Enkeria
Silver in the Dark
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Post by Enkeria on Mar 29, 2019 2:13:25 GMT -6
Game looks better. Yes.
Shortcuts? Never used any in any game. Will try this out.
Actually unlocked it order of ecclesia yesterday, going through the game for the first time. Not sure if I will use it. I am in no rush swapping things out. I get it if you speedrun though.
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Post by freddythemonkey on Mar 29, 2019 2:47:14 GMT -6
I was just going to post this video from PAXEast, I have seen it last night. I am very happy to see the Switch version looking good! I think it might be the one to sell most copies. I watched it now with more attention. I don`t like that red border pulsing when Miriam has low health, it is too intrusive. Is it running at 30 fps? Even though I hope for 60 fps, I am fine with that if the visuals don`t lose on the quality side. Flashing red border looks absolutely hideous. I still hope they can make a subtler effect for when you're in a critical state because that literally hurts my eyes. But aside from that everything looks awesome. Shortcuts are nice, but as already mentioned in the thread it would be nice not to open the shortcut wheel with as a menu the button. The reason I have shortcuts is not to go in the menu when I want to swap and that is still a menu, albeit brief. It would be great if we had the wheel appear, smaller, during gameplay, maybe slowing down time while it's out but not stopping the action completely (kinda like the weapon wheel in Doom 2016 on consoles) so that we could change sets even mid combat without halting the pace.
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Pure Miriam
Legendary Comrade
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Mar 29, 2019 3:24:45 GMT -6
That PAX video is really interesting, it shows some curious new stuff there: JOHANNES POSITION
People complained that Johannes looked to weird on the dialogue, his movement looked like he had just run a marathon, due to how strongly and deeply he was breathing. Now he looks MUCH better, contemplative, like a real alchemist. That small changed made a big impact on the dialogue scene overall. THE BOOKSHELVES So, the bookshelves are places where you can get new information. Such information probably goes to the Archives, but i couldn't get if there is a name for that. That is a nice feature, good for beginners in Igavanias. IGA said in the past he felt he needed to explain and give more information than his other games, where people just needed to understood certain things. I liked that. NEW ITENS AND INFO
By watching the video fully, we can get a glimpse of new things. New itens, such as tomato, rusted ring, cotton, corn seed, rice seed and potato seed. I'm starting to believe that "Ring" was changed to "Rusted Ring". And what with all those seeds? We will be able to have a small plantation at some point? That would be neat. Also, when the scene with Gebel started, the game showed "archives: compendium". So, that means we will have some way to acess scenes again? or maybe just info on about what happened in such scenes? Interesting... STILL ABOUT THE UPDATE
I just realized Skill Shard actually has rank and grade. So, you need to level it up to unlock more slot sets, most probably. But what about rank? Don't we increase it by picking up more shards of the same type? How we will do that with Skill Shard? It is a common enemy that drop it? That is...different.
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Post by jboogieg on Mar 29, 2019 6:14:50 GMT -6
MOVING GEARS
It is barely 2 seconds, but we can see a gear room here, with moving gears that i'm sure give a ton of damage. This place looks more "self-contained".
Great analysis as always, Pure Miriam! Though I think I'd more call that more a shredder than just gears. Gears make me think of the ones you can platform on.
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"Art thou prepared?"
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Post by hyugakojiro on Mar 29, 2019 6:32:05 GMT -6
Shortcuts? Never used any in any game. Will try this out. Actually unlocked it order of ecclesia yesterday, going through the game for the first time. Not sure if I will use it. I am in no rush swapping things out. I get it if you speedrun though. Keep playing OoE, I'm sure you'll come to appreciate the concept as you progress in-game.
As far as the trailer goes the above board segments on the Galleon Minerva look excellent; the sky is especially impressive. Below board I notice some differences in coloring and lighting compared to the 2018 build but it's not as impressive as above board which I think actually looks a lot better than the 2016 version or other segments of the game that have seen a major overhaul like the town.
I'll reserve final judgement though until I've seen direct footage of this segment as opposed to someone filming the game on a TV screen from a side wards angle with Vegas lighting.
One thing that did stand out to me, that should be an easy fix, is that the feathers that are left by an enemy's attack suddenly vanish from one frame to the next instead of slowly fading away:
Also it was funny how the player in the video complained about the frame rate right after getting their behind handed to them by the boss. lol
Glad to see the game is looking better every day.
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Post by sylver on Mar 29, 2019 8:11:10 GMT -6
This looks so damn good... I wanna my GotY19... NOW!!! >lie on the floor and cry out loud<
Need to Peach[y] Beach[y] Splash[ü] to cool down...
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Post by Lepstadder on Mar 29, 2019 8:52:58 GMT -6
Switch version could be locked at 30fps. But, it could also be by the fact that the camera can't record the screen properly.
Also, the graphics. I have nothing to complain anymore. It's like that wall of text I wrote at the subreddit actually mattered, and I feel very proud to have been one of this game's contributors to the improvement of the product....
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Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
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Post by Enkeria on Mar 29, 2019 9:21:54 GMT -6
If Switch is locked at 30fps. Perhaps Switch 2.0 allows 60fps?
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Post by Lepstadder on Mar 29, 2019 9:26:47 GMT -6
Who knows?
Correct me if I am wrong though. Some games perform better handheld mode, right? Because of lower resolution? Or is it the other way around? I dunno, since I am a PS4/PC guy.
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Post by mourningxsun on Mar 29, 2019 12:30:20 GMT -6
"Augument INT, as the name implies, increases your INT, being a Passive Shard. Weirdly, it's rank reads "Faster Casting" although Passive Shards aren't cast. Maybe a bug."
I was thinking that it was just listing what the shard would start doing when you rank it up.
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Post by Hertzila on Mar 29, 2019 15:08:30 GMT -6
Nice to see the loadout switch feature confirmed. The doppelgänger soul and Ecclesia's switch system were great additions. I'll echo the request for quick-using the Shortcuts with some input. If nothing else, please implement it on PC for the keyboard. There are so many buttons that setting aside eight for the shortcuts would be easy. Gamepad + KB for shortcuts (or Steam Controller alt. mode binds) would make things very fast. Not to mention that radial menus tend to be awkward on keyboard. Some games perform better handheld mode, right? Because of lower resolution? Or is it the other way around? I dunno, since I am a PS4/PC guy. The other way around. Some games work at 60fps in docked mode, or allow the player to choose between 720p/60fps and 1080p/30fps while docked. The dock has some stuff in it (most notably extra cooling, I think) that allows the Switch to use a more high-performance mode.
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Post by dareka on Mar 29, 2019 23:03:56 GMT -6
Who knows? Correct me if I am wrong though. Some games perform better handheld mode, right? Because of lower resolution? Or is it the other way around? I dunno, since I am a PS4/PC guy. The difference between docked and hand-held mode is that handheld mode, in order to save power, effectively limits how fast the hardware can run, which in turn extends the battery life. Since the hardware can't run at full speed and the handheld screen can't do more than 720p, the resolution automatically drops to compensate. In handheld mode, the GPU drops to 40% of the speed of docked mode; but it has to generate 44% of the pixels it generates in docked mode, so performance should drop slightly. That said, I've heard of games where the drop in resolution is disproportionately beneficial to performance, to the extent that handheld mode actually does run better than in docked mode - but this should be the exception rather than the norm.
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Post by Starsmith on Mar 30, 2019 12:30:36 GMT -6
Loadout switching looks really useful!
It occurs to me just now to ask for a feature, which hopefully won't be too much to add--I plan to play on my PC with a DualShock 3. In order to do that, I have to convince my PC it's an XBox controller, which usually makes games display XBox inputs. This causes confusion for me; would you guys make it so that input graphics are selectable? I know you''ll be making DualShock input graphics for the PS4, so I am hopping making those an option to select in the PC version won't be too much to ask!
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Ancient Legion
Eternal Guardian
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Post by Galamoth on Mar 30, 2019 14:18:25 GMT -6
Starsmith I've been wondering something similar to that about Switch Pro Controllers. I don't think it's likely to be done, but it'd be nice to see the game's Steam version be able to display button inputs for Switch Pro Controllers (not for me personally, since I'm getting the PS4 version of the game).
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Pure Miriam
Legendary Comrade
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Mar 31, 2019 14:53:36 GMT -6
I wanted to know why some people disliked how the Shortcut Shard works. You hold one button, then use the analog to choose a set and that's it. I see people talking about it, saying that it would be better if it was "real time" or something like that. I failed to understand and i'm being honest. If anyone could properly explain it to me.
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Post by Hertzila on Mar 31, 2019 15:33:57 GMT -6
Pure Miriam I can at least provide a reason for asking for an alternative to the radial menu and maybe provide a reason for the real-time option packaged with that. Simply put, radial menus start slightly imprecise and get more so when there are more options than the four cardinal directions and get uncomfortably imprecise when eight directions is crossed. Eight choices is still pretty imprecise and can result in mispicks. On a keyboard setup it can also be very annoying to use unless fully mouse-driven menus are used, since you either have to flick the mouse in the direction you want and hope the game agrees with the direction or you use WASD as a pseudo-stick to pick the direction. Neither is very elegant. Of course, this imprecision is greatly migitated if the radial menu pauses everything since there's no longer a time factor contributing to the imprecision. As such, I honestly can't see any reason for the radial menu to not pause everything. Sadly, that can break the flow of the game a bit. On the other hand, if you are playing with the keyboard as part of the control setup or with a Steam Controller, there are plenty of buttons left unused (alt modes in Steam-C) that could be bound to a quick-select that just uses the associated radial menu option in real-time without any pausing. Say with keyboard, you could easily bind the numbers to the different slots in some fashion. You might almost never use more than 1-4 but four quick slots for most used stuff is already plenty. XBOX-type controllers might run out of buttons for this, but for other control types, a real-time quick-selection bind would be very helpful.
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Pure Miriam
Legendary Comrade
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Mar 31, 2019 17:02:17 GMT -6
HertzilaI understand about key binding on a keyboards. I mean, let's take a FPS for instance. Absolutely all FPS in the whole world is simply better played with a mouse than it is with a controller, for the whole majority of players. Of course binding each one of the eight sets in a different key on a keyboard would be easier, but that also means creating a specific set-up just for PC keyboard users, considering the majority of players will play the game with a controller. That's one thing. Time spent on something very few are going to actually use it. Now, about the radial menu, yes, it is a bit cluncky to use and select, and that's why it is actually a "pause menu" that instantly goes to the shortcut selection. I still fail to see how this is worse than using some kind of real time selection, letting the player wide open to be attacked while hastly tries to find and choose the set it wants to use.
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Post by Lepstadder on Mar 31, 2019 20:49:45 GMT -6
An option to only have two or three sets and have one button cycle through it all is much faster. That's what I at least think people want. I'm not going to use shortcuts that much since I really just stick to one "best gear set". Unless the game balance encourages you to use different sets.
Tl;dr, with that said. I'd like an option between one button cycles and the radial set-up shortcut. I'd personally use the one button cycle more, similar to the fashion of Dawn of Sorrow where you can just go from Set A to Set B.
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Pure Miriam
Legendary Comrade
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Apr 1, 2019 1:45:14 GMT -6
Well, it really depends on what they throw at you and i was actually thinking about this. The shortcut system let's you create up to 8 different sets of equipment and shards. This is a huge number and will mostly only be useful if the game itself is so balanced that forces you to keep changing strategies on the fly to adapt to certain situations. Idon't really believe they are still taking suggestions so late in development, but even so, this is something i've been thinking since the Shortcut reveal. Bloodstained revealed at the PAX EAST 2019 video, as anyone can see on the picture above, that the game will have 8 attributes and 3 status effects. They are: Physical Attributes: Slash, Thrust, Strike. Magical Attributes: Fire, Ice, Thunder, Light, Dark. Status Effects: Poison, Curse, Stone. Igavania games always had a certain "pace". Most people simply equipped what is best and go along with it, although Igavania games always gave a lot of tools for us to play with. The later games gave some more variety than the others. What i think is that Bloodstained really need a more balanced group of enemies and situations to justify these sets. I always like to explore everything and use everything i can, so, i'm sure i will try to create 8 sets just for the fun of it, even if some of them are useless (people can take a look at my suggestions here, and will see some of these are useless and just for fun) but it would be much better if the game actually forced us to play tactical, with strong enemies being really resistant to something, or giving out very high damage, or using certain elements and such that goes beyond the "usual best gear" the player would have at any given moment. That would make players feel the need to create sets to adapt to a tactical play.
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Post by freddythemonkey on Apr 1, 2019 5:06:48 GMT -6
Pure Miriam I very much agree with this, it was always so sad to get something awesome in IGAvanias and then not using it for at all because it was effectively useless. Novelty is great but exploiting this adaptability the shortcuts give the player would be fantastic. Then again, maybe it's something for Nightmare only. On a more general note I'd just like the game to be balanced carefully. Making more options useful. Letting the "ultimate weapon" for EVERY CATEGORY shine. Things like that. Order was almost perfect in this regard but maybe that's because of the increased difficulty. Oh well, I trust the team on this one.
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