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Post by allooutrick on Feb 1, 2018 17:44:24 GMT -6
I second the previously used methods: Save rooms and a"suspend"feature.
If we were to modernize this idea they could add a save and continue feature where character stats, items, and all progress gets saved but when the player loads they are placed at the last save room.
I'm also not against a means to save and continue from anywhere form either. I think this works best for incredibly linear games with loads of plot that can't be skipped, open world games littered with items to collect, and any other game where the player would be more than mildly inconvenienced by reverting to a 10 minute old save.
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Post by allooutrick on Feb 1, 2018 14:49:13 GMT -6
Haha, I can't say that I'm surprised that Pure Miriam created this thread, nor that Enkeria was the first to respond. I strongly believe that using shards could be an integral part of creating new items. They did it in Dawn, why not Ritual? CastleStained: Dawn of the Ritual. Lol sorry just got a kick from the thought.
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Post by allooutrick on Feb 1, 2018 13:56:16 GMT -6
1) yes 2) it's probably tied to story and the limitations of Johannes knowledge. He might have a book or two to read while Miriam advances the story 3) I'm in favor of it. If I want a flaming dagger then it's easier to track a recipe that needs a dagger and something to imbue rather than include all the materials for the dagger as well. 4) I prefer a logic to it. Melted skull could come from molten enemies or from killing a fire weak enemy with fire. 5) I imagine there will be a reasonably high drop rate for boss items as well as a way to transmute materials. 6) I'd prefer a drop rate that's roughly 30% for a crafting material. Any item or gear drops could be lower. Crafting items as rewards or in chests don't sit right with me. If I go out of my way to do or find something then I don't want the reward to be something I could've grinded for a few minutes to get any other location. 7) it looks set to be the Medusa of the game and might have a shard that mitigates it's trolling (petrification resistance). 8) it might end up with the ability to become incredibly easy but that's the nature of any rpg oriented game when the player grinds. 9) my guess is that shards receive their abilities from the monster they are embedded in. As such their crafting use may be limited to transferring their power to make new items. That or Johannes lacks the knowledge to fuse or alter them. 10) I think dismantling should be reserved for reclaiming materials. Using it to get an exclusive material from a rare or unique item sounds convoluted and discouraging to 100% completion. 11) over leveled characters is a possibility. Though, like many other RPGs, it's up to the player if they want to use an optional feature and to what extent. 12) I won't mind a few of the strongest pieces of great being crafting exclusive along with an item or two required to be made for the sake of tutorial. Aside from that I believe it should be something the player can avoid entirely and still complete the story.
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Post by allooutrick on Jan 25, 2018 20:41:15 GMT -6
Metempsychosis Start a new game plus file
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Post by allooutrick on Jan 11, 2018 8:48:19 GMT -6
I feel like it's practically a given that we'll have save slots instead of a single continue button. With all the different modes and difficulties, it wouldn't be player friendly to force us to lose all progress and only save one playthrough. It could also be a bit tedious to have to cycle up and down, or left and right, to get to the desired save.
If I had to speculate then it could look like: >Continue last save Load, load roguelike,load classic New game, ng+, new roguelike, new classic Options Exit
Each load option can direct the player to select between a number of saves, perhaps 3.
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Post by allooutrick on Jan 8, 2018 12:31:55 GMT -6
That would be an excellent idea. So long as they don't go nuts and make most enemies end game strength by the time you reach the end. Personally I don't think that would feel very natural. Additionally, I've likely mentioned this game before but, I'm loving The Surge because it spices up much of it's backtracking by replacing some weaker enemies with ones that are introduced after a point in the story.
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Post by allooutrick on Jan 8, 2018 12:26:00 GMT -6
I got the tier with the ost. I needed something to make my daily commute more interesting.
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Post by allooutrick on Jan 3, 2018 15:32:42 GMT -6
If it had to be staggered then I can wait for the strictly multiplayer features as those are the ones I won't likely use
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Post by allooutrick on Jan 1, 2018 21:29:16 GMT -6
Hmm gaming specific. A lot happened this year and some of it I do want to share but, I'll challenge myself and focus on games. What stood out to me in a positive way are:
-discovering a game called Xanadu Next -beating Tales of Berseria -finding Lumines on PS Vita -getting Doom (PS4) and Dark Souls 2 (PS4) for 35 USD with Yonder: Cloud Catcher Chronicles -getting several decent games for cheap during the winter sale on gog.com -seeing Hellblade get released -seeing Shadow Warrior 2 get released -playing Dead Cells for the first time -played Final Fantasy 12: Zodiac Age -Ys 8: Lacrimosa of Dana was released
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Post by allooutrick on Dec 28, 2017 11:38:12 GMT -6
As much as I enjoyed Dawn of Sorrow I'm going to have to vote on Curse of Darkness. I spent so many hours and nights awake grinding out the next evolution of my creatures and seeing what all the results were. In a way it was much like Pokemon. Had to get them all. Then there were all the different equipment types. It was truly a game where you could use your own play style or experiment with other ideas.
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Post by allooutrick on Dec 27, 2017 13:47:54 GMT -6
This an idea that works well in some games. One that comes to mind is Ark: Survival Evolved as the player can customize their single player experience right down to the experience multiplier. However, for games like God of War, Devil May Cry, and other games with a definite end point and combat elements then, I believe, the ability to fine tune the experience detracts from the whole. As PurifyWeirdSoul already said, it might be a feature that's better suited as unlockable content. So long as time permits and it doesn't keep the devs from releasing what they already promised then I'm all for more ways to play the game.
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Post by allooutrick on Dec 26, 2017 8:54:51 GMT -6
allooutrick even on mobile, you can view desktop with the option in the bottom right. I forgot about that option lol. Last time I used it was when there were things hidden across the site to find.
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Post by allooutrick on Dec 25, 2017 21:12:21 GMT -6
I've always viewed this site from my phone so I had no idea Angel's avatar was animated. Edit: this looks nice. Keeping it
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Post by allooutrick on Dec 20, 2017 16:11:10 GMT -6
Perhaps split Joy con can be used to allow a second player to manipulate a familiar, if time permits, the devs can allow a player to control an enemy and switch between the selected one. This second idea may work better in the boss revenge mode as a second player can take control of what player one will face.
I also voted other because I would like to see touch screen support for the menus.
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Post by allooutrick on Dec 20, 2017 16:05:00 GMT -6
I need to go back and check on this. However the volume of her steps, anything in the game really, should be designed with the intent of the player hearing things through Miriam's ears or the cameras ears. Sounds can be more static in volume if heard from the camera but sound volume heard through her should decrease as they get more distant. Lastly balance should be considered. A blaring swing of a weapon wouldn't fit with barely audible foot steps of her running. Just my two cents and I hope it didn't derail anything.
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Post by allooutrick on Dec 20, 2017 9:17:26 GMT -6
Name: You did it! Description: Not really. (Viewed a bad ending)
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Post by allooutrick on Dec 19, 2017 15:56:35 GMT -6
I think it would be interesting to have the alchemist costume choice match Plague Knight since, last I heard, Shovel Knight is going to make an appearance
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Post by allooutrick on Dec 14, 2017 15:55:50 GMT -6
I'm absolutely wearing that Santa hat out of season.
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Post by allooutrick on Dec 14, 2017 9:43:48 GMT -6
You can post a third time, guilt free, now Pure Miriam. Joking aside that's a good point they brought up. Perhaps a middle ground to death animations would be to categorize enemies and give them one based on that category they fall into. Skeletons fall to pieces, humanoids bleed out and drop to their knees, beasts cry out, etc.
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Post by allooutrick on Dec 12, 2017 11:30:36 GMT -6
Have the devs even confirmed mods will be easily implemented?
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