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Post by Goobsausage on Oct 28, 2016 14:06:32 GMT -6
Souls? You guys mean Sorrow?
This guy might be able to give you some insight on that. Yeah, that's what I originally meant, Sorrow. I can't believe I went that long without noticing that.
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Galamoth
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Post by Galamoth on Oct 28, 2016 15:02:31 GMT -6
Souls? You guys mean Sorrow?
This guy might be able to give you some insight on that. Yeah, that's what I originally meant, Sorrow. I can't believe I went that long without noticing that. Castlevania: Dawn of Souls. Aria of Souls. :3 Dark Sorrows III.
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purifyweirdshard
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Post by purifyweirdshard on Oct 28, 2016 16:14:40 GMT -6
Dark Sorrows III sounds like it would be an amazing game
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exalt9
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Post by exalt9 on Dec 21, 2016 17:32:46 GMT -6
I wish there was a stretch goal called, "IGA's most difficult game" or something.
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Astaroth
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What a wonderful night to have a curse...
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What a wonderful night to have a curse...
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Post by Astaroth on Dec 22, 2016 10:25:10 GMT -6
lol, diifficulty is subjective, and we did, its called nightmare mode >P
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Post by exalt9 on Dec 23, 2016 21:29:34 GMT -6
I think forcing the player to make excellent use of back dash should be required in Nightmare mode. In the Early Alpha Demo, you can just camp without back dashing.
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Post by Dragon_of_Dojima on Dec 24, 2016 1:15:41 GMT -6
Difficulty is subjective for sure.
Now that I've played and beaten some of the Souls games myself, I've found that they aren't difficult per say. When there aren't hitbox errors and nonsensical input delay for some weapons, it's taking in surroundings and preparation. I don't know if that's the case for Bloodborne as I have not played that one as of yet.
Not to mention Dark Souls 2 made the grievous error of thinking that difficulty was the focus of the series rather than interesting encounters and situations. Order of Ecclessia worked because of how interesting each boss's moveset was. I rolled my eyes at the skeleton boss at first due to how generic and simple it looked...until it put a foot in my mouth. Now it's one of my favorite starting bosses in a game. It taught me how to play. Those need to be the kinds of encounters that Bloodstained strives for. Interesting designs and interesting movesets made from these designs.
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purifyweirdshard
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Post by purifyweirdshard on Dec 28, 2016 8:58:06 GMT -6
Bloodborne is pretty similar to the other Souls games, but with more of a focused gameplay style. Instead of a lot of options on how to attack/defend, you're pretty much always getting in the enemy's face. The game often rewards you for doing that when it seems like a terrible idea to. A lot of things are much more threatening from mid/far range than up close, which is often the other way around in Dark Souls, especially the earlier games where Soul Arrow can kill almost everything.
If someone is familiar much with fighting games, Bloodborne is kind of like the Third Strike of the Souls games. Less variety in gameplay, but a focused refinement of the "going in" aspects of Souls combat. Dark Souls 2 to me mostly went wrong with how it was a focus on just quantity of things than memorable experiences/designs. The game is HUGE, but so many bosses are just "armored guy with weapon". I still like that game, though, and I played vanilla DS2. Scholar of the First Sin is probably great.
Anyway, I agree with those sentiments overall...OoE was definitely a triumph in many ways. It improved on a lot of what earlier titles lacked, a game for those that have been along for the ride the whole time.
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Post by xs8b on Dec 28, 2016 10:17:33 GMT -6
Order of Ecclessia worked because of how interesting each boss's moveset was. I rolled my eyes at the skeleton boss at first due to how generic and simple it looked...until it put a foot in my mouth. Now it's one of my favorite starting bosses in a game. It taught me how to play. Those need to be the kinds of encounters that Bloodstained strives for. Interesting designs and interesting movesets made from these designs. Interesting point. I always thought that a good learning curve could in some ways blunt the difficulty level of any game. There will always be players who aren't willing to put in the time and effort to master a game, but if a player feels that he is getting better and being rewarding for becoming a better player as opposed to being punished for his lack of initial skill...it makes a HUGE difference in the perception of difficulty. I think many games that have reputations for being notoriously difficult (Ninja Gaiden and BlazBlue spring to mind.) have earned those reputations at least in part due to the complete lack of a learning curve.
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Post by spanishvanguardia on Dec 29, 2016 19:46:21 GMT -6
Something is poking me in the backside of my skull with all this balance/Item OP talk.
By design, it's inevitable to have a single item that is inherently strong. Not due to raw numbers but due to mechanic. My mind right now is on the Combat Knife from the Igavania games. It's not a technically powerfull item, but it's powerful due to the way it works. But if you place one such powerful item too late in the game, it becomes pointless and redundant. And it is just one of many items in the Igavania games that behave extraordinarily well.
Are we extrictly talking about difficulty in the main campaign? My greatest worries actually go towards the Rogue-like mode. Having a single item behaving excessively well, will break runs (in the good and in the bad way). For the main campaign, I think it would be better to face the challenges as enviosioned by the developer team. But for the rest of community-driven content, It'll be a problem.
I wonder if it would be possible to allow the community to develop their own balance mods? So that they could adapt their own challenge runs?
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Post by Deleted on Jan 20, 2017 3:12:10 GMT -6
I don't know what to say exactly. I played some times Sotn and i really liked it. It wasn't too easy, unless you overlevelled, knew beforehand *exactly* where to get some secret items (which is impossible unless you had a full map to spoil you) and pulled off spells, before visiting the librarian first. That "Luck Mode" was sure to challenge you, too. Many players used it, just to get some challenge, out of their game and all...
I haven't played Order much, i simply tried it a bit on the handheld of an acquaintance, some time ago. So i can't really comment on its difficulty. But i have a suggestion, which is certain to make happy, even the most demanding of gamers. A different reference then, it is!
Remember that i mentioned sometimes now, the game, "Unepic"? As i said, this is a metroidvania clone and a highly successful one at that, too! It is hard, challenging and forces you to think carefully over tactics and combinations of gameplay choices, in order to progress. You can also manually set the difficulty at the very beginning, which bolsters enemies even and lets you harvest some few more skill points, as reward... I believe this game nails it perfectly. I highly recommend it for a glimpse, some comparison, whatever you deem worthwhile to invest in, towards its direction. Thank you for your time (and most importantly, consideration)!
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