cecil-kain
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Post by cecil-kain on Jul 17, 2015 0:36:07 GMT -6
Now that the candle drop discussion has died down, it's time to talk about my Kryptonite. I know some fans will disagree, but I HATE using curative items in real time. In my opinion, this is the single biggest flaw in Symphony of the Night. Let's suppose you're losing a boss battle, you don't have the Magic Points for Soul Steal, and you desperately need to recover your Hit Points before you die... A minimum of 8 button clicks are required to go into the menu, equip an item, exit the menu, and use the potion in real time. And if you survive the 2 precious seconds it takes Alucard to recover those Hit Points, you still need to go back into the menu and re-equip your weapon before taking damage --7 more button clicks (presuming you re-equip the same weapon you started with). That's a minimum total of 15 button clicks to use a potion with a 2 second response time and a significant risk of death. Thank God for Circle of the Moon! I LOVE using potions from the safety of my menu screen! But then we have Lament's Real Time Window system... Good God, what terrible terrible idea... Am I alone in my disgust for real time item management? Let's talk it over...
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JeffCross
Shadow of the Night
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Post by JeffCross on Jul 17, 2015 0:42:36 GMT -6
I agree I want to use item from the menu screen and not real time. unless it is though a touch pad viva wii u or 3ds. I wouldn't mind I can see the item tap it and use it... but other than that I like "use items through the menu"
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Post by silverbolt on Jul 17, 2015 5:43:33 GMT -6
Now that the candle drop discussion has died down, it's time to talk about my Kryptonite. I know some fans will disagree, but I HATE using curative items in real time. In my opinion, this is the single biggest flaw in Symphony of the Night. Let's suppose you're losing a boss battle, you don't have the Magic Points for Soul Steal, and you desperately need to recover your Hit Points before you die... A minimum of 8 button clicks are required to go into the menu, equip an item, exit the menu, and use the potion in real time. And if you survive the 2 precious seconds it takes Alucard to recover those Hit Points, you still need to go back into the menu and re-equip your weapon before taking damage --7 more button clicks (presuming you re-equip the same weapon you started with). That's a minimum total of 15 button clicks to use a potion with a 2 second response time and a significant risk of death. Thank God for Circle of the Moon! I LOVE using potions from the safety of my menu screen! But then we have Lament's Real Time Window system... Good God, what terrible terrible idea... Am I alone in my disgust for real time item management? Let's talk it over... In SotN's case, you could equip the Fairy if things were going pear shaped. At least you wouldn't have to waste time and button presses on equipping and unequipping health items. The trade off is not having extra offensive capabilities with the other familiars active. The Fairy tends to use regular potions first until they are exhausted before using the high potions and elixirs. Another drawback to the Fairy is you gotta watch your MP usage lest a Mana Prism is used to restore your MP. But this could be turned into an advantage as you'll be able to Soul Steal HP and take the Fairy off. However, that is an expensive shift in the paradigm of the battle. All of this can be negated with the Duplicator but that's an expensive grind in and of itself if you don't wanna glitch the game.
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Post by CastleDan on Jul 17, 2015 10:09:07 GMT -6
Meh, I thought part of the charm of SOTN is seeing the food fly out and you get a nice little visual effect. Instead of click....okay my bar went up. Maybe there should be a button that lets you instant heal instead of having to equip it. best of both worlds.
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Ciel
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Post by Ciel on Jul 17, 2015 10:24:27 GMT -6
I actually never cared about that, though the food flying out was cool.
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Arcueid Brunestud
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Post by Arcueid Brunestud on Jul 17, 2015 13:30:21 GMT -6
I actually never cared about that, though the food flying out was cool. Eating peanuts in SOTN is one of the best parts of the game.
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Galamoth
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Post by Galamoth on Jul 17, 2015 13:32:26 GMT -6
I actually never cared about that, though the food flying out was cool. Eating peanuts in SOTN is one of the best parts of the game. This calls for an Achievement in Bloodstained. Eat a peanut you throw in mid-air.
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Ciel
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Post by Ciel on Jul 17, 2015 13:42:13 GMT -6
I actually never cared about that, though the food flying out was cool. Eating peanuts in SOTN is one of the best parts of the game. Haha, this bring back memories from my first playthrough. I picked up, pressed the button, and I start wondering what was that flying pixel... actually, I never ate one on that playthrough ._.
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JeffCross
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Post by JeffCross on Jul 17, 2015 16:23:17 GMT -6
Meh, I thought part of the charm of SOTN is seeing the food fly out and you get a nice little visual effect. Instead of click....okay my bar went up. Maybe there should be a button that lets you instant heal instead of having to equip it. best of both worlds. What if you can item crush an Item so it works instantly (you'll need a bit of MP for this)
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Post by CastleDan on Jul 18, 2015 12:23:44 GMT -6
I want a lot of visual effects. SOTN was so awesome in part by all the cool visuals and sound effects they threw at us. Look at that green effect when getting health or that weird glow when cursed..etc
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Astaroth
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Post by Astaroth on Jul 21, 2015 10:33:01 GMT -6
Lol, achievement: popping peanuts, eat a peanut in midair >P
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Post by Dan G on Jul 21, 2015 10:56:36 GMT -6
Maybe a middle ground for using items?
Go into menu click health item.....it automatically goes back to gameplay and shows you the visual effect of using it.
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purifyweirdshard
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Post by purifyweirdshard on Jul 21, 2015 13:59:43 GMT -6
The food items were more of a novelty and collectible than something necessary for gameplay. If you had to use a significant amount of food for HP in SotN, man...the issue is probably more you're not fighting whatever you're up against very well at all lol. If you didn't have MP for Soul Steal, that must mean you already did it once/multiple times because there's not much else worthwhile to use MP on during a boss fight, so...
Yeah, I liked how the food and whatnot was, but mostly because yeah, it wasn't something I actually needed for gameplay. In the later DS games, I did use food for HP a lot more often because I needed to.
edit: This goes back to a core aspect of SotN. Objectively, immediate HP recovery in a game would be ideal...but if you're rarely in danger and have multiple other ways to heal yourself (including save points), then the mechanics of that one health recovery category can be whatever.
A lot of things are relative to SotN's difficulty, like familiar usefulness. Some of them are decent, and can do things at least, but they're also entirely unnecessary. It's not that they should be stronger, per se. It's just the nature of the game, a lot of cool/neat extras are just kinda there.
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XombieMike
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Post by XombieMike on Jul 25, 2015 10:34:22 GMT -6
cecil-kain once mentioned how reducing the maximum curative items from 99 to something like 9 or 10 would be good. I completely agree with this, as I think it would help the game designers better know what to expect from a player's inventory as they are going through an area or fighting a boss. Difficulty could be more predictable that way. Any curative items over the max limit when found would automatically heal you. When it comes to food animations, I agree their variation and visual aesthetics add to the experience. Having to access them in an inefficient way through menus and equipping them to your hands only to have to re-equip your weapons is pretty pace breaking though. Surely there is a better way to get the benefit of curative item animations with a more accessible setup. What does everyone think about limiting the item max for curative items?
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JoJo
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Post by JoJo on Jul 26, 2015 2:51:47 GMT -6
cecil-kain once mentioned how reducing the maximum curative items from 99 to something like 9 or 10 would be good. I completely agree with this, as I think it would help the game designers better know what to expect from a player's inventory as they are going through an area or fighting a boss. Difficulty could be more predictable that way. Any curative items over the max limit when found would automatically heal you. When it comes to food animations, I agree their variation and visual aesthetics add to the experience. Having to access them in an inefficient way through menus and equipping them to your hands only to have to re-equip your weapons is pretty pace breaking though. Surely there is a better way to get the benefit of curative item animations with a more accessible setup. What does everyone think about limiting the item max for curative items? Well, if the items for crafting are easy to find, or can be keep in storage in Miriam's room (Supposed to have one) Then I have no problem at all, since it's for a classic feel, maybe this is like the Resident Evil where the inventory need to be organized
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Post by crocodile on Jul 27, 2015 13:53:20 GMT -6
cecil-kain once mentioned how reducing the maximum curative items from 99 to something like 9 or 10 would be good. I completely agree with this, as I think it would help the game designers better know what to expect from a player's inventory as they are going through an area or fighting a boss. Difficulty could be more predictable that way. Any curative items over the max limit when found would automatically heal you. When it comes to food animations, I agree their variation and visual aesthetics add to the experience. Having to access them in an inefficient way through menus and equipping them to your hands only to have to re-equip your weapons is pretty pace breaking though. Surely there is a better way to get the benefit of curative item animations with a more accessible setup. What does everyone think about limiting the item max for curative items? Difficulty can be created from a variety of ways be it placing restrictions on the players or putting more difficult obstacles in their path. I can't say I'm a fan of this particular restriction. Either the game is so easy that this restriction is irrelevant or the game is hard enough where you have a legit chance of running out of healing potions which seems like it would either encourage grinding if you get stuck at a hard boss/area or lots of backtracking to replenish your items. Neither seem ideal. The option of "get good so you don't get hit so much" is also there but it feels like it isn't the most likely outcome of such a restriction.
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XombieMike
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Post by XombieMike on Jul 27, 2015 14:23:22 GMT -6
I don't think the majority of players would need to use all their potions in any given challenge, and even if they did the grinding would be limited to 9 or 10 instead of 99.
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Galamoth
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Post by Galamoth on Jul 27, 2015 14:31:43 GMT -6
I don't think the majority of players would need to use all their potions in any given challenge, and even if they did the grinding would be limited to 9 or 10 instead of 99. If there's any option to restore HP that involves MP consumption, I tend to resort to that over Potions, personally.
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XombieMike
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Post by XombieMike on Jul 27, 2015 14:36:49 GMT -6
Even if you find yourself out of healing items, there could be things you have collected that Johannes can make potions from at the next checkpoint. I think limiting curative items reduces grinding.
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Galamoth
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Post by Galamoth on Jul 27, 2015 14:40:27 GMT -6
Even if you find yourself out of healing items, there could be things you have collected that Johannes can make potions from at the next checkpoint. I think limiting curative items reduces grinding. Certainly sounds like a good idea.
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