Astaroth
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What a wonderful night to have a curse...
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Post by Astaroth on Jan 25, 2016 9:33:14 GMT -6
the ability to rework controls is a must in gaming nowadays, i love the zelda series and the one thing that actively bothers me about skyward sword (everything else is just little annoyances and time wasters) is that a uses items and b selects them, the exact opposite of both loztp and every other wii game ever made that uses the controller like that, and the inability to swap those 2 buttons means every single time i go to use an item i hit the wrong button
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Post by giwagiwa on Jan 25, 2016 11:30:33 GMT -6
I would prefer there be no DLC at all. Come up with everything and include it in the game. If the dev team/IGA has more stuff, then work it into a second story and release it in Bloodstained 2. Why? Some content is cheaper/easier to create than others and can be done in a reasonably quick timeframe. Why not prolong the life of a product and give gamers more of what they want? Like if you can make something like costumes or extra weapons or whatever in a "short" period of time, why put it off until 2-4 years for the sequel? Granted all this content should be started AFTER the main game is finished and shipped out. I hate significant Day 1 Paid DLC (cosmetic stuff I usually don't care about but more substantial stuff really bothers me) - the sort stuff that was clearly finished in time to ship with the main product but is sectioned off to sell separately. However, if its quality content that clearly made after the fact and not ready for ship time, why would I turn that down? A lot of gamers still prefer to physically own the games they love, and at the same time they don't want to miss out on content. DLC creates a problem for these types of people unless it is eventually released in a physical game of the year edition of sorts.
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Post by crocodile on Jan 25, 2016 11:55:34 GMT -6
Why? Some content is cheaper/easier to create than others and can be done in a reasonably quick timeframe. Why not prolong the life of a product and give gamers more of what they want? Like if you can make something like costumes or extra weapons or whatever in a "short" period of time, why put it off until 2-4 years for the sequel? Granted all this content should be started AFTER the main game is finished and shipped out. I hate significant Day 1 Paid DLC (cosmetic stuff I usually don't care about but more substantial stuff really bothers me) - the sort stuff that was clearly finished in time to ship with the main product but is sectioned off to sell separately. However, if its quality content that clearly made after the fact and not ready for ship time, why would I turn that down? A lot of gamers still prefer to physically own the games they love, and at the same time they don't want to miss out on content. DLC creates a problem for these types of people unless it is eventually released in a physical game of the year edition of sorts. What you've said here is A) True B) Unfortunate C) Not a reason to not make DLC. Again, not all DLC is created equal. Major stuff that was clearly ready to go when the game ships is not cool. Stuff made after the games ships/goes gold? Fine if the quality is high and the price is fair.
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purifyweirdshard
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Post by purifyweirdshard on Jan 25, 2016 12:43:38 GMT -6
What is it with this crocodile and his creation of numbered, lettered and bulleted lists? Hm, a most curious, but orderly swamp creature...
I don't mind DLC and I'm over 30. What gets me actually is how every damn game/system seems to have an update waiting when I want to play it, and there are 5-6 logo screens to sit through otherwise. If online functionality is tied in/required, I'm going to have to sit through a log-in screen too, and maybe a bunch of daily log-in notifications.
I JUST WANT TO PLAY THE GAME.
Iga gave me hope in one of his Ask IGA segments. Someone here asked him what he wanted the player to feel when they were on the title screen, and his answer paraphrased was something like "I want them to want to get past it and play the damn game". MVP.
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Redogan
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Post by Redogan on Jan 25, 2016 12:51:15 GMT -6
Why? Some content is cheaper/easier to create than others and can be done in a reasonably quick timeframe. Why not prolong the life of a product and give gamers more of what they want? Like if you can make something like costumes or extra weapons or whatever in a "short" period of time, why put it off until 2-4 years for the sequel? Granted all this content should be started AFTER the main game is finished and shipped out. I hate significant Day 1 Paid DLC (cosmetic stuff I usually don't care about but more substantial stuff really bothers me) - the sort stuff that was clearly finished in time to ship with the main product but is sectioned off to sell separately. However, if its quality content that clearly made after the fact and not ready for ship time, why would I turn that down? A lot of gamers still prefer to physically own the games they love, and at the same time they don't want to miss out on content. DLC creates a problem for these types of people unless it is eventually released in a physical game of the year edition of sorts. I've actually gone to all-digital on PS4. I am half physical, half digital on Wii U. (I started out getting physical and then went to purchasing digital once I ran out of room and got an external drive.) The downloading of the DLC isn't the issue for me. My issue is that I feel like the product is incomplete if they are planning to add more content later. It leaves a bad taste in my mouth to purchase something that is incomplete. If they add the DLC at a much later date, then I feel like I HAVE to buy it in order to have the complete product--which makes me feel like I'm being ripped off. Sorry, if that bothers people who love DLC. That's just the way I feel about it. (Edit: Again, Bloodstained is a completely different situation. I've already paid for what I am going to get. I would like to get it all in one go, but the ripped off feeling is either gone or lessened due to the fact that I'll get the DLC at no extra cost (if the DLC are stretch goals promised in the Kickstarter campaign). It's completely different if they add something at a later date as DLC and anyone who already has the game can grab it at no extra cost.)
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Post by jboogieg on Jan 25, 2016 12:59:32 GMT -6
A lot of gamers still prefer to physically own the games they love, and at the same time they don't want to miss out on content. DLC creates a problem for these types of people unless it is eventually released in a physical game of the year edition of sorts. I've actually gone to all-digital on PS4. I am half physical, half digital on Wii U. (I started out getting physical and then went to purchasing digital once I ran out of room and got an external drive.) The downloading of the DLC isn't the issue for me. My issue is that I feel like the product is incomplete if they are planning to add more content later. It leaves a bad taste in my mouth to purchase something that is incomplete. If they add the DLC at a much later date, then I feel like I HAVE to buy it in order to have the complete product--which makes me feel like I'm being ripped off. Sorry, if that bothers people who love DLC. That's just the way I feel about it. The only answer to how you feel is for DLC to not exist at all. You see it as incomplete. Others can argue that it's expanding an already full game. Whether that's true or not can be argued from game to game. But for every bad use of it there's been plenty of good. If you really feel this way then a good chunk of the time you can wait a year or so to get the complete edition of a game. But I'd rather argue for DLC done well than decry the practice. There's reasons why this model exist now that a lot of gamers just don't understand.
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Redogan
Monster-Hunting Igavaniac
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Post by Redogan on Jan 25, 2016 13:03:35 GMT -6
What is it with this crocodile and his creation of numbered, lettered and bulleted lists? Hm, a most curious, but orderly swamp creature... I don't mind DLC and I'm over 30. What gets me actually is how every damn game/system seems to have an update waiting when I want to play it, and there are 5-6 logo screens to sit through otherwise. If online functionality is tied in/required, I'm going to have to sit through a log-in screen too, and maybe a bunch of daily log-in notifications. I JUST WANT TO PLAY THE GAME. Iga gave me hope in one of his Ask IGA segments. Someone here asked him what he wanted the player to feel when they were on the title screen, and his answer paraphrased was something like "I want them to want to get past it and play the damn game". MVP. Yes, I want skippable logos on the way to the title screen and quick entry into the game once I get there. A really nice title screen is awesome, but I want to press a button, select my file, and get to playing.
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purifyweirdshard
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Post by purifyweirdshard on Jan 25, 2016 13:04:17 GMT -6
Yeah, one thing that makes DLC more necessary that we haven't touched on yet is that essentially, the price of a new video game hasn't gone up (actually cheaper, more like it) since the early 90s. Since inflation is a real thing and everything else does really cost more money, DLC is an optional way for us and game companies to engage in more transactions, evening the balance a little more.
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Redogan
Monster-Hunting Igavaniac
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Post by Redogan on Jan 25, 2016 13:08:29 GMT -6
I've actually gone to all-digital on PS4. I am half physical, half digital on Wii U. (I started out getting physical and then went to purchasing digital once I ran out of room and got an external drive.) The downloading of the DLC isn't the issue for me. My issue is that I feel like the product is incomplete if they are planning to add more content later. It leaves a bad taste in my mouth to purchase something that is incomplete. If they add the DLC at a much later date, then I feel like I HAVE to buy it in order to have the complete product--which makes me feel like I'm being ripped off. Sorry, if that bothers people who love DLC. That's just the way I feel about it. The only answer to how you feel is for DLC to not exist at all. You see it as incomplete. Others can argue that it's expanding an already full game. Whether that's true or not can be argued from game to game. But for every bad use of it there's been plenty of good. If you really feel this way then a good chunk of the time you can wait a year or so to get the complete edition of a game. But I'd rather argue for DLC done well than decry the practice. There's reasons why this model exist now that a lot of gamers just don't understand. I guess I'm one of those gamers who just doesn't understand. I'm not in game development, so maybe there are things going on behind the scenes where DLC is the best choice (or only choice in some situations). I'm just voicing my opinions on it. When it comes down to it, I'll always go with what IGA decides for the project and be completely happy with it.
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LuckPercentSRL
Critical Striker
Loyal Familiar
On the forums here and there. Possibly streaming once a blue moon
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Post by LuckPercentSRL on Feb 2, 2016 11:10:22 GMT -6
While the DSS or DDS (whatever they were) cards were pretty unique in Circle of the Moon, it slowed down the game's pace a lot due to turning on and off cards or going into the menu to swap cards. And half of the time, you didn't even get most of the cards unless you grinded enemies for drops. I never knew that you had to kill enemies to get them. I thought that they would be cool items to find in the castle along with the cubes that gave you the special abilities to roam the castle. Then again, the card menu glitch works wonders to play with any card combination you want, but still it slows down the pace by a lot.
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Post by giwagiwa on Feb 3, 2016 20:59:50 GMT -6
While the DSS or DDS (whatever they were) cards were pretty unique in Circle of the Moon, it slowed down the game's pace a lot due to turning on and off cards or going into the menu to swap cards. And half of the time, you didn't even get most of the cards unless you grinded enemies for drops. I never knew that you had to kill enemies to get them. I thought that they would be cool items to find in the castle along with the cubes that gave you the special abilities to roam the castle. Then again, the card menu glitch works wonders to play with any card combination you want, but still it slows down the pace by a lot. True, I ended up having a "magician" playthrough before I got all the cards. I was surprised there was a mode that just gives you all of them considering how hard they were to obtain. Circle of the Moon was awesome though.
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Post by crocodile on Feb 8, 2016 18:36:05 GMT -6
While the DSS or DDS (whatever they were) cards were pretty unique in Circle of the Moon, it slowed down the game's pace a lot due to turning on and off cards or going into the menu to swap cards. And half of the time, you didn't even get most of the cards unless you grinded enemies for drops. I never knew that you had to kill enemies to get them. I thought that they would be cool items to find in the castle along with the cubes that gave you the special abilities to roam the castle. Then again, the card menu glitch works wonders to play with any card combination you want, but still it slows down the pace by a lot. I don't recall card swapping to be particularly tedious in Circle of the Moon. Also couldn't you hot swap through card layouts? Or am I just confusing that with the hot-swapping of souls/glyphs in the later Igavanias? I will agree that the drop rates on cards (such a key component of the gameplay systems) was frustratingly low. On the flip side, I did love the different "classes" you could play and how that really changed up the gameplay. More so than say Luck Mode in SOTN. I hope those sorts of "class" variations from COTM can return in a game like Bloodstained. Maybe those could be some of the "cheat codes (whatever those are).
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zoned87
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Post by zoned87 on Feb 9, 2016 4:14:51 GMT -6
Probably that they ended and I was left to sit in silence.
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Post by illasera on Feb 9, 2016 4:52:38 GMT -6
drawing glyphs. (it already got posted but its cringeworthy enough to bring it once more)
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Post by Nuralit on Feb 17, 2016 20:14:23 GMT -6
Excessive RNG for some item/soul drops is probably my biggest gripe. I like it when games reward you for exploring the environment, or at least when they give you a set number of times to do something in order to get rewarded for it. But RNG is just terrible in general IMO. I like it in card games, but pretty much nowhere else.
Getting everything in Aria of Sorrow was such a headache.
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New Blood
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Post by flaviog on Feb 18, 2016 3:01:22 GMT -6
The grinding needs to go way. Bad drop rates. No more tedious grinding just to get sth. Nope, nope, nope.
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Post by lod7 on Feb 18, 2016 23:49:31 GMT -6
Drop rates were not that bad in Igavanias. I think the toughest drop rates were definitely in the Sorrow series just because you need all souls to get the chaos ring. But even then, later in the game you gain access to luck or specific boosting equips that help out in the enemy drops.
Grinding has always been optional in Igavanias. Equipment and skill usually trumps the minuscule stat boosts you get anyways. Grinding was just there for something to do post game. Especially lvl 255 in Order of Ecclesia.
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Post by flaviog on Mar 5, 2016 1:37:57 GMT -6
Wait, I forgot the shitty weapons of DS games. I hope that I am never gonna have to deal with any more sluggish weapons. No, just no.
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Torabi
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Post by Torabi on Mar 5, 2016 7:21:17 GMT -6
On topic. least favorite parts were in AoS and DoS regarding the New game plus. By the end of the game you get this amazing ability to move 2-3x (black panther, speed up, or rapidus fio) faster and when you start a NG+ you lose that ability. And this isn't some progression ability like the double jump or super jump. As you would not be able to sequence break with these abilities except get certain items earlier. Thankfully PoR and OoE corrected this. This has got to be my biggest gripe. It's bad enough having to wait until nearly the end of the game before you get the ability to move at a reasonable speed, but not being able to keep it makes new game plus feel like such a slog. You get a taste of speed, then are brought back down to a crawl. I feel that it really distorts how I play through them -- I end up racing through as quickly as possible to get the speed ability, rather than enjoying the second playthrough. Whether the ability limits progression or not doesn't even need to be a consideration -- you've already seen the story, what's it going to hurt if you see events or get items or abilities out of order? New game plus should be there to allow you to enjoy what you've acquired, and work on completing what you haven't. If you want to start from scratch, the option's there. My second gripe would be mindless grinding. It's interesting to devise a strategy, find the best room to grind a particular enemy, the right equipment, etc. but actually implementing that strategy, ducking in and out of the same room one-shotting an enemy over and over for hours, either for experience or a rare item, is incredibly boring and annoying. I had an epiphany grinding EXP in OoE, ducking in and out of the Double Hammer room in the Training Grounds, two-shotting both of them (does that make it the Quad Hammer room?) with Acerbatus: how is Shanoa learning anything from this? How is repeatedly blowing up a couple walking suits of armor making her stronger? It shattered the illusion of experience representing the character learning and developing from combat for me -- instead, it was just some magical resource that enemies drop when they die. I like that randomness makes each playthrough a little different, like using whatever drops, playing around with different weapons and abilities, rather than grinding for the best thing, but once you've gone through the game, and are just trying to complete your collection, there should be a way to speed up the process significantly. No, the luck/rare/soul rings aren't sufficient. There's been plenty of debate over whether they do anything statistically significant in some of the Castlevania games, particularly DoS. I actually liked the stealing system in Curse of Darkness, though it certainly had its flaws and could be frustrating. It had that same element of hunting down the enemy and devising a strategy, but substituted skill for most of the randomness. I'd like it if using the right ability, or the right timing, or something the player could discover and choose to do, would drastically increase the chance of a rare item dropping, if not make it drop outright. Stealing glyphs in OoE is another example, though it wasn't used for very many of them.
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