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Post by tekrelm on Jun 30, 2018 16:41:00 GMT -6
Hi guys!
Some big-shot game designers out there have said that good gameplay is a series of interesting choices. With that in mind, I believe the crafting system can be improved, because I don't think it quite manages to achieve that standard.
For example, let's take the Bunny Boots that you can craft. When I first saw it, I saw that I was only lacking a ruby. So I thought to myself, how do I get that? It's not available from Dominique, so it must be a rare drop that I haven't found yet, or that I can get by dismantling something that I might have gotten before and sold, or that I haven't seen drop yet. Either way, my only choice here is... to ignore it and move on. To check back later. I feel this is unsatisfying, because it's not really giving me any choice in the matter. There's nothing I can do but lament the fact that I can't craft it yet, and the reason feels out of my hands. I just wasn't lucky enough to have it drop yet. Oh well.
In contrast, I'd like to see something awesome available for crafting, and then choose to either press on, or dedicate some time to obtaining it, even if I halt my story progression.
The way it is now, I know I need a ruby, but that's it. We could go down the road of adding drops to the bestiary, and so I could page through all of the monsters in the game looking for it, but that'd only do me good if I had seen it drop before, because you don't want to give away all the drops--and if I can only get it from dismantling another item, how would we present that information to the player so that I know what I'm looking at when I see it? And what if rubies come from multiple items from multiple monsters? It get's a little crazy and time-consuming.
It may be too late for this radical of a change, but I propose that the game scrap the individual crafting reagents for a tiered system of general crafting resources (common, magic, rare, etc.), and then rewarding those using... the quest system!
Imagine instead of me seeing that I'm missing a ruby, I saw that I was missing, say, 20 'Distilled Demon Essences,' or whatever you want to call them. Distilled Demon Essences being our new 'rare' tier of crafting resources for stronger items, let's say. And let's also say that I ran into Lindsay earlier, and got a tutorial letting me know that I can primarily get crafting resources and other items from completing quests, in addition to other methods like rare drops or from defeating bosses.
Now I have a choice. Do I forge ahead, hoping to organically find a weapon as powerful as the Bunny Boots in a little while, or do I prioritize a quest or two to get the resources I need to craft this item?
Let's say I choose to focus on crafting. I go to Lindsay and she gives me a randomized quest: kill 4 whatsits in the Galleon. With the quest active, I warp to the Galleon and wander around a bit, and find a specially-colored whatsit, that's stronger than the normal whatsits, and scaled up to my power level so that it poses a decent threat. I defeat it, and continue until I find all four in the zone, and complete my quest (using the opportunity to explore areas I couldn't access the last time I was in there). I warp back to Lindsay and get a satchel of Distilled Demon Essences, which I then take to Johannes, and craft my awesome Bunny Boots.
Or, you know, something else. Because another thing that happens when every item you can craft uses the same few resources: you have to choose which items you want to spend your resources on. Again, there's another choice that I get to make, which is more interesting. It's one that I didn't have before. Want potions? Use Bat Feathers(?) and Melting Bones. Neither of those are required for the Bunny Boots, so I don't have to think about it; I can craft both. But imagine if I had to choose! "I'm running low on potions! I better spend some of my Distilled Demon Essences on a few potions instead of the Bunny Boots for now." Or, "I know I'm running low on potions, but the Bunny Boots will help me kill things faster, which will help me avoid taking damage." See? Interesting choices. Choices that we're just not getting with the current crafting system. As it stands, the current system is essentially allowing me to craft things at random. It's based on what I happen to have on me at the time, which is based on chance, not choice. By giving the player some control over it, the system can be much more engaging and rewarding.
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Post by Carnack Ketral on Jun 30, 2018 17:36:07 GMT -6
You literally did nothing but over complicate the current system. You would still have to go hunt a monster for a reward. The only difference is that reward is locked behind a quest. For those who do not want to quests, this severely blocks gear/ability upgrading.
The whole point behind crafting is resource management. You found items A, B, and C, but still need D. Which monster have you not slayed yet? Did one you already kill not drop the item you need? Go kill more things until you find your prize. This extends gameplay more so than "here's a target, go kill it." boom, done.
I understand, you think your method of questing would be an improvement, but it devolves quests into much more of a grind. Especially if you have to travel to a specific spot and find random enemy spawns. This would be much more effort than most would be willing to put up with when it comes to monster hunts.
Not to mention if you have to repeat this several times; Get quest, got to location, look for target that randomly spawns, kill target, go back to town, turn in quest, get quest again, repeat ad nausea.
Removing the farming of monsters would turn most of them into little more than speed bumps.
Once crafted, you can buy it from Dominique if she did not already have it for sale.
Also, the Ruby drops from the large lion-man thing called Sabnok.
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Post by tekrelm on Jun 30, 2018 22:29:07 GMT -6
You're saying that googling which monsters drop what, walking right to one, killing it, leaving the screen, coming back, and killing it again, over and over until it drops what I need, for each and every reagent I need, for everything I want to craft, is must less of a grind than going on a randomized quest to kill a random number of special monsters, randomly spawned in a random zone? All that randomization sounds like a lot less repetition to me. To both make the process of acquiring the necessary crafting reagents less of a grind, and also to solve the issue of how to tell the player where to get what's needed, we could simplify the number of crafting materials and grant them as rewards for activities which we can guarantee will be as varied as possible. And doing so will give players actual, interesting choices, both in which activities to pursue, and in which crafted items they prioritize, given a limited pool of shared resources. Keep in mind, I don't mean to have enemies stop dropping items entirely. There would still be stuff to get from them as you go through the castle. If they didn't drop any crafting resources at all, it wouldn't be any different from any past Igavania game, remember. One further tweak I would make, though, is to not put specific drops on specific enemies, as that always leads to the repetitive grinding I mentioned above, where you kill a monster, leave the room, come back, and do it again and again. If anything in a zone could drop that cool sword or whatever, you'd have no reason to bore yourself like that, and you'd have a more fun and varied time hunting for it. Of course, for shards, I don't know how to logically divorce them from the specific enemies you get them from, so that'll be one thing you'll have to mindlessly grind, just like before. Unless someone has any ideas?
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Post by kamuiarikado on Jul 1, 2018 9:54:20 GMT -6
One the most addictive aspects of the IGAvania games is to collect a ton of items, weapons, gear, spells, abilities and useless collectibles, I know sometimes it feels to grindy, but the grinding it's always optional, and I personally love to kill monsters to get cool and rare rewards. I think the crafting system from RotN is an updated version of the weapon combining system from CoD and It works pretty well, and I like it as it is. (But I think it's a great idea to clear quests and get rewarded with quest exclusive crafting items, weapons and gear).
Guys, I don't know if you noticed this, but in one of the dialogues Johannes says that you must need to find formulas in order to make better alchemy recipes and I think it's a great and logical way to lock the most powerful items in the game.
So, What other additions needs the crafting system?
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Post by Prince of Wallachia on Jul 1, 2018 13:41:49 GMT -6
"You're saying that googling which monsters drop what, walking right to one, killing it, leaving the screen, coming back, and killing it again, over and over until it drops what I need..." Sounds like someone never tried obtaining a Crissaegrim.And that Youtuber was rather lucky to have gotten that to drop as quickly as it did.
Generic drops and "simplified crafting materials" in a system of that nature would turn this into something akin to a method of crafting that one would find in an MMO, and is completely outside of the vein that courses through the cherished history of Igavanias. That idea and memory is what the majority of us have all gathered here for. These games have always been about not knowing where things are, what creatures drop which items (or what items the game even holds), if the path one is on is the true, correct path (even though it leads to a story completion). You would not have these answers for several save files. And it was GLORIOUS!
I would prefer that it be kept in the way that you have no clue who drops the aforementioned needed ruby until you get yourself back into that castle and hunt down every last creature a million times over, searching through your bestiary for every entry that has that cursed '?' below the Dropped Items category until you find it. It's possible multiple creatures drop it.
Regardless, I would hate for it to turn into a "Magical Dust" that is dropped by a certain tier of creatures, where at a later point in the game my bags are overflowing with the item and crafting the item is no longer special or difficult, but a negligible task. This isn't Diablo.
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Post by tekrelm on Jul 1, 2018 14:05:56 GMT -6
One the most addictive aspects of the IGAvania games is to collect a ton of items, weapons, gear, spells, abilities and useless collectibles, I know sometimes it feels to grindy, but the grinding it's always optional, and I personally love to kill monsters to get cool and rare rewards. I think the crafting system from RotN is an updated version of the weapon combining system from CoD and It works pretty well, and I like it as it is. (But I think it's a great idea to clear quests and get rewarded with quest exclusive crafting items, weapons and gear). Guys, I don't know if you noticed this, but in one of the dialogues Johannes says that you must need to find formulas in order to make better alchemy recipes and I think it's a great and logical way to lock the most powerful items in the game. So, What other additions needs the crafting system? I, too, love to kill monsters to get cool and rare rewards. But think back to any previous Igavania game ever made: no enemies that you ever defeated had ever dropped any crafting reagents. So the question is, why does it feel to you that my proposal (which still allows for crafting reagents to be dropped by enemies) would remove the feeling of killing things and getting cool and rare rewards? I'm honestly baffled. I suppose I must not have been clear, somehow...
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Post by Prince of Wallachia on Jul 1, 2018 14:11:04 GMT -6
Because it simplifies the system too much. It takes away from the need for exploration and the requirement for 100% completion in order to get everything. Those are staples of Igavania games.
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Post by tekrelm on Jul 1, 2018 14:54:57 GMT -6
"You're saying that googling which monsters drop what, walking right to one, killing it, leaving the screen, coming back, and killing it again, over and over until it drops what I need..." Sounds like someone never tried obtaining a Crissaegrim.And that Youtuber was rather lucky to have gotten that to drop as quickly as it did.
Generic drops and "simplified crafting materials" in a system of that nature would turn this into something akin to a method of crafting that one would find in an MMO, and is completely outside of the vein that courses through the cherished history of Igavanias. That idea and memory is what the majority of us have all gathered here for. These games have always been about not knowing where things are, what creatures drop which items (or what items the game even holds), if the path one is on is the true, correct path (even though it leads to a story completion). You would not have these answers for several save files. And it was GLORIOUS!
I would prefer that it be kept in the way that you have no clue who drops the aforementioned needed ruby until you get yourself back into that castle and hunt down every last creature a million times over, searching through your bestiary for every entry that has that cursed '?' below the Dropped Items category until you find it. It's possible multiple creatures drop it.
Regardless, I would hate for it to turn into a "Magical Dust" that is dropped by a certain tier of creatures, where at a later point in the game my bags are overflowing with the item and crafting the item is no longer special or difficult, but a negligible task. This isn't Diablo.Funny, I was mostly drawing from my memories of grinding out the Crissaegrim with each playthrough of Symphony when coming up with my proposal in the first place. It was because I most definitely have gone after the Crissaegrim that led me to try to think of a better way. Because I've lived through that youtube video many times--and let me tell you: it's boring. It's a bore of a chore. Once I saw that I needed a ruby, I knew I'd end up Googling what to kill to get one, and then I'd get to relive the most tedious and awful aspects of Igavanias. One that I had hoped we'd be able to dodge. It's 2018; can't we avoid past mistakes? We can, with just a few, subtle tweaks that I outlined in my proposal. Now, now, I completely understand the need to embrace nostalgia. The only reason we're all here is because this game is a comfortable pair of shoes that we haven't been able to wear in over a decade, and it feels amazing to be able to slip them on again. I'm all about that! But the old shoes weren't perfect; there were little, tiny things about them that, in truth... kinda sucked. And there's no need to revive those little things. To switch analogies for a second, we want to bring back the baby, but we don't also need to bring back the bathwater. We can keep everything that we all liked about the old games, and also make subtle improvements while we're at it. Smooth out those rough edges on those decades-old designs. In my proposed revamp of the crafting system (or with even my other proposal of not tying item drops to specific enemies), nothing you talked about would be lost, or even diminished. You get to have it all--all the nostalgia, but none of the tedium! You still wouldn't know what monsters drop what items (less so, even!), and you would still get to be surprised with cool, rare item drops, even several playthroughs later. That wouldn't be changing! All of that would literally be exactly the same as it has always been in every previous Igavania game. There's no loss of fun or mystery! Quite the opposite! Bloodstained isn't Diablo, but it's in the same genre; it's an Action-RPG. And it's 2018; let's allow ourselves to take inspiration from other great ARPGs out there. I agree with you: staying true to the Igavania spirit is paramount, but that doesn't mean nothing can change, or that nothing can improve. I've given my proposals a lot of careful thought, being mindful not to turn the game into anything unrecognizable. I firmly believe that I have not infringed--in any conceivable way--upon any aspect of the series that you've brought up. I love those things, too! If you feel as though my changes would ruin those things, then please let me know how. Maybe we can come up with an even better solution together!
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Post by Prince of Wallachia on Jul 1, 2018 15:14:50 GMT -6
I, personally, wholly disagree. I have tried playing countless clones of the genre only to be greatly let down by their dismal adjustments to the recipe. I pride myself in the fact that I can, and have on several occasions, look at SotNs map and show my friends the room or two they are missing because my love for that original recipe, which I felt was so perfect that I have never gotten beyond it. I will lovingly bring the bathwater along, one Dixie cup at a time if I must, because I am a dinosaur that appreciates the perfection that was. I have had my gen. 1 PS3 worked on several times so I could go back and play my black label version of SotN that I paid too much for, because a friend destroyed my original copy. Unfortunately, it is broken again...and I am without Alucard.
I feel how off and clunky the combat in this game currently is, not as much as the last release, and I yearn for the fluidity that we had back then. I hope they're still working on it, but I will accept the finished product. I already appreciate what this game is bringing me, but it's not the same by quite some measure. They time, and I would happily wait as long as would be necessary for them to bring me the product closest resembling the pinnacle of his work refined and expanded, within his style. But not outside it.
However, it's not up to me. We are a community of people that spent a great deal of money. And they are a development team that is hopefully listening to us. We shall see what the final product is. Having worked in the industry for many years, neither of us should truly be holding our breaths for our hopes to be completely met.
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Post by tekrelm on Jul 1, 2018 15:56:31 GMT -6
I, personally, wholly disagree. I have tried playing countless clones of the genre only to be greatly let down by their dismal adjustments to the recipe. I pride myself in the fact that I can, and have on several occasions, look at SotNs map and show my friends the room or two they are missing because my love for that original recipe, which I felt was so perfect that I have never gotten beyond it. I will lovingly bring the bathwater along, one Dixie cup at a time if I must, because I am a dinosaur that appreciates the perfection that was. I have had my gen. 1 PS3 worked on several times so I could go back and play my black label version of SotN that I paid too much for, because a friend destroyed my original copy. Unfortunately, it is broken again...and I am without Alucard.
I feel how off and clunky the combat in this game currently is, not as much as the last release, and I yearn for the fluidity that we had back then. I hope they're still working on it, but I will accept the finished product. I already appreciate what this game is bringing me, but it's not the same by quite some measure. They time, and I would happily wait as long as would be necessary for them to bring me the product closest resembling the pinnacle of his work refined and expanded, within his style. But not outside it.
However, it's not up to me. We are a community of people that spent a great deal of money. And they are a development team that is hopefully listening to us. We shall see what the final product is. Having worked in the industry for many years, neither of us should truly be holding our breaths for our hopes to be completely met. See, I know we aren't on the same page yet, because I agree with and appreciate everything you just said. My black-label copy of Symphony was destroyed, too, by my younger brother. I went and bought a new copy, and later got the XBLA version, and the PSP version, and the Dracula X Chronicles version. I replay it twice a year. I cherish the game to an extraordinary degree, as I'm sure all of here do. I suppose the only thing we seem to disagree on is that--drilling down with incredible specificity to the specific, exact grind for the crissaegrim shown in that youtube video--I don't think it is beyond improvement. Though I think you probably agree, too, under that layer of uncritical thought you've wrapped the game in, within your mind. Normally, I would say that I abhor that sort of self-afflicted blindness and jingoistic partisanship, but in this case, it's only a game, so it's not hurting anyone. Well, I mean, besides yourself, I suppose. In that, if the game were improved, you'd feel bad, and if the game weren't, then it... wouldn't be better. So you kinda lose, either way. That's a bummer!
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Post by Carnack Ketral on Jul 1, 2018 19:56:42 GMT -6
The biggest issue is that it still trivializes the monsters' uniqueness. As I stated before, many monsters become nothing more than speed bumps for you to swerve around.
If they are to still be worthwhile to hunt, you would have to give them gear and weapon drops, thus trivializing the crafting system. So which is it?
As for randomizing the monsters' spawns and what not, you are just changing out one grind style for another. A longer and more convoluted grind.
Stating that other Castlevania games did not use this form of specific monsters dropping specific loot is also incorrect. As we all know SoTN did it to perfection and it was also present in CoD. The latter I remember hunting the same zombie assassins for a couple of chunks of Jade to finish my crafting list.
Attempting to turn this into Diablo would be a disservice to Igavania games.
As an avid diablo 3 player, I do enjoy both forms of their respective resource management and crafting systems. However, I do not believe that either game would benefit from the other. Though they are both ARPGs, they are still completely different games, and their systems reflect that.
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Post by Prince of Wallachia on Jul 2, 2018 17:04:12 GMT -6
Though I think you probably agree, too, under that layer of uncritical thought you've wrapped the game in, within your mind. Normally, I would say that I abhor that sort of self-afflicted blindness and jingoistic partisanship, but in this case, it's only a game, so it's not hurting anyone. Well, I mean, besides yourself, I suppose. In that, if the game were improved, you'd feel bad, and if the game weren't, then it... wouldn't be better. So you kinda lose, either way. That's a bummer! That's a bit of a reach with "jingoistic partisanship" there, but kudos on pulling those $5 words from your lexicon.
My blindness would have to be self-afflicted, as I seek nobody else to apply my sense of appreciation for me. But I still feel the need to point out, as others in this thread have, that you are trying to water down one of the the components that has always been a defining aspect of these games. It is something you define as a flaw, yet it hasn't kept us from coming back. Quite to the contrary, if you ask most fans. It may be a change you desire, but that does not necessarily place the rest in the boat with you.
And if you consider me to be one of uncritical thought you've not been paying attention. I've yet to throw a single stone, from my perspective. I apologize if you've felt attacked in any way, and that you've not found an ally in this debate. I honestly would love to hear more opinions from your side of the camp. I am always partial to a good debate. I just happen to disagree with you on this matter. I would prefer that this functionality stay in the fashion of that which we've fallen in love with over the decades, akin to which has drawn us back here in the first place.
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Post by tekrelm on Jul 3, 2018 23:10:47 GMT -6
The biggest issue is that it still trivializes the monsters' uniqueness. As I stated before, many monsters become nothing more than speed bumps for you to swerve around. If they are to still be worthwhile to hunt, you would have to give them gear and weapon drops, thus trivializing the crafting system. So which is it? As for randomizing the monsters' spawns and what not, you are just changing out one grind style for another. A longer and more convoluted grind. Stating that other Castlevania games did not use this form of specific monsters dropping specific loot is also incorrect. As we all know SoTN did it to perfection and it was also present in CoD. The latter I remember hunting the same zombie assassins for a couple of chunks of Jade to finish my crafting list. Attempting to turn this into Diablo would be a disservice to Igavania games. As an avid diablo 3 player, I do enjoy both forms of their respective resource management and crafting systems. However, I do not believe that either game would benefit from the other. Though they are both ARPGs, they are still completely different games, and their systems reflect that. "What if the ruby was a quest reward?" That's really all that I proposed, if you really boil it down. I only suggested that I be able to go and do a quest to earn the thing that I needed to craft the item. I can't wrap my head around the idea that making the ruby a quest reward would trivialize the enemies and give the player no reason to kill them; that somehow they would no longer drop any worthwhile weapons, armor, potions, gold, crafting resources, soul shards, or experience points. I never said any of that stuff shouldn't drop from enemies. I also don't quite understand what you mean when you say that doing a quest is more convoluted of a grind than entering the room, killing the thing, leaving the room, entering the room, killing the thing, leaving the room, ad nauseum. I mean, if you're saying it's more interesting and varied, then yeah, IGA is guilty as charged; because that's really the whole reason IGA put quests in the game in the first place, isn't that right? We aught to get IGA in here to defend the quest system from you. I mean, he could have just said that if players wanted a Kukri, Eyeglasses, a High Potion, or 4 Iron bars, you'd have to Google what drops those things and go kill that thing repeatedly, right? But he made it so you can do a quest, and get a Kukri; did that trivialize the uniqueness of the enemies in the game? If so, please explain. Like I said, I basically just want to make one of the quest rewards a ruby. To clarify another thing, I know that enemies always dropped specific loot in the Castlevania games, and never meant to imply otherwise. I meant to suggest that they shouldn't do that, going forward. Because it would remove some incentive to, again, enter the room, kill the thing, leave the room, enter the room, kill the thing, ad infinitum. I don't think that particular activity was ever fun, and I'd like to see it--and nothing else--go away. I think that giving enemies a shared loot table would do that without adversely affecting the player's experience, but hey, I could be wrong. I'm not trying to say I have all the answers, that my way is objectively best, or anything like that. I'm being as open-minded as I can be to what you're saying, but I just don't understand it at all. Could you, like, walk me through what a player would experience, and point out where it all breaks down? Because I'm not seeing it, and I have to think it was because of my poorly-worded explanation that you think that. I'd love to clear up the misconceptions so I can hear your genuine critiques, because I certainly think there's room for improvement with my idea; I think it would be a lot of fun to talk about it once we're on the same page.
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Post by tekrelm on Jul 3, 2018 23:31:02 GMT -6
Though I think you probably agree, too, under that layer of uncritical thought you've wrapped the game in, within your mind. Normally, I would say that I abhor that sort of self-afflicted blindness and jingoistic partisanship, but in this case, it's only a game, so it's not hurting anyone. Well, I mean, besides yourself, I suppose. In that, if the game were improved, you'd feel bad, and if the game weren't, then it... wouldn't be better. So you kinda lose, either way. That's a bummer! That's a bit of a reach with "jingoistic partisanship" there, but kudos on pulling those $5 words from your lexicon.
My blindness would have to be self-afflicted, as I seek nobody else to apply my sense of appreciation for me. But I still feel the need to point out, as others in this thread have, that you are trying to water down one of the the components that has always been a defining aspect of these games. It is something you define as a flaw, yet it hasn't kept us from coming back. Quite to the contrary, if you ask most fans. It may be a change you desire, but that does not necessarily place the rest in the boat with you.
And if you consider me to be one of uncritical thought you've not been paying attention. I've yet to throw a single stone, from my perspective. I apologize if you've felt attacked in any way, and that you've not found an ally in this debate. I honestly would love to hear more opinions from your side of the camp. I am always partial to a good debate. I just happen to disagree with you on this matter. I would prefer that this functionality stay in the fashion of that which we've fallen in love with over the decades, akin to which has drawn us back here in the first place.Hm, I'm curious as to what you're referring when you say "one of the components that has always been a defining aspect of these games." My focus has been laser-like on removing the 'enter the room, kill the thing, leave the room, enter the room, kill the thing' grind that I've never liked. Do you consider that to be a defining aspect of Igavanias? Or have I just been unclear in what I'm trying to remove? I honestly never would have thought of it as something that anyone would have described as entertaining. Certainly it is has never been such an annoyance as to put me, or anyone here, off of the series, but I still believe that we'd all enjoy the game a little bit more if it never gave us incentive to do it. And that's been my goal. I know you've yet to throw a stone; that's what being uncritical means. But I owe you an apology for giving into the impulse to be defensive about my idea. It's scary for me to put myself out there and ask for others to let me know what they think; I'm not used to doing that. I'm going to try harder to not take feedback so personally in the future! I really do appreciate the discussion so far! I still want to make sure that we understand each other better, though, so could you, like, contrast a scenario that would play out in the game as it is now, from the player's perspective, versus that same scenario with my proposed changes, so you can point to the problem more specifically? I want to have the chance to refine the idea in a way that could possibly improve the game for both of us!
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Post by Carnack Ketral on Jul 4, 2018 11:40:33 GMT -6
The biggest issue is that it still trivializes the monsters' uniqueness. As I stated before, many monsters become nothing more than speed bumps for you to swerve around. If they are to still be worthwhile to hunt, you would have to give them gear and weapon drops, thus trivializing the crafting system. So which is it? As for randomizing the monsters' spawns and what not, you are just changing out one grind style for another. A longer and more convoluted grind. Stating that other Castlevania games did not use this form of specific monsters dropping specific loot is also incorrect. As we all know SoTN did it to perfection and it was also present in CoD. The latter I remember hunting the same zombie assassins for a couple of chunks of Jade to finish my crafting list. Attempting to turn this into Diablo would be a disservice to Igavania games. As an avid diablo 3 player, I do enjoy both forms of their respective resource management and crafting systems. However, I do not believe that either game would benefit from the other. Though they are both ARPGs, they are still completely different games, and their systems reflect that. "What if the ruby was a quest reward?" Technically, you never said that. So How was I supposed to know?That's really all that I proposed, if you really boil it down. I only suggested that I be able to go and do a quest to earn the thing that I needed to craft the item. But you did not. You stated you wanted to change the entire structure to a generic tiered system.I can't wrap my head around the idea that making the ruby a quest reward would trivialize the enemies and give the player no reason to kill them; that somehow they would no longer drop any worthwhile weapons, armor, potions, gold, crafting resources, soul shards, or experience points. I never said any of that stuff shouldn't drop from enemies. Again, you never said anything about the ruby being a quest reward. You also never stated what you would replace for their missing crafting material drops. Such drops as potions and gold are fairly moot and if enemies drop better gear than you can craft, why bother crafting? Exp and shards are not relevant.I also don't quite understand what you mean when you say that doing a quest is more convoluted of a grind than entering the room, killing the thing, leaving the room, entering the room, killing the thing, leaving the room, ad nauseum. I mean, if you're saying it's more interesting and varied, then yeah, IGA is guilty as charged; because that's really the whole reason IGA put quests in the game in the first place, isn't that right? We aught to get IGA in here to defend the quest system from you. Questing Typically takes longer than straight monster killing. I was able to farm Sabnok for enough Lions Mane to fully upgrade his shard and craft relevant gear in less than 15 minutes. Conversely, How long would a single quest take? 5 minutes a run? 10? 20? Also, how much of a reward for specific items would it be? 2? 5? It ultimately depends on rewards versus time invested. Sure, the former is redundant and tedious, but it is efficient for what is needed. The latter depends heavily on how fast you can complete a full run of the quest. I mean, he could have just said that if players wanted a Kukri, Eyeglasses, a High Potion, or 4 Iron bars, you'd have to Google what drops those things and go kill that thing repeatedly, right? But he made it so you can do a quest, and get a Kukri; did that trivialize the uniqueness of the enemies in the game? If so, please explain. No, it did not, per se. As I do not recall if the Kukri drops specifically from any monster or not. Bad example, really. I do know that the Gieremund drops the second best sword(name escapes me) in the demo, making it a relatively easy farm in the current system.
Like I said, I basically just want to make one of the quest rewards a ruby. It could be, but you never said that. So, yeah, good idea, but that was not the argument you were making.To clarify another thing, I know that enemies always dropped specific loot in the Castlevania games, and never meant to imply otherwise. I meant to suggest that they shouldn't do that, going forward. Because it would remove some incentive to, again, enter the room, kill the thing, leave the room, enter the room, kill the thing, ad infinitum. I don't think that particular activity was ever fun, and I'd like to see it--and nothing else--go away. I think that giving enemies a shared loot table would do that without adversely affecting the player's experience, but hey, I could be wrong. Grinds and farms typically are not designed to be 'Fun.' It is simply a matter of RNG and game mechanics that extend gameplay for completionists. technically, you do not have to do either to beat the game. I'm not trying to say I have all the answers, that my way is objectively best, or anything like that. I'm being as open-minded as I can be to what you're saying, but I just don't understand it at all. Could you, like, walk me through what a player would experience, and point out where it all breaks down? Because I'm not seeing it, and I have to think it was because of my poorly-worded explanation that you think that. I'd love to clear up the misconceptions so I can hear your genuine critiques, because I certainly think there's room for improvement with my idea; I think it would be a lot of fun to talk about it once we're on the same page. Nor do I have all the answers. And in a general sense, no one does. we all have different views and opinions on every topic. I did a quick breakdown of the two methods outlined above.I put my responses directly into your statement for easier clarification.
I plan on writing out alternating scenarios a bit later, as I have things to shortly.
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Post by tekrelm on Jul 4, 2018 13:36:33 GMT -6
Yes, and that stems from the core idea of making the ruby a quest reward. I said that when you boil it down, I'm asking for, well, let me just quote myself: "I only suggested that I be able to go and do a quest to earn the thing that I needed to craft the item." So in this one specific case with the Bunny Boots, that item is a ruby. If rubies were to be a quest reward, it would fulfill all my hopes and dreams, but only for the Bunny Boots; anything else I wanted to craft would need a different crafting reagent, so I'd be back to 'entering the room, killing the thing, leaving the room, entering the room, killing the thing, leaving the room,' to get those other reagents. I'd be back at square one rather quickly. So, knowing that that suggestion would only remove that inane grind for this one case of Bunny Boots, I started thinking ahead to how I can make some quests give the needed crafting reagent for more than just the Bunny Boots. Whatever the quests gave me would have to apply to more than just the Bunny Boots. So I could have suggested that every crafted item require rubies. If rubies were quest rewards already, then the inane grind wouldn't be necessary for any crafted item, not just the Bunny Boots. Which, actually, is what I suggested, only I also suggested that we rename rubies to Distilled Demonic Essences at the same time, because lore-wise, it'd be a bit silly to infer that every magic item is made of rubies. See, I made one suggestion after another to not leave gaps in the system. But when you walk it back and boil it down, all I had really suggested is that rubies be quest rewards. Do you see what I mean? What would take the place of crafting reagents on enemies' loot tables? Well, I think enemies should still drop crafting reagents, for one thing. But when you take into account the other suggestions, that basically means they'd all have a chance to drop rubies. Or, Distilled Demonic Essences, if you allow me to rename them. So then think about where that leaves us. Symphony of the Night didn't have a crafting system. Coincidentally, not one enemy in the entire game dropped a crafting reagent. So now, even if we made it so that no enemy in Bloodstained ever dropped a crafting reagent--which is not what I'm proposing--the enemies would only drop everything else they already drop. And they'd drop the same sort of stuff that enemies dropped in Symphony of the Night. Are you saying that it was boring to kill enemies in Symphony of the Night, because potions, gold, weapons, and armor are fairly moot? Why bother crafting, you ask? Well, that has absolutely nothing to do with me or anything I've proposed. You see, the crafting system is in the game already. I didn't do that, IGA did. With that system, you can craft weapons and armor. But please take note that the enemies in the game still drop weapons and armor. Don't forget that! So why bother crafting, if enemies drop better gear than you can craft? It's a great question that challenges the existence of crafting systems in any game. I suppose, generally speaking, it's a matter of careful tuning to make sure that the player has the ability to craft gear that is a cut above what you'd receive from enemies of appropriate difficulty. Of course, the player should be asked to dedicate some time to crafting in order to receive a more powerful weapon. It's a choice, you see, to go after crafting an exquisite weapon, or to just forge ahead, and hope that something as good drops in the near future. I actually touched on this in my original post. If a crafting system were handled in any other way, I would agree with your rhetorical question: there'd be very little point to a crafting system. And that's why when I saw that the game didn't tell you where to find rubies, I realized it wasn't allowing me the choice to dedicate time to the crafting system. I had no choice but to press on. The crafting system wasn't doing its job. And in that case, yes, why bother crafting? That's precisely what I mean! The rate of reward is really not part of my proposal because finalizing the numbers is an iterative process that comes later. I can't say at this time how rewarding a given quest would be until we get some data on how long it takes to complete versus what you're rewarded with. But at this stage, it doesn't really matter, because those numbers can and will be adjusted later. It's up to IGA and the team to tune the pacing of the quests and the amount of Distilled Demonic Essences a given quest would theoretically reward, and I think we can trust them to arrive at numbers that feel good. I did notice that you agreed that the way you farm items in the game now is redundant and tedious, though! Awesome! Now wouldn't it be better if there was a more engaging and fun way to do it? Have I got a proposal for you! I think it's a great example, whether any monster in the game drops a Kukri or not. Mostly because I think it says a lot that you don't know. If I understand you right, you're saying you wouldn't like it if an enemy in the game didn't drop a Kukri, because the aforementioned inane grind is a more efficient method of obtaining it than any more varied and fun method would be, like a quest. Do I have that right? What if you had a choice between doing a quest to kill four Gieremunds for the Crissaegrim, or killing 25,000 Schmoos? Which would you choose to do? You and I have both killed 25,000 Schmoos for that Crissaegrim, and both of us agree that the process is dull, lifeless, and boring AF. So work with me to find a way to remove the incentive to do that again, for both our sakes! Right! They haven't been designed to be fun. We can change that! We don't just have to accept that the end-game grind for completionists like you and I has to be a colossal chore. With a few tweaks, we can turn that optional grind into something much more entertaining! It is possible! Let's find a way to do that!
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Post by yoshi9048 on Jul 5, 2018 0:47:03 GMT -6
I'd like to see the crafting system be a lot harder than it was in CV-DOS, that system was absolutely broken and you can end-game equipment way too early.
The system now is a lot more balanced as it's locked to bestiary, but still reasonably common with a few minutes of patience.
With that, I actually recommend "component crafting". Some weapons require previous weapons to upgrade them. This is cool, component crafting would be to require reagent redundancy to craft more rare/powerful items.
Common items should require minimal/along-the-way crafting, rare items should require lucky/persistent crafting, and epic items should require patience, persistence, and possibly a trade-off (at least until later in the game).
As an example of trade off: A boss guarantee-drops a "devil's tear" which is required to make either a sword, a ring, or a new armor. Each has to-this-point absurdly improved stats. You only have one devil's tear and 3 options. The devil's tear will drop from enemies wayyyyy later on (like an extra 6 or 7 hours into the game); but as of right now, you have 1 tear, and 3 options.
That's what I call compelling crafting.
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Post by bloodful on Jul 5, 2018 6:54:17 GMT -6
I'd like to see the crafting system be a lot harder than it was in CV-DOS, that system was absolutely broken and you can end-game equipment way too early. The system now is a lot more balanced as it's locked to bestiary, but still reasonably common with a few minutes of patience. With that, I actually recommend "component crafting". Some weapons require previous weapons to upgrade them. This is cool, component crafting would be to require reagent redundancy to craft more rare/powerful items. Common items should require minimal/along-the-way crafting, rare items should require lucky/persistent crafting, and epic items should require patience, persistence, and possibly a trade-off (at least until later in the game). As an example of trade off: A boss guarantee-drops a "devil's tear" which is required to make either a sword, a ring, or a new armor. Each has to-this-point absurdly improved stats. You only have one devil's tear and 3 options. The devil's tear will drop from enemies wayyyyy later on (like an extra 6 or 7 hours into the game); but as of right now, you have 1 tear, and 3 options. That's what I call compelling crafting. I'm generally not a crafting sort of guy but I like your ideas sir. I'd like to add to those ideas: With the trade off idea - make it like dark souls' "Boss Souls': You choose between crafting one of 2 or 3 options using the one time boss drop, which you can only obtain again on your next play through. As for rare or truly epic items it would be even more compelling if their stats fall within a range generated at random or even on rare occasions a random attribute attached like poison (diablo style I guess) so that one might distinguish between a high end or low end epic item. This would greatly increase playtime for min/maxers. Now that's compelling, even to me. The non-crafty guy!
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Post by Carnack Ketral on Jul 5, 2018 12:24:01 GMT -6
Side note about the Crissaegrim; One of my first times getting one to drop was by accident. was just passing through, killed it, got the drop, was like 'Oh, that's nice.' and moved on. At the time I had no clue how stupidly rare it was.
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Post by tekrelm on Jul 5, 2018 12:33:34 GMT -6
I'd like to see the crafting system be a lot harder than it was in CV-DOS, that system was absolutely broken and you can end-game equipment way too early. The system now is a lot more balanced as it's locked to bestiary, but still reasonably common with a few minutes of patience. With that, I actually recommend "component crafting". Some weapons require previous weapons to upgrade them. This is cool, component crafting would be to require reagent redundancy to craft more rare/powerful items. Common items should require minimal/along-the-way crafting, rare items should require lucky/persistent crafting, and epic items should require patience, persistence, and possibly a trade-off (at least until later in the game). As an example of trade off: A boss guarantee-drops a "devil's tear" which is required to make either a sword, a ring, or a new armor. Each has to-this-point absurdly improved stats. You only have one devil's tear and 3 options. The devil's tear will drop from enemies wayyyyy later on (like an extra 6 or 7 hours into the game); but as of right now, you have 1 tear, and 3 options. That's what I call compelling crafting. Indeed! I do love the idea of getting that rare, high-tier crafting reagent and then being forced to decide what to spend it on. It's what I've been saying since the start of this thread. Could you give more examples of what you mean by "component crafting?" Bloodstained already has some weapons requiring other weapons as reagents, so I'm not sure what you're suggesting, exactly. Personally, I'd rather the reagents be generalized and tiered instead, like your "devil's tear" idea. If the "devil's tear" item was used to craft just one item, and another item required a "bloody tear" instead, there wouldn't be much choice in the matter, so, as you said, it wouldn't be as compelling. So why not apply that mechanism to all the items in the crafting system? That's what I'd like to see.
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