purifyweirdshard
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Post by purifyweirdshard on Dec 20, 2017 15:58:45 GMT -6
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Cale
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Post by Cale on Dec 20, 2017 22:57:03 GMT -6
I have to chime in again because I saw crocodile made a point I forgot. The sound of enemies dying is VERY important. A grunt will do in some cases, but some creatures probably have a lot to say. And what could be more satisfying than the *wumpth* of a large enemy being struck by a hammer? Or the *squish* of slime beneath your boots? Or if you want to be epic samurai like, you could hear a whistle of air when you slice an enemy in two.
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Post by Galamoth on Dec 22, 2017 8:03:05 GMT -6
Speaking specifically of death-screams upon defeat, there's this one Arcade game I've seen before where all of the Bosses have the same death-cry: lol. Let's avoid that, shall we? I mean, I would find it hilarious if bosses like Zangetsu & Bloodless shared a death-cry. It wouldn't make much sense, however.
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XombieMike
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Post by XombieMike on Dec 22, 2017 9:51:52 GMT -6
Galamoth the spider woman had a different death sound, but I kinda like the running gag of all bosses making that sound when they die. I mean, I wouldn't mod it, but I would think about modding it just for a minute.
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Enkeria
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Post by Enkeria on Dec 22, 2017 10:16:41 GMT -6
Galamoth the spider woman had a different death sound, but I kinda like the running gag of all bosses making that sound when they die. I mean, I wouldn't mod it, but I would think about modding it just for a minute. Silly Cheat Code!!!! All bosses have same death cry + All other enemies have a "popping" sound no matter of size. Like popping airbubbles! XD
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Post by LordKaiser on Jan 8, 2018 21:49:48 GMT -6
I made a thread about this long time ago, It took me long to answer but I'll do it anyways.
Like many pointed out variation on death animations is important. You can go either by deaths unique to each enemies or death by the weapon used against them. If you can go far and spend more time and resources on development, you could handle both and make not only death animations unique for each monster but also for each weapon. In other words each monster will have unique death animations with each weapon or attack. Also not only death animations but damage animations as well where they're required will be a nice touch at least when a critical hit is done to them.
Also don't forget to add death animations for each of the characters that you use.
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Enkeria
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Post by Enkeria on Jan 16, 2018 16:45:37 GMT -6
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Angel-Corlux
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Post by Angel-Corlux on Jan 16, 2018 18:10:00 GMT -6
Yeah definitely, big thank you to everyone who contributed feedback, ideas and suggestions!
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Post by Time 4 Tea on Jan 17, 2018 18:56:18 GMT -6
Hi - I hope this thread isn't "closed" and that you're still open to suggestions. I recently played Aria of Sorrow for the first time and although I greatly enjoyed the game, I felt the soul drop rate was too low and detracted from the title. I think some random chance is fine but there is a point when it can become a chore especially for those who like go for 100% completion. I don't suppose you know what the general shard drop rate will be? In the 2017 demo the rates appeared to be quite high, which is what I'm hoping for. Thank you in advance!
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Pure Miriam
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Post by Pure Miriam on Jan 18, 2018 11:25:32 GMT -6
Hi - I hope this thread isn't "closed" and that you're still open to suggestions. I recently played Aria of Sorrow for the first time and although I greatly enjoyed the game, I felt the soul drop rate was too low and detracted from the title. I think some random chance is fine but there is a point when it can become a chore especially for those who like go for 100% completion. I don't suppose you know what the general shard drop rate will be? In the 2017 demo the rates appeared to be quite high, which is what I'm hoping for. Thank you in advance! They already said, in some other thread of mine, that the higher shard drop rates from the 2017 demo where artificially higher to give players a chance to see them. The game will have a lower drop rate.
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Enkeria
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Post by Enkeria on Jan 18, 2018 12:19:49 GMT -6
Hi - I hope this thread isn't "closed" and that you're still open to suggestions. I recently played Aria of Sorrow for the first time and although I greatly enjoyed the game, I felt the soul drop rate was too low and detracted from the title. I think some random chance is fine but there is a point when it can become a chore especially for those who like go for 100% completion. I don't suppose you know what the general shard drop rate will be? In the 2017 demo the rates appeared to be quite high, which is what I'm hoping for. Thank you in advance! They already said, in some other thread of mine, that the higher shard drop rates from the 2017 demo where artificially higher to give players a chance to see them. The game will have a lower drop rate. Unless those "silly cheat codes" are indeed game changing.
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purifyweirdshard
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Post by purifyweirdshard on Jan 18, 2018 13:34:40 GMT -6
That would be a good bit above silly, in that case.
Shard/soul drop rates are a pretty subjective preference. They do vary by the enemy, too. It can at the same time be the "fun part" and the "frustrating part", but I think one thing to balance in mind when considering all of this is to remember how the truly rare/hard to get ones are not generally necessary for anything. Their scarcity makes the joy of the hunt and reward sweeter, but you likely can and have mowed down everything around you by several other means. Satisfaction when it becomes common may fail to still be satisfaction, and if you're on top of that equipped with many other ways to decimate the game, it may not be as fun or interesting to get that new thing finally.
It can still be a pain, regardless. I'm thinking a suitable balance will be achieved.
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Enkeria
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Post by Enkeria on Jan 18, 2018 13:47:40 GMT -6
Time 4 Tea purifyweirdshardAnd perhaps New Game + have options, to let us continue to obtain things, or not.. It would make grinding less so (?).
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Post by Time 4 Tea on Jan 18, 2018 17:53:23 GMT -6
Time 4 Tea purifyweirdshard And perhaps New Game + have options, to let us continue to obtain things, or not.. It would make grinding less so (?). I think the New Game + would be the best solution to satisfy everyone. The reason I bought up my concerns was that I recall grinding to level 8 in Aria of Souls on the first room farming basic zombies over and over and over, etc. Some chance is nice but when it dips below a 1% drop rate things cease to be as fun.
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Pure Miriam
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Post by Pure Miriam on Jan 19, 2018 16:34:28 GMT -6
Time 4 Tea purifyweirdshard And perhaps New Game + have options, to let us continue to obtain things, or not.. It would make grinding less so (?). I think the New Game + would be the best solution to satisfy everyone. The reason I bought up my concerns was that I recall grinding to level 8 in Aria of Souls on the first room farming basic zombies over and over and over, etc. Some chance is nice but when it dips below a 1% drop rate things cease to be as fun. Do you remember what the Zombie Soul did? It made you stronger when poisoned. Now, imagine obtaining that at the first room playing the game by the first time, before even being able to get poisoned to see how it is like. That's one of the reasons why some souls had such a low drop rate. To not "break" the game on it's early stages. Dawn did something a bit smarter, by adding those kinds of powers that negate stuff or are simply powerful, in late enemies.
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Post by Time 4 Tea on Jan 19, 2018 17:56:04 GMT -6
Pure Miriam Fair point. I still think a 5% drop rate could only have improved gameplay in most instances. For truly game-breaking items such as the crissaegrim sword in SOTN it's understandable to have an extremely low drop rate since challenge significantly changes. That's just my humble opinion however.
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Enkeria
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Post by Enkeria on Jan 19, 2018 19:08:22 GMT -6
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Cale
Great Old One
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Post by Cale on Jan 19, 2018 21:26:39 GMT -6
Still better than Demon/Dark Souls series (at least the early games) Where enemies only appeared a certain amount of times and did not have a guaranteed drop. "Well guess I have to delete my character and start over for this item."
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Post by aquaraider11 on Jan 23, 2018 1:15:26 GMT -6
I didn't read the whole conversation, so i don't know if this has been mentioned. Have enemies leave corpses, so that ether they disappear after you leave the room, or considering modern PC's are quite powerful, never disappear, and just keep piling up (ofcourse within reason, for example if < 100 corpses and new corpse is created, the earliest corpse disappears. or something.) This could be an option in options, as for example weaker system's probably can't handle excessive amounts of corpses. And it would be interesting if, for example the theoretical candle lighter skeleton(if he exists) some of his mechanics could be used for 'gravedigger' who cleans up corpses while you are gone.
EDIT: Ah dang it, missed the thread...
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Post by LordKaiser on Jan 23, 2018 22:47:58 GMT -6
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