustion) and mercury(representing metal). There are other traditions, but little reason to suspect they would have been a source of inspiration for this game in particular.6)*Do you consider Rapiers to be Stab damage type (like i did up there) or something else (such as Cut damage type?) And whips? Do you consider a whip to deliver Strike damage type (like i did up there) or something else (such as Cut damage type?) Rapiers are fine as stab weapons, I think. Besides, the category is pretty lonely without it. Whips, as I mentioned above, don't really fit into any category realistically, but from a gameplay perspective, they're probably better against enemies weak to cutting attacks than those that would require striking damage. Also, note my above commentary about guns.7) Curse had different takes among Igavania games. At some games (Symphony, Castlevania 64 (vamp status effect), Circle of the Moon and such) curse blocked the player from using weapons and he also couldn't move fast, but he could still use spells. At some other games (Aria and Dawn, among others) curse drains MP and locks it at 0. What kind of effects would you like to see for Curse at Bloodstained?Given that Miriam already suffers from a curse, I would be interested in the Curse status playing into that somehow. For example, double the effectiveness of Miriam's shard abilities(or just make every attack they land an automatic critical), but have them feed on her health instead of her MP. Instead of making it a strictly debilitating affair, this would turn it into a high risk, high reward type of gameplay. Something a bit different from what we had in past games. 8) Poison had different effects among Igavanias. Some games made the character weaker (less damage delivered, higher damage taken). Some other games didn't had that, but the character would lose health each second. And some games combined these effects. What kind of effects would you like to see for Poison at Bloodstained?I was never fond of constant health draining effects simply because it distracts from the gameplay rather than adds difficulty to it. So I would be more in favor of the weakening effect than the traditional health drain.9) No Igavania game ever had something like a "Slow" effect, although some effects (such as Curse) could cut the character's walking speed (such as Harmony of Dissonance). If that icon is really "slow" or something like that, what kind of effects would you like to see for Slow at Bloodstained?I think that one is fairly self explanatory, though I would like to mention that I wouldn't want it to affect jumping height or distance since that would make it a temporary show stopper in a platforming game.10) Stone, also known as petrify is one of the most consistent status effect at Igavania games. In all games, the character is petrified, cannot move or do anything and normally suffers more damage. What kind of effects would you like to see for Stone at Bloodstained?Like you said, this one has been pretty consistent, and I don't really see any reason to change it now. It's a pretty good example of a debilitating effect: inconveniencing to the point where you want to avoid it, but rarely offputting enough to make you wish it wasn't in the game.11) No Igavania games never had a status effect related to time, although some games had enemies and bosses capable of stopping time. If that icon is really stop or something like that, what kind of effects would you like to see for Stop at Bloodstained?So here's the thing that makes this one interesting. You can have resistance to it. So I can see two ways of that working. Either it's an on off effect and resistance is just a chance of not being caught by it, or it's a variable effect, like a shorter duration slow with 100% effectiveness being a complete time stop. For the sake of not being supremely annoying, I would think this would be a short duration effect like Stone, so it would likely be used as a setup to an attack, meaning that the higher your resist, the more capable you are of trying to defend against it or dodge. And if that was the case, I'd also see it as being closer to the Castlevania time stop subweapon, meaning that it can only be resisted, not dodged. So for instance, you could have an enemy that freezes time, then fires an ability at you. If you are stopped, you get hit, but if you partially resist the timestop, then you can try to avoid the attack. It would be an interesting change of pace, I think.12) Would you add some other damage type or status effect? If yes, what and how it would work?Depending on how they are used, I think what we have already is plenty to provide for a varied and interesting gameplay experience. Adding more isn't always the better choice because it eventually gets to the point where you can't really use any of it because it's just too much of a mess, or you only use it as a one-off for one level, and what's the point of that? I can think of all kinds of other stuff to put in a game, but I wouldn't want to add any more to this game.
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Post by neff on Oct 26, 2017 11:20:46 GMT -6
maybe, just as curse can affect magic use, slow can cripple weapon damage. after all, you are swinging the blade so slowly.
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Post by Galamoth on Oct 26, 2017 14:22:21 GMT -6
How glorious; Another thread by Pure Miriam in which I feel obligated to provide my thoughts! Once again, they shall be mostly in green text!!Here goes...Considering past Igavanias regarding damage types and status effects, how do you think Bloodstained will be, or could be, regarding that? Specifically the questions below: 1) In most Igavanias, enemies could be weak against a particular damage type (suffering more damage from it), strong against a damage type (suffering less damage from it), immune against a damage type (suffering NO damage from it) or absorb a particular damage type (healing itself from that damage type). Do you think damage types could have some other effect besides that, on enemies? What kind of effect? First of all; damage immunity & absorbing could return for enemies in Bloodstained. Symphony of the Night is the only 2D Igavania that had enemies which could completely block damage of a certain type [at all times] and/or be healed by damage of a certain type. ^ What new effect do I think could be included? ...What if certain enemies could have their stats directly affected by being hit by certain damage-types? What if, for example, a Fire Demon's attacks would be weakened after being hit by a powerful shard of Ice from the player, not just taking damage? For the sake of example, what if a Kappa enemy were to be hit by a stream of water from the player [or enter a pool of water], and it suddenly became faster and stronger because of it despite taking damage? 2) Portrait of Ruin was the only Igavania game (if i'm not mistaken) that had any kind of visual representation of wekanesses and resistances. Enemies would flash red if hit with a weakness and would flash blue if hit with a damage that they are resistant against. Do you think Bloodstained could also have some kind of visual information regarding weaknesses and resistances? Or that would pollute the games visuals? If you would like to see that, how would you like it to be? Symphony of the Night, Dawn of Sorrow, and Order of Ecclesia all arguably did as well (in the 2nd game listed; elemental effects show up if you're using a weapon/soul an enemy is weak to). ^ Bloodstained will likely feature different death animations for enemies depending on what they're weak against. If they're not weak against certain damage-types, or simply resistant to them, it's likely that only the default death animation will play. 3) Having all those elements and status effects with numbers after them at the main menu, means that at some point, we will be able to equip items and Shards that can give us protection against all that (the 2017 Demo has an enemy called Holy Elemental, that gives a Shard called Holy Resist. There is no video of that, but mentions. It's not hard to guess what that does). Do you think the game could give means for Miriam to be resistant against all elements and all status effects? (all at the same time, making her almost immortal, or only one or two at a time?). No. I don't necessarily think there will be a way for any of the three playable characters to become resistant (or even immune/absorbant) to all elemental damage effects. It's entirely possible that Miriam & the other two could potentially become resistant to more than two of them without special Equipment, maybe even [in Miriam's case] through white-colored "Skill" Shards; which function in lieu of "Relics" from past Igavanias. If you ask me, becoming resistant or immune to ALL of them sounds like a Cheat Code.^ Personally, I'm still wondering just how useful the "Holy Resist" Shard will end up being. I'm sure there aren't going to be many "Holy" Demons to face, not including any non-demons. Perhaps Zangetsu will employ Holy-attribute attacks in a possible Boss-fight against him.4) Would you like weapons with elemental damage types to be obtainable only by forging, or would you like to find such weapons around the game too? There's probably going to be a few lying around in hidden spots in the final game. I'm more of a "both" guy, probably assuming that some of Bloodstained's most powerful [elemental] weapons will only be obtained through Crafting. However, the latter method of simply finding elemental weapons is likely how Zangetsu will obtain weapons [if he's playable], considering that he hates Alchemy and its apparent connection with Demons.5) The elemental damage types from Bloodstained are not consistent with the classic nature elements (fire, water, wind and earth). Some Igavanias had less damage types than the four basic elements, and damage types were inconsistent among Igavania games. Do you believe that the lack of earth and wind elemental damage (and water, for those who consider ice and water to be different) has any kind of meaning or is just a design choice? It's merely a design choice. Despite the fact that the E3 2017 Demo shows us the same basic Status Screen as E3 2016's, I don't think this is the final state of the accessible elements in the game. ^ Elemental damage types may not have been truly consistent throughout Igavania games, but I could easily name all of the games that lesser-used ones have been present (including the "Plant" element & the "Paralysis" ailment; the former was only ever present in Circle of the Moon, technically not an "Igavania", and the latter is present in both 3D Igavania titles [Lament of Innocence & Curse of Darkness]). Meanwhile, "Water"/"H20" was really only ever present in Symphony of the Night to represent damage that Alucard would take from bodies of water before he obtained the "Holy Symbol" Relic.6)*Do you consider Rapiers to be Stab damage type (like i did up there) or something else (such as Cut damage type?) And whips? Do you consider a whip to deliver Strike damage type (like i did up there) or something else (such as Cut damage type?) Definitely Stab damage for all Rapiers. As for Whips? It clearly depends on the type of Whip used; like the powerful Swordwhip we'd get for defeating the optional IGA Boss (most-likely Strike and Cut together).7) Curse had different takes among Igavania games. At some games (Symphony, Castlevania 64 (vamp status effect), Circle of the Moon and such) curse blocked the player from using weapons and he also couldn't move fast, but he could still use spells. At some other games (Aria and Dawn, among others) curse drains MP and locks it at 0. What kind of effects would you like to see for Curse at Bloodstained? If we're going to have other status ailments like "Slow" and "Stop", then "Curse" simply needs to rapidly drain MP. One wonders if it will have a different effect on enemies when employed by the player-character, though.8) Poison had different effects among Igavanias. Some games made the character weaker (less damage delivered, higher damage taken). Some other games didn't had that, but the character would lose health each second. And some games combined these effects. What kind of effects would you like to see for Poison at Bloodstained? I wouldn't mind if Bloodstained combined those effects, actually. Make the Poison ailment a more serious threat; Don't underestimate any enemy that can poison you.9) No Igavania game ever had something like a "Slow" effect, although some effects (such as Curse) could cut the character's walking speed (such as Harmony of Dissonance). If that icon is really "slow" or something like that, what kind of effects would you like to see for Slow at Bloodstained? While no Igavania (strictly-speaking) ever had a "Slow" effect, Circle of the Moon did. The effect of "Slow" in that game was actually not a true "status ailment" among the four present in that game, as it was only caused by one enemy (the Arachne through its webbing attacks). Both your movement-speed and jump-height would be severely reduced for a limited time, but it has no direct effect on HP.^As an addendum to this: It is entirely possible that Gremori, the "Death-like" Demon Boss with the power to control Gravity, will have the ability to afflict playable characters with a "Slow" status to merely represent the effects of increased gravity.10) *** Stone, also known as petrify is one of the most consistent status effect at Igavania games. In all games, the character is petrified, cannot move or do anything and normally suffers more damage. What kind of effects would you like to see for Stone at Bloodstained? If an enemy dies while still in petrified state [and if they're obviously weak to this ailment] then they should shatter upon the final blow.11) **** No Igavania games never had a status effect related to time, although some games had enemies and bosses capable of stopping time. If that icon is really stop or something like that, what kind of effects would you like to see for Stop at Bloodstained? In games wherein Time-stopping was relevant to progressing through the Castle, either the "Stopwatch" was an available subweapon or the effect was available as a Soul or Spell. I am willing to bet that the ability to resist Time-stopping will be available, at the very least.12) Would you add some other damage type or status effect? If yes, what and how it would work? Yes, absolutely, I would. Let's not forget that I am a proponent of the return of WIND as a damage-attribute! (the Icon representing it would ideally be a stylized cyclone the color of "turquoise" or "amazonite"; a light blue-green color.) ^ It would work as simply as any other damage attribute, being either effective or near-useless against certain enemies that may have some affiliation to it. The animation upon damaging an enemy weak to it would just be a small localized gust, and it would especially be the bane of most flying foes and possibly Armors as well. I certainly don't want to see it reduced to just another method of "Cut" damage again; there's more to Wind than just high-speed slicing.
If you want inspiration for how some Wind-element Shards that Miriam could use would function; look to Dawn of Sorrow's Spin Devil & Black Panther Souls (as well as the Valmanway sword), Portrait of Ruin's Gale Force & Tempest Spells & Order of Ecclesia's Pneuma Glyph for some inspiration. Even Curse of Darkness has Spears and a certain Whip weapon that, during combos, allow Hector & Trevor [the two playable characters] to achieve Wind damage against enemies. BloodyTears92 will love this last one. ALSO: If you've seen me in past threads since I joined this fan-forum site back in 2015, you'd know that I really want a Spear weapon I'd like to call "Hræsvelgr" in this game, too. Named after a giant in Norse mythology who could take the form of an Eagle, and cause hurricanes just by beating its wings in flight. It could be the new "Crissaegrim" of Bloodstained; causing both "Stab" and "Wind" damage-effects in multiple hits per button-press.WHEWWW... Finally done with the replies!!
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Post by Yän on Oct 26, 2017 14:38:42 GMT -6
9) No Igavania game ever had something like a "Slow" effect, although some effects (such as Curse) could cut the character's walking speed (such as Harmony of Dissonance). If that icon is really "slow" or something like that, what kind of effects would you like to see for Slow at Bloodstained?I think that one is fairly self explanatory, though I would like to mention that I wouldn't want it to affect jumping height or distance since that would make it a temporary show stopper in a platforming game. I think that if we take into consideration that it slows down sideways-movement-speed it would have to affect jumping distance unless we were to also reduce gravity in which case it would affect jumping height positively. Naturally, the arc of a jump is shorter if the sideways-momentum is slower. The only way to circumvent this would be, to keep the same sideways-speed while being in the air. This would also circumvent the penalty of the status effect entirely though as you could just jump continuously, rendering the effect mute. Another way may be to enable low-gravity while also reducing jump height. Through stuff like enemies hitting you in mid-air and throwing you further upwards due to lower gravity, this may however introduce unwanted sequence-breaks... In conclusion I think that the way to go would be to just have shorter jumps while having the slow-status-effect. That is, if it actually makes your sideways speed slower and doesn't do something completely different such as slowing down your attack speed for instance.
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Post by Scars Unseen on Oct 26, 2017 17:06:23 GMT -6
9) No Igavania game ever had something like a "Slow" effect, although some effects (such as Curse) could cut the character's walking speed (such as Harmony of Dissonance). If that icon is really "slow" or something like that, what kind of effects would you like to see for Slow at Bloodstained?I think that one is fairly self explanatory, though I would like to mention that I wouldn't want it to affect jumping height or distance since that would make it a temporary show stopper in a platforming game. I think that if we take into consideration that it slows down sideways-movement-speed it would have to affect jumping distance unless we were to also reduce gravity in which case it would affect jumping height positively. Naturally, the arc of a jump is shorter if the sideways-momentum is slower. The only way to circumvent this would be, to keep the same sideways-speed while being in the air. This would also circumvent the penalty of the status effect entirely though as you could just jump continuously, rendering the effect mute. Another way may be to enable low-gravity while also reducing jump height. Through stuff like enemies hitting you in mid-air and throwing you further upwards due to lower gravity, this may however introduce unwanted sequence-breaks... In conclusion I think that the way to go would be to just have shorter jumps while having the slow-status-effect. That is, if it actually makes your sideways speed slower and doesn't do something completely different such as slowing down your attack speed for instance. I don't think that has to be true at all. You're going under the assumption that it makes you a slower person, but it could just as easily be a localized slowing of time. You would still go jump the same distance both vertically and horizontally, but it would take longer to get there as you would be moving in slow motion. I think that would be a better implementation of it because it wouldn't affect the platforming portion of the game(beyond making it take longer), but it would make combat and environmental hazards more difficult. I believe that with any gameplay hindrance, it is important not to make it a show stopper. Petrify/Stone is fine because it's a very brief effect that only makes you vulnerable for a moment, but anything that has any duration to it runs the risk of crossing the boundary between adding challenge to gameplay and being detrimental to the game itself. If a debilitation effectively makes me stop playing the game until it wears off, it falls firmly in the latter category, and in a platforming game, limiting movement definitely qualifies as stopping gameplay.
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Post by Busterific on Oct 27, 2017 9:15:00 GMT -6
I think that if we take into consideration that it slows down sideways-movement-speed it would have to affect jumping distance unless we were to also reduce gravity in which case it would affect jumping height positively. Naturally, the arc of a jump is shorter if the sideways-momentum is slower. The only way to circumvent this would be, to keep the same sideways-speed while being in the air. This would also circumvent the penalty of the status effect entirely though as you could just jump continuously, rendering the effect mute. Another way may be to enable low-gravity while also reducing jump height. Through stuff like enemies hitting you in mid-air and throwing you further upwards due to lower gravity, this may however introduce unwanted sequence-breaks... In conclusion I think that the way to go would be to just have shorter jumps while having the slow-status-effect. That is, if it actually makes your sideways speed slower and doesn't do something completely different such as slowing down your attack speed for instance. I don't think that has to be true at all. You're going under the assumption that it makes you a slower person, but it could just as easily be a localized slowing of time. You would still go jump the same distance both vertically and horizontally, but it would take longer to get there as you would be moving in slow motion. I think that would be a better implementation of it because it wouldn't affect the platforming portion of the game(beyond making it take longer), but it would make combat and environmental hazards more difficult. I believe that with any gameplay hindrance, it is important not to make it a show stopper. Petrify/Stone is fine because it's a very brief effect that only makes you vulnerable for a moment, but anything that has any duration to it runs the risk of crossing the boundary between adding challenge to gameplay and being detrimental to the game itself. If a debilitation effectively makes me stop playing the game until it wears off, it falls firmly in the latter category, and in a platforming game, limiting movement definitely qualifies as stopping gameplay. This is definitely an instance where I would prefer something more along the lines of video game physics than something that attempts to mimic real world physics. It will be interesting to see if the amount you slow down is tied to your resistance to the effect and how powerful the effect is.
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