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Post by comeonfhqwhgads on Jul 1, 2018 9:47:38 GMT -6
As much as I love pistols in IGAvania games, the ones here present problems. The main 2 being: - How expensive bullets are, and the imbalance therein of them being more expensive to craft than they are to straight-out buy which defeats the entire purpose of crafting. The main problem is that you have to spend metal per bullet, which doesn't seem right. You're telling 1 unit of Steel, the same amount that can be used to make an entire sword, is also necessary for 1 single AP round? That's dumb. Crafting them in batches would make much more sense. Currently, 1 SP Round = 20G, 1 HP Round = 30G, and 1 Iron = 100G. So with the crafting recipe for HP Rounds, it costs 120G worth of materials to craft an item you can buy for 30G. It would be more economical if the crafting recipe was: 10 SP Rounds + 1 Iron = 10 HP Rounds, etc.
- The fact that with a gun equipped, assuming I'm using any ammo other than Infinite, every time I want to break a candle I have to waste a bullet or expend MP on a shard to do it. There's no resourceless way to strike candles/walls/things other than enemies, so I think guns make the strongest case for a toggle between 2 weapons or a regular kick button.
Of lesser concern but still noteworthy is something I've seen happen but can't seem to recreate now that I'm trying. I've had it happen when equipping a gun, it doesn't automatically equip the Infinite Rounds. Just a blank ammo slot which functions the same but has 3 less attack, and I had to go into the ammo slot and manually equip them. I tried now and even after using up the last of a particular type of ammo, it automatically equips Infinite Rounds. So I dunno on that one.
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Post by crono141 on Jul 3, 2018 9:55:38 GMT -6
Agreed. Ammo needs a quick switch, megaman X style. There's only a handful of ammo types so we should be able to just scroll through the list with bumpers.
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purifyweirdshard
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Post by purifyweirdshard on Jul 3, 2018 9:59:05 GMT -6
I felt I had enough ammo just from random drops of it while playing normally, to reserve the gun for what I felt was its purpose - doing good damage to enemies/bosses that I didn't want to engage up close. It strikes me as a special purpose/occasion weapon and when you want to play it safe rather than something you will need to constantly keep your crafts up for. Money and materials are too important for that anyways imo.
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Post by alvaster on Jul 3, 2018 17:36:52 GMT -6
Would be great if while you have the gun equipped, while your SP ammo is below a certain threshold, killing enemies or breaking lanterns gives SP ammo. Or perhaps there's a Shard that can apply this effect that can be acquired at around the same time/area the first gun is available in the actual game. Ammo shouldn't feel like something to reserve. The player should feel free to shoot anything and everything. Otherwise, it's safer and more efficient to just buy/craft 1 sword and be done.
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Post by tekrelm on Jul 4, 2018 0:21:22 GMT -6
I felt I had enough ammo just from random drops of it while playing normally, to reserve the gun for what I felt was its purpose - doing good damage to enemies/bosses that I didn't want to engage up close. It strikes me as a special purpose/occasion weapon and when you want to play it safe rather than something you will need to constantly keep your crafts up for. Money and materials are too important for that anyways imo. It's true, it seems clear that trying to use the guns like any other weapon isn't intended. It's certainly not rewarding to try to do so. Using them exclusively against bosses appears to be the only effective way to utilize them, but that said, I'd rather they were reworked to function like any other weapon. As it stands, the player ends up with a variety of elemental bullets, and ostensibly, any given boss would be vulnerable to one of them, so the gun and its bullets have an obvious, singular purpose, but giving the player such a poly-versatile tool to use against what are supposed to be challenging encounters seems counter-intuitive: the bosses will either be designed with enough health to soak up all the powerful, elemental-weakness-exploiting bullets the players are expected to unload on them, or not. Either way poses problems for balance. If the guns were reworked to function like any other weapon (as in, removing ammo, setting appropriate damage values for the gun's Infinite Rounds, and providing a variety of guns throughout the game at various levels of power), well, they'd be fun to use regularly, and wouldn't cause any issues with boss balance. Do you guys agree with that, or does the idea of a weapon that you only use against bosses sound fun?
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Post by freddythemonkey on Jul 4, 2018 2:43:45 GMT -6
tekrelm totally agreed. It seems to me that guns are annoying to use but almost too powerful as they are.
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Post by kamuiarikado on Jul 4, 2018 14:32:41 GMT -6
Here's my thoughts and suggestions about guns and bullets: - Ammo must be scarce, expensive and hard to make. - I think carrying too many bullets breaks balance, a cap of 999 bullets is too much ammo. - Guns need to have different ammo capacities. - Guns definitely need a reload mechanic. - A button to swap bullet types on the fly. - Some bosses must be immune to bullet damage, like Zangetsu, when you shoot him; he will repel all your bullets, even the elemental ones! - Ammo that inflicts status effects like poison, stone, curse, stun, etc. It will be more expensive and hard to make, but will be worth it. - Examples of hypothetical ammo types: - Rebound bullets.
- Piercing bullets (Can hit several targets at once, quite effective to destroy armor and golem type enemies).
- Silver bullets (Holy property).
- Homing bullets.
- Explosive bullets.
- Fragmenting bullets (I know it’s the 18th century, but science?)
- Bouncing bullets (Like the drop shot in the Metal Slug games).
- Bullets that inflicts slash damage.
- Drill bullets that when hits the enemy it will continue doing damage. (Also science!)
Optional: This effect but in a shard.
- I think the infinite magic bullets need to cost MP and do better damage. - Guns need several properties and tweaks in order to feel unique and fun to use. For example: - A gun that shoots triple bullets.
- A gun that shoots several bullets per second.
- An ice gun that only works with ice bullets (Polaris).
- A gun that inflicts critical damage if you shoot the enemy at the back (Betrayer).
- A gun that shoots bullets that pass through walls and objects (in compensation of low damage).
- A magical gun that inflicts MP damage.
- A toy bubble gun (joke weapon, but you can inflict elemental damage and status effects depending of the bullet type equipped).
- A golden shotgun that uses money instead of ammo (Mammon's blessing).
- A toy dart gun toy (Joke weapon, but have a low chance to shoot a pretty powerful dart at random.
- A gun that increases damage as you explore a large % of the castle map (Wanderer).
- A gun that is more effective with beast type enemies (If enemy types are a game thing, equip the silver bullets for holy damage).
- A gun that don't do any damage, but instead pushes the enemies back.
A Mega Man style charging gun. - A demonic cursed gun that inflicts insane damage but if an enemy hits you, you will die instantly (Death Wish).
I know this isn't a FPS game, but the gun and bullet type variety is important because it gives the player more options to approach and fight enemies, also more gameplay variety = more fun, more strategy and more flexibility. Obviously some of this guns will be pretty hard to make, because you need super rare materials dropped from powerful enemies and bosses. - Guns are too powerful, some enemies need to be immune to bullet damage. - A shard that have the ability to change money drops from candles to ammo drops. - Guns need rekkas. P.S. OPTICAL SHOT! MAX SHOT! VERTICAL SHOT! GLYPH AND BULLET! STINGER SHOT! LETHAL SHOT! GASPAR SHOT! GLYPH BULLET, BLAST CANNON!
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Post by anonthemouse on Jul 11, 2018 6:49:02 GMT -6
I think that I at least personally felt pressured to save guns for "big" enemies, but at the same time I never felt like there were any enemies worth the expenditure. Even as a "boss weapon", I just don't find guns too fun to use right now.
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Post by datura on Jul 11, 2018 7:05:36 GMT -6
Aside from the obvious crafting (im)balance issues raised by OP, I feel guns need at least the ability to quickly switch between "special" and infinite bullets, to avoid spoiling more valuable ammo on weak enemies and destructible items.
Some other ideas in this thread would also be quite nice like more bullet types or unique, more varied guns (slow but powerful, multishot, spreadshot,...).
It would also be nice to be able to aim your gun like you do with directional shards.
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Post by psychoticrebel on Jul 11, 2018 7:24:41 GMT -6
I felt I had enough ammo just from random drops of it while playing normally, to reserve the gun for what I felt was its purpose - doing good damage to enemies/bosses that I didn't want to engage up close. It strikes me as a special purpose/occasion weapon and when you want to play it safe rather than something you will need to constantly keep your crafts up for. Money and materials are too important for that anyways imo. I agree with this. But I also agree with the quick switch/toggle. I found myself accidentally wasting the stronger rounds because they stayed equipped after i switched the weapons to a sword/spear and back. As far as crafting goes Im ok with how things are now. Like purify said, I dont feel like the gun is meant to be a main, more of a Special weapon to take care of something quickly and safely. MAYBE at least increase it to 2, but im unsure about 3 or higher.. A gun at lvl 1 2 or 3(i forget the actually weapon names) does quite a bit more damage than most, if not all similar leveled weapons.The demo gives you more than a generous amount to take down both bosses and any first encounters with difficult enemies with the chest drops. Unless the amount you can find is dramatically increase I personally think the system is fine but maybe could be pushed to 2.
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purifyweirdshard
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Post by purifyweirdshard on Jul 11, 2018 8:20:25 GMT -6
I think it's basically a given that there will be switchable weapon slots where you can save bullet types in the final game. Order of Ecclesia had 3, Bloodstained will probably be that many or more.
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