Angel-Corlux
505 Games
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What is a man? A miserable little pile of secrets!
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Post by Angel-Corlux on Jan 24, 2018 1:01:34 GMT -6
Interesting, thanks for the link!
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purifyweirdshard
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Post by purifyweirdshard on Jan 24, 2018 11:48:23 GMT -6
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LeoLeWolferoux
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Post by LeoLeWolferoux on Jan 27, 2018 9:16:35 GMT -6
Also another idea
Have crit sound, an elemental strong vs weak sound, so we know we use right weapon, and a crit elemental strong vs weak sound to get hyped about. Knowing we do good in this battle.
I'm afraid I don't agree with this. Giving sound cues would essentially rend the Bestiary invalid due to the nature of information already being given. Also I think that the crystal shard animation looks satisfying as all hell as well, Angel-Corlux so I wouldn't tamper with that if you don't have to. However other enemies in the game could have different death animations dependent on what 'type' or 'category' of enemy. Skeleton or Spittle Bone? Make a death animation of the enemy's limbs going flying in different directions upon death. Slime or morte enemy? Make an animation of them melting in a bubbling pile of goo. Things like this. Of course you could make different death animations for every enemy, but I also understand that that probably isn't feasible.
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Enkeria
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Post by Enkeria on Jan 27, 2018 9:35:41 GMT -6
LeoLeWolferoux I think we will still get crit hit information, or higher numbers when you hit an enemy which is weak against something. That Bestiary can be handled in so many different ways. Perhaps it is as a deeper spot in the castle, perhaps it won't fill in the blanks until you actually manage to hit it strong vs weak, or weak vs strong. Maybe you need to defeat a lot of them before it is even written down. This is IF we even get a Bestiary. A sound cue are done in FPS games, when you crit-hit, head shot etc. It tells you that you did achieve something, and it can empower you to do better if you feel you miss out. This would swap alchemy, weapons, subweapons or shard-abilities to get that satisfying critical damage, or insta-kill frenzy feelz. Since I do not see the numbers in games. Those that actually float out of the attack, also where it says "block" and so on, a sound cue would be nice. I had numbers in Diablo III when I ran around killing stuff, but I didn't see them, or reflect on them very much. So in a sense, the cue would help out a lot to let at least, me to know I used right weapon. And sound cue for greater damage would be way easier than animate monsters for a special death if I hit them with "right weapon / element". Edit: And give the option to have it OFF if people do not like the sound of being awesome.
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Post by LordKaiser on Jan 27, 2018 10:42:35 GMT -6
XD I accidentally skipped but thanks for posting that.
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LeoLeWolferoux
Wielder of Emptiness
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Post by LeoLeWolferoux on Jan 27, 2018 12:09:23 GMT -6
LeoLeWolferoux I think we will still get crit hit information, or higher numbers when you hit an enemy which is weak against something. That Bestiary can be handled in so many different ways. Perhaps it is as a deeper spot in the castle, perhaps it won't fill in the blanks until you actually manage to hit it strong vs weak, or weak vs strong. Maybe you need to defeat a lot of them before it is even written down. This is IF we even get a Bestiary. A sound cue are done in FPS games, when you crit-hit, head shot etc. It tells you that you did achieve something, and it can empower you to do better if you feel you miss out. This would swap alchemy, weapons, subweapons or shard-abilities to get that satisfying critical damage, or insta-kill frenzy feelz. Since I do not see the numbers in games. Those that actually float out of the attack, also where it says "block" and so on, a sound cue would be nice. I had numbers in Diablo III when I ran around killing stuff, but I didn't see them, or reflect on them very much. So in a sense, the cue would help out a lot to let at least, me to know I used right weapon. And sound cue for greater damage would be way easier than animate monsters for a special death if I hit them with "right weapon / element". Edit: And give the option to have it OFF if people do not like the sound of being awesome. But we already know that Bloodstained has parameters that show how much damage is done through viewing of the demo. We also know that Bestiaries are in a large chunk of the games such as Dawn and Order. And yes higher damage could equal an elemental weakness, or it could simply be from switching to a weapon that is more powerful, or a more powerful spell, or through leveling. Many factors feed into damage formulas, so Bestiaries are clean, and easily understood ways of communicating enemy traits. (IE weakness) Another thing that I would like to point out is that withholding information from a Bestiary due to variables such as 'you haven't killed the enemy with THIS elemental yet...' is both gimmicky w/ mechanics, and incredibly inefficient. Not only that but I believe that I have yet to play a game where such a withholding of information was present. One last piece is about your edit...it's incredibly passive aggressive and one would do well to keep biased opinions to oneself. An unnecessary option, for an unnecessary mechanic. That's all I'm saying.
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Cale
Great Old One
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Post by Cale on Jan 27, 2018 12:09:41 GMT -6
Gosh, it's been so long, all this talk of a Bestiary is getting me HYPE! I really hope one is included, as well as a Grimoire!
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Enkeria
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Post by Enkeria on Jan 27, 2018 12:45:23 GMT -6
LeoLeWolferoux The damage numbers could be changed, and demo are alpha, so anything is possible. And even if there is higher numbers, I think critical hits have different colors, waaay more damage in numbers and perhaps bigger text. I am really bad at knowing these things because I am blind to them, which will make the game harder for me if things are just "look at numbers dude!". Holding back info on Bestiary is to me brilliant. It would make up for all the exploration you can do. Just by hitting an enemy once would unlock everything about that monster is also a cool way to let us know how to handle the battle, where it came from and all those stats it has. But really, think about it. Would you know about NPC just by talking to him once? Why not make same on enemies - unlock bits of everything, if we have a strong vs weak: It would be cool to experiment. As you said, those numbers will be higher so it doesn't matter to you that much, but to me, as do not look at those numbers, the exploration of it would be cool, and pro-long the game for me. Achievements that you really do not need, but can be applied for those that love to unlock these things. And I still want sound cues. Options are to give the player more control. I am all for it, even if you seems to have it all in cookie-cut, perhaps some of us want to change a few things. Examples of ON/OFF are in SotN, where you can even disable gravity boots and see numbers / names etc. Having a critical-hit sound or something that you do good is a nice touch and a feelgood experience. And of course, if people do not want it, or any other features, just hit off. Simple as that. Now, I doubt there will be any sounds that indicate you have an awesome weapon against that foe, but it works very well in other games, matter a fact, in all kinds of games. The numbers will probably stay because that is almost a given. And the bestiary is, like I said, something that can be handles in many different ways. Edit: The subject of this thread is "feedback attacking killing enemies satisfying". So it is still about that sound cue, not about the book of enemies. A more satisfying way is to know you did good.
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LeoLeWolferoux
Wielder of Emptiness
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Post by LeoLeWolferoux on Jan 27, 2018 13:25:09 GMT -6
Enkeria Yes and Sound cues have just as little to do with death animations.
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Post by Enkeria on Jan 27, 2018 13:54:11 GMT -6
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Post by Time 4 Tea on Jan 27, 2018 18:54:35 GMT -6
I really like your sound-cue suggestion. Perhaps the "tone" could be deeper to indicate critical hits. Naturally the type of weapon sounds would vary - swords would "schwing" in different tones while hammers would have a different "thud" noise.
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Enkeria
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Post by Enkeria on Jan 27, 2018 21:39:44 GMT -6
I really like your sound-cue suggestion. Perhaps the "tone" could be deeper to indicate critical hits. Naturally the type of weapon sounds would vary - swords would "schwing" in different tones while hammers would have a different "thud" noise. Yeah sure. I just had one sound in mind to make the effort lower on the dev-team, but yeah.. A simple pitch on the weapons actual striking sound would perhaps make a great and fast way to implement it too. As I said, I do not think they will add sounds, but sounds in general are very cool and make enemies more alive, even if they are about to die. I remember Bloody Zombie from SotN. When killing it, it really was a bloody mess, and the sound! Gee.. Yeah. I also want bodies to last a bit longer, corpses.. Perhaps they can feel when you have a powerful blow, and those corpses are close by, so they kinda nudge or are pushed away because of the force. No need to let them fly across the room, but something that makes it feel like you are killing next one, and while the other one, still is dead, it will get more "damage" or treatment so to speak.
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Post by Time 4 Tea on Feb 2, 2018 17:19:41 GMT -6
Another idea just sprang to mind. Let's assume there are elemental based weapons (fire, lightning, etc.). There could also be a "whiff" noise for attacking something with resistances or immunities to a certain element such as using a fire sword on a fire demon.
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Enkeria
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Post by Enkeria on Feb 2, 2018 21:56:47 GMT -6
Time 4 Tea Yeah, I was about crit hit, but enemies that block all have some clashing sounds in SotN, that could work too, but wouldn't be as effective as the "right weapon used" idea. But nice idea, didn't think about that one!
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Post by LordKaiser on Feb 3, 2018 11:21:21 GMT -6
Oh BTW I almost forgot about it but the game must support different rumbling types.
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Galamoth
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Post by Galamoth on Feb 4, 2018 15:57:28 GMT -6
Oh BTW I almost forgot about it but the game must support different rumbling types. How do you mean? You're not just talking about HD Rumble on the Switch, right?
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Post by LordKaiser on Feb 4, 2018 17:32:27 GMT -6
Oh BTW I almost forgot about it but the game must support different rumbling types. How do you mean? You're not just talking about HD Rumble on the Switch, right? Any kind of Haptic Technology use. Vibration feedback can enhance the experience too. I'm also in favor of using the speakers on the controllers for sounds about when you collect a heart etc.
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Post by anon on Apr 20, 2018 11:38:14 GMT -6
Glancing over this thread. I'm seeing a lot of mention for enemies to be in pain when they die. Why not have some be at peace? Either to be happy to be sent back to their dimension or have the crystal removed from their body. I think variety in death, in more than just expressing pain, can lend a lot to making the game world feel alive. true... what if some enemies are sent to the afterlife? like some are "redeemed" with certain elements... if they use holy on a tormented soul or something... I don't want them to be in pain all the time as long as the death animations are unique. Kinda like how enemies in Sonic games turn back into cute little animals & hop away. maybe some of the enemies "revert" to normal form (like hellhounds or cat demons) & run off-screen. (maybe theres a secret room somewhere full of these cute "pets" just to know they're safe lol) doing this with humanoid enemies would have less effect, but an occasional feeling of "i just saved the cute thing!" would be pretty cool (would definitely want it to be unconditional tho, i don't want to find out later I accidentally mass-murdered a room of puppies because i used fire instead of kicking it)
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Post by Nezuto on Apr 20, 2018 23:10:11 GMT -6
Interesting....a "Purifying" mechanic would certainly be an interesting twist for combat and allow players to approach enemies in different ways.
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meruuma
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Post by meruuma on Jun 17, 2018 22:26:28 GMT -6
This came up as a inquiry/concern regarding the upcoming E3 2018 demo for the enemy deaths - we noticed that the monsters like Morte no longer have a unique 'death' - i.e. head flying off, bubbling/boiling when blasted with magic and instead a lot of the monsters kind of disintegrate into pink-ish sparkles/dust. Is there a particular reason for this change, or is it more of a placeholder than anything else? Angel-Corlux
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