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Post by purifyweirdshard on Jun 30, 2018 10:48:59 GMT -6
For years now, I've been a big supporter of the idea of special attacks. I'm most likely one of the people Iga is referring to when he mentioned people "eagerly requesting" this feature lol. I compiled and submitted the feedback to the team on it all the way back in January 2017. (I'm fixing this to a different link because the original one is a private forum thing now haha): bloodstainedfanforums.com/thread/993/special-attacks-inputsThe last bullet there is what I want to focus on here. and what I'm kind of worried about, as elated as I am that these are back haha "Trying out different input motions to find a weapon's "hidden" attack/trying to find spells in SotN after acquiring something new was a great joy for many players and some of our most memorable moments"
I just want it understood that the importance of these moves to me and I'd say most others is not because we like doing them for the sake of having something technical/hard to do in the game, but because they gave each new weapon we got the chance to have its own personality added to it, a layer of uniqueness that was always a pleasure to find - just like exploring and finding things in Igavania in general. My concern from the BBD in this would be that the special moves so far seem tied to weapon types more than specific weapons themselves, meaning that yeah, they're in, but not so much in the way that speaks to "oh I got/crafted a new weapon, I wonder what it can do?!". The current implementation satisfies only more of the technical side and movement/combat optimization which, while great too, isn't what these games are as much about to me - which is finding cool new things that add layers of personality and love to each discovery, sometimes by accident. That's the joy and power of Igavania to me, definitely not much "because fighting games/hard things are good". A compromise if there's just too much work/weapons involved for this to be viable is perhaps at least several different types of specials within the weapon categories, which may very well already be the plan, I don't know. That would at least give them somewhat of a unique feel, even if say 5 other swords have the same move, 6 others have another, etc. Like to hear what others think about this. JeffCross CastleDan And of course if others are happy these made it at all ;p
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Post by twilightvulpine on Jun 30, 2018 11:05:56 GMT -6
I agree that uniqueness is part of the fun, but it clashes with another problem other Igavanias had: before you can make much use of your new weapon and its fun mechanics, it's already obsolete against the challenges you are facing. Weapon types with similar mechanics can allow you to keep the experience you want for longer. It loses a bit of identity to enable more commitment from the player.
But I would like more variety special attacks as well.
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Post by purifyweirdshard on Jun 30, 2018 12:01:39 GMT -6
I agree that uniqueness is part of the fun, but it clashes with another problem other Igavanias had: before you can make much use of your new weapon and its fun mechanics, it's already obsolete against the challenges you are facing. Weapon types with similar mechanics can allow you to keep the experience you want for longer. It loses a bit of identity to enable more commitment from the player. Right, this goes into a whole other matter with the crafting system, but I'll mention it anyway since this came up - my hope and assumption had been that the crafting would enable the enhancement of existing weapons rather than straight upgrade paths, such that a unique weapon you were attached to could theoretically end up being viable, if not outright end gmae. The way the upgrading works and different types of special attacks within each category may in fact make this possible, to a fashion. Say for example there are several different "Firebrand" swords with different names down an upgrade path that all have fire specials, you're more or less keeping/upgrading that same weapon. As it is now otherwise, yes, weapons are replaced very quickly - especially so in the demo since it's a rapid fire showcase of them.
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Post by seiya on Jun 30, 2018 12:10:56 GMT -6
I have to agree here. Having all of the weapons have the specials feels a little bland. To add insult to injury, they all do the same thing. On top of that, the motions are the same.
Rapier for me is an especially annoying one. In SotN, it was an amazing cool one to get. Very rare and with an especially powerful special when used right. But even its "upgrade" had a slightly different special that didnt hit as many times and was slightly weaker. It just felt different.
That said, the variety of effects from different weapons was amazing and amazingly fun to play with.
Now if weapons with elemental effects like the current Stinger and Murgleis (which just feels really weak right now) it would be even better.
Lets say, if you hit your attack button really fast on the Murgleis, you could start shooting out short range stone daggers in fan shape that slowly drained your mana as you channeled it. No other sword would do that, but it would prop up the fact that many monsters right now feel like they are strong to stone. You could choose mana or increasing your chances to stone and damage with it.
That is the sort of special I would like to see on some weapons. Something different to spice them up.
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Post by Astaroth on Jun 30, 2018 15:56:33 GMT -6
im hoping they can add a special for those weapons that dont have them, like being able to toss a dagger, or use your finite ammo through a special (normal attack becoming your infinite ammo), give 2hands a horizontal swing that does more damage but leaves miriam wide open on the recovery, spears could have a spin move similar to those spear knights in sotn, whip could pull a classicvania crack for higher damage in exchange for a much smaller hitbox, rapiers could pull off a flurry of stabs, and then you go from that base and make the special weapons build on that, i love what they have so far and i hope theyre inspired to turn this into something super special
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Post by JeffCross on Jun 30, 2018 16:53:15 GMT -6
Yeah, I was worried about that too... I made a thread about it too if you want to check it out... but it basically said: the reason I did not like the weapon system in DoS was that all the weapons there had the same power moves EVERY weapon could do a power move so when you find one that did something special... it was diminished because of the all it was the same thing but with special effects... I don't mind if they had a hand full of weapons that did special attacks... maybe 25% of them were did special moves and only 2-1% did something special... I want to have that feeling of "finding" something special. that was the essence of SotN to me. Just please don't make ALL the weapons have a "power move"... that will just be sad...
I just hope these moves were in here just to show there are on the game... and not to say that all the moves will be generic and there will be one move set for every weapon type...
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Post by lovelydumpling on Jun 30, 2018 17:19:58 GMT -6
Just want to add my support for all of PWS's points. I think more than the visuals, more than a "Dopplegenger soul" mechanic, this is easily the biggest most important part for me.
SotN's variety in special moves was staggering. Throwing the Shotel, getting an explosive elemental slash where the fireballs converging on your weapon also did damage, shooting crescent moons with the Moon Rod, getting Gradius shields with the Shield Rod and ofc the Shield Rod's spells, the rapid Rapier stabs, summoning an army with the Sword of Dawn, summoning gold coins with the Jewel Sword, the teleport slash of the Alucard Sword, throwing a ton of swords when using the dual Heaven Sword special, throwing fireballs with the Fist of Tulkas...
It made so many weapons unique. Very few weapons just felt like you were picking up something with better stats. There was always a reason to try out a new weapon you found and see what it could do. It's so important that weapons aren't just a different appearance and set of stats from each other of the same class.
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Post by seiya on Jun 30, 2018 18:25:34 GMT -6
It made so many weapons unique. I had the honest hope that when I got the Bunny Boots that they would let me do something cool to jump higher... I was disappointed. Really, the areas that I could not reach were annoying.
Abusing the dash on katanas to get there, which may or may not be legit, and finding out that you are not supposed to be there yet both explained why nothing was in to get us there and was a little disappointing. But hey, as I said in my game feedback thread, I would love to have the whole game now.
But yeah, give me one katana with the combo slash and another with the damage slash and yet another with the travel slash. All three would be ones you would want to hold onto then. Especially when you get the full 3 move combo off. It is pretty neat what happens.
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Post by purifyweirdshard on Jun 30, 2018 23:33:31 GMT -6
im hoping they can add a special for those weapons that dont have them, like being able to toss a dagger, or use your finite ammo through a special (normal attack becoming your infinite ammo), give 2hands a horizontal swing that does more damage but leaves miriam wide open on the recovery, spears could have a spin move similar to those spear knights in sotn, whip could pull a classicvania crack for higher damage in exchange for a much smaller hitbox, rapiers could pull off a flurry of stabs, and then you go from that base and make the special weapons build on that, i love what they have so far and i hope theyre inspired to turn this into something super special Yeah...for my, yours and seiya 's points etc, I do really hope they expand on this, but I know too that it's asking for a lot in the face of an already very robust shard system, something deeper than Souls ever were that give the game a whole lot of attack variety as it is. We're effectively asking for the best aspects of SotN + Sorrow in a game hampered with a laundry list of features and requests, but um...yes, it's about the joy of discovery and "oh wow you can do that?!" for me, over just about anything else. haha >_> For me though, I've just always valued the weapon abilities much more over the monster powers. Cake and all the icing, please Iga-san thank you, I'm sorry heh. If they pull this off along with everything else and this game isn't appreciated, I will be very upset. lmao edit: Whoops also I fixed the link in the first post, it was pointing to a thread that isn't public viewable lol. It's just a bullet list of things we gave to Mana. Actually you know what, here's the thing if you want to see it, no point in hiding that I think: Thread: Special Attacks and Inputs
Summary: This thread compiled feedback regarding input commands for special moves. This is confirmed as being a system in Bloodstained now. A poll was attached and more technical opinions were collected. All in all, long before confirmation, almost all fans here were excited for their return or at least did not mind them.
Inputs input!:
- With 100 votes in a forum poll by 78 respondents over about 6 months, we have an opinion of 84% in favor of the return of special attacks with at least quarter circle or "back to forward" complexity
- Of those that do not mind directional input special attacks, a bit over a third of votes for specials were in favor also of more difficult motions such as half circles. Less favor was given to more complicated inputs such as "pretzel" (Geese's Raging Storm) motions or other irregular fighting game motions
- A main issue with the difficulty of motions in SotN is likely from how the input interpreter was coded in-game rather than so much the actual motions themselves, as noted by speedrunners such as mecharichter and romscout during streams and marathons. It is felt that how the inputs were handled were one main reason some players from before did not like input commands, and that experience may inform votes here as well. One approach would be to improve the buffer for inputs in regards to leniency, but also that the game can read your inputs well and clearly
- It will be important to not overlap too much with other actions to interfere with platforming and dodging that could hamper the experience. Mind given to control overlap, input priority, and the aforementioned input interpreter concerns could alleviate this issue greatly
- It was felt that some degree of natural correlation and intuitiveness between the attack's action and what its input is would be favorable
- Trying out different input motions to find a weapon's "hidden" attack/trying to find spells in SotN after acquiring something new was a great joy for many players and some of our most memorable moments
And the following considerations as an aside (btw guys reading this in 2018, this is just stuff I added myself lol):
- A concession I had considered, as a means of simplifying motions for those that would rather not have to use them, the game could have in it an equipable accessory (or shard) that allows direction + button for these attacks, at the cost of using an accessory/shard slot. It would have utility for those that can do the motions as is, too, though, as it could allow grounded actions to be done in the air for new attack/mobility options (i.e. SotN attacks as an example, forward + R1 could perform a mid-air Alucard Sword special, or a mid-air Hellfire teleport for additional jump distance and invincibility)
- A couple of players expressed concern as to the need/gameplay practicality of motions. This should probably be balanced against a "fun factor"/the sake of IGAvania variety and discovery, and perhaps somehow upgradeable for player preference. For relevance, a personal idea if this "different" category of attacks needs a spot to fill in the narrative, some of these actions could be the attacks mentioned early on in the Kickstarter, such as "Voltic Chain" which was specifically described as "not a demonic ability". These seemed to me to originate directly from Miriam/her back crystal itself rather than external demonic abilities, and most were crystal or glass-like in origin (the wine glass, throne, chains) - could this mean she produces a crystalline substance to a degree, as also would be evidenced by concept art of stained glass-appearing weapons? Could this Iceman-like production be related to crafting then, as well? (narrative relation/plausibility)
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Post by freddythemonkey on Jul 1, 2018 3:21:15 GMT -6
I really don't consider this aspect of the game a staple of IGAvanias (my favorites, Aria and Order, didn't have this mechanic at all) but it was nice to have in Dawn and Portrait, even if limited, and it WAS a staple of Symphony. I am still a crazy one that believes the gameplay of SotN to be not incredibly great overall and believes the masterpiece status of SotN to be connected to the staggering amount of subtleties, care and detail, both in graphics and gameplay. So yeah, inputs like magic and special moves in that game were a big deal.
The "problem" with Bloodstained is that it shouldn't be just another IGAvania. It aims to be a new beginning and the IGA game with the highest budget and resources (I think it is at least), so it really should aim to an attention to detail and subtleties on par with SotN. That's why I agree even kd my favorite vanias didn't have this feature. That's why I am hyper critical of the game lately. I want it to go above and beyond, a shining new beginning for IGA and his team.
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Post by caer on Jul 1, 2018 9:18:43 GMT -6
First I would like to preface this by saying I'm so glad that special moves are back. They feel great, and especially the Katana travel slash is just about the coolest thing I've seen in an IGAvania to date. Well done!
Having said that, I agree with absolutely everything PWS said on the topic. Having unique moves for some weapons REALLY adds to the joy of exploration, which in the end is what these games are all about.
Also as I said in a different thread, I think it is absolutely fine to have repeats between different weapons, or just add slight tweaks to previous moves (elemental effects, adding an extra attack on the end, etc.), which could help with the thing about weapons becoming obsolete.
Still, in Archives there is a completion counter for found special moves, which seems to me to be hinting at a wider variety of them, rather than them all being doable as soon as you get the first weapon of a type. But I guess we'll see.
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Post by CastleDan on Jul 1, 2018 9:53:27 GMT -6
Yup completely agree. I'll state ( since i've been pretty negative so far in all these threads despite loving what I played ) that I love what they're doing WITH the button input stuff in terms of the input's themselves and the cool visual ideas they've come up with regarding them. However, I agree with purifyweirdshard that what made them awesome is them being unique to special weapons and not a weapon type. Fire sword having a fire special input...etc.
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Post by caer on Jul 4, 2018 23:43:04 GMT -6
I was thinking recently: What if they are going for an approach where you find Special Moves during exploration? Kind of like the scrolls you buy in SOTN, but these ones would actually stop you from performing the moves until you found them?
In this scenario, Special Moves would indeed be common to all weapons of a certain type, but they would build up over the course of the game so you end up with somewhat of an arsenal of moves for each weapon at the end. It would still give you a reason to switch out weapons since you would go for the latest you found of a certain type each time you found a new move for it, and it would potentially give you a truly wide array of gameplay options available to you in the end game. Also you could still vary some skills depending on features of a weapon, like fire bursts added for flame weapons, etc.
Having said that, I think I would still prefer unique weapons having their own skills, as that would make each find more potentially fun, but this way just might be an interesting way to handle it too, especially if the weapon actually mattered for the effects/visuals of the skill performed.
Any thoughts?
The thought came from pondering the completion percentage for finding Special Moves in the archives tab. That feature didn't quite click with me for either the case that all weapon types have all its moves immediately or that unique weapons have unique moves. The first would make that percentage go up to 100 in the first hour of the game for people knowing about them, and the second isn't really conducive to the idea of a percentage completion meter as well, because going through every weapon in the game and trying every possible input combination would kind of be hell for completionists. Of course this isn't anything that stops either of the two scenarios from being true, it just made me think that just maybe the above approach of finding Special Moves is what the developers were going for.
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Post by purifyweirdshard on Jul 5, 2018 0:07:43 GMT -6
caer I was thinking the thing in your last two paragraphs while I was reading the preceding ones, as in "hm, yes, that would make more sense in context for the % in the Archives for Special Moves". I had more or less assumed that it was either the first scenario you mentioned (after performing each motion of a weapon class, it fills a %) or it was an entirely different, yet to be seen thing. Hm...scrolls though, maybe so. Could even be an NPC tied to this, i.e. someone in the village is a weapon master. Anyway I would certainly still prefer unique abilities per weapon or multiples possible for several different ones in-category, but that might not be a bad way to go about it.
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Post by bloodful on Jul 5, 2018 18:58:41 GMT -6
I would also like to put my vote in for this - I prefer unique moves for individual weapons rather than having move sets tied to weapon classes. It really gives weapons a special character and makes them more memorable.
As far as motion input goes I would like to see more variety of inputs and even more challenging ones(for the really powerful moves) for us to discover.
On that note I'm not sure if this was done in SOTN or not but I don't recall any weapon thus far in IGA games that have a DP motion input. Anyone tell me if I'm wrong about that?
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