XombieMike
Administrator
Fifty Storms
Posts: 3,975
inherit
Administrator
236
0
1
Mar 18, 2024 5:53:37 GMT -6
4,212
XombieMike
3,975
Jul 8, 2015 7:10:22 GMT -6
July 2015
xombiemike
|
Post by XombieMike on Jun 27, 2016 12:51:53 GMT -6
crocodile I'm sorry I can't type much at the moment. As my last short message here implies, we don't know how that poll information was used, if at all. Let's not pursue the efforts of giving suggestions in the manner of design requests and polls until we can be sure they are effective. I hate saying that. On an up note, we are absolutely certain the design team is paying attention to the feedback and suggestions on these boards. IGA himself has read things here. Most importantly the two current threads in the general Bloodstained section is being closely monitored. I'm assisting with compiling the feedback, but I'm only half way through the thread with my documentation. That's only my efforts that I'm spending time on just to help Mana, but she is doing her own due diligence on communicating directly with IGA. Typing on a phone all the time during the weekdays is tough. I'm sorry when I seem sort!
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jun 27, 2016 12:51:58 GMT -6
Well, like I said a few posts ago, I was thinking I would draft some bullet points soon. Crocodile and myself could collaborate on it. I feel like this is my baby and I've had a lot of input on it.
As far as usefulness to the team and what they can/can't do with the feedback, in the design review thread itself, Mana did say that it was useful to her when the topics do arise within the team. If and when this topic comes up, she has something easier to find that they can reference for our thoughts.
edit: This is that post of hers specifically, for those that may not have seen it/don't want to go hunting for it, bloodstainedfanforums.com/post/25396/thread It is your baby, and the baby is beautiful.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 27, 2016 13:09:18 GMT -6
crocodile I'm sorry I can't type much at the moment. As my last short message here implies, we don't know how that poll information was used, if at all. Let's not pursue the efforts of giving suggestions in the manner of design requests and polls until we can be sure they are effective. I hate saying that. On an up note, we are absolutely certain the design team is paying attention to the feedback and suggestions on these boards. IGA himself has read things here. Most importantly the two current threads in the general Bloodstained section is being closely monitored. I'm assisting with compiling the feedback, but I'm only half way through the thread with my documentation. That's only my efforts that I'm spending time on just to help Mana, but she is doing her own due diligence on communicating directly with IGA. Typing on a phone all the time during the weekdays is tough. I'm sorry when I seem sort! Sorry, I didn't mean to come off as pushy with my questions. My bad. I guess sometimes I can be curious + impatient Well, like I said a few posts ago, I was thinking I would draft some bullet points soon. Crocodile and myself could collaborate on it. I feel like this is my baby and I've had a lot of input on it.
As far as usefulness to the team and what they can/can't do with the feedback, in the design review thread itself, Mana did say that it was useful to her when the topics do arise within the team. If and when this topic comes up, she has something easier to find that they can reference for our thoughts.
edit: This is that post of hers specifically, for those that may not have seen it/don't want to go hunting for it, bloodstainedfanforums.com/post/25396/thread Of course, I never would and never have done anything of the sorts without collaboration or running it through everyone here, especially parties that have put in a lot of investment into a topic such as yourself in this topic.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jun 27, 2016 13:25:39 GMT -6
I personally found a lot of the spells in SOTN to be pretty meh. Rolling out the inputs never felt right and if I id get them to trigger I was rewarded with a lackluster effect for the mana cost. Simply slashing people was so much more effective. I'd be more interested in a return to something like the Item Crashes, or the special attacks from Dawn of Sorrow/Order of Ecclesia. Having some flashier attack animations could also add the flair without introducing a Lords of Shadow-esque combat system (which for the record I enjoy Spectacle Fighters a great deal, DMC and Bayonetta are favorite games of mine too) But I agree a combo system feels too far away from an IGAvania. 'Vania games were never really about the combat. As long as it was nice and responsive with unique weapon animations that was always enough. Pft... Dark Metamorphosis was godly. lol Not only is it cool to always have spells on hand that dont need to take up equipping space, but they were just cool little additions and visual effects. Seeing Alucard glow red and get health by spilling blood was just a really cool creative idea. I get everyone's is it effective critiques on things but some games are great because they have things in it that aren't effective but just add to the games experience and shows the developers love. That was one of them. A simple solution is to make spells that are more effective AND cool.
|
|
BloodyTears92
Loyal Familiar
[TI1]It is time for darkness. It is a blood banquet.
Posts: 342
inherit
959
0
Jan 28, 2020 3:45:53 GMT -6
438
BloodyTears92
[TI1]It is time for darkness. It is a blood banquet.
342
Dec 7, 2015 22:34:49 GMT -6
December 2015
bloodytears92
|
Post by BloodyTears92 on Jun 27, 2016 14:31:12 GMT -6
I agree that having them was fun in and of themselves and fleshed out Alucard's skillset, and I agree that stuff like that was just another layer of depth that IGA and his team put into SOTN, but honestly now that we have the demo and can see that Miriam has: -Weapons -Trigger spells -Directional spells -Passive buffs -Familiars -Whatever the "Effective" shard slot does
I am now of a mind that having even MORE spells that are activated via commands is very unnecessary. Think about it this way: compared to characters like Soma or Shanoa, Alucard has a much more limited "box of toys". He has his two weapon slots, a subweapon, his familiars, his transformations and a handful of spells. The directional spells added a lot to that kit and gave Alucard a lot of flash and character, but Miriam? Its looking like she might have the biggest "box of toys" to date. Now obviously this is a very natural progression that IGA and crew have experiment with over the years, but I feel like the mechanic was good when it happened but is no longer needed.
I could still get behind, say, each weapon class having a "special attack"; like the "Weapon Arts" from Dark Souls 3, (or the "critical attacks" from Dawn of Sorrow to list an in-series reference point) just for an example, but in light of what we've seen, pressing up/down/up/down/A+B to throw out yet more spells just doesn't seem needed considering the huge list of skills Miriam is looking to have.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 27, 2016 18:15:19 GMT -6
I agree that having them was fun in and of themselves and fleshed out Alucard's skillset, and I agree that stuff like that was just another layer of depth that IGA and his team put into SOTN, but honestly now that we have the demo and can see that Miriam has: -Weapons -Trigger spells -Directional spells -Passive buffs -Familiars -Whatever the "Effective" shard slot does I am now of a mind that having even MORE spells that are activated via commands is very unnecessary. Think about it this way: compared to characters like Soma or Shanoa, Alucard has a much more limited "box of toys". He has his two weapon slots, a subweapon, his familiars, his transformations and a handful of spells. The directional spells added a lot to that kit and gave Alucard a lot of flash and character, but Miriam? Its looking like she might have the biggest "box of toys" to date. Now obviously this is a very natural progression that IGA and crew have experiment with over the years, but I feel like the mechanic was good when it happened but is no longer needed. I could still get behind, say, each weapon class having a "special attack"; like the "Weapon Arts" from Dark Souls 3, (or the "critical attacks" from Dawn of Sorrow to list an in-series reference point) just for an example, but in light of what we've seen, pressing up/down/up/down/A+B to throw out yet more spells just doesn't seem needed considering the huge list of skills Miriam is looking to have. I'm inclined to agree that feature-bloat is a real concern. Special inputs tied to specific weapons such as the game's equivalent to the Shield Rod (if there is one); legendary weapons like the "Masamune" or "Hermes' Shoes" (I'm just making up examples here); Backer-created Weapons; the Katana that was voted for during the campaign (the Crissaegrim of the game), a "Lightning Legs" special when you have a specific set of shoes equipped, etc. are easy to justify. However, stuff like "Dark Metamorphosis" or "Hellfire" are things that the Shard system already covers that, as you pointed out, was not available in SOTN. @ Everyone: I think the likelihood of something like special inputs being implemented raises sharply if the focus is made more narrow (weapons and maybe interactions with familiars?) rather than broad because it then starts to become redundant with other systems.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jun 27, 2016 18:48:38 GMT -6
I agree that having them was fun in and of themselves and fleshed out Alucard's skillset, and I agree that stuff like that was just another layer of depth that IGA and his team put into SOTN, but honestly now that we have the demo and can see that Miriam has: -Weapons -Trigger spells -Directional spells -Passive buffs -Familiars -Whatever the "Effective" shard slot does I am now of a mind that having even MORE spells that are activated via commands is very unnecessary. Think about it this way: compared to characters like Soma or Shanoa, Alucard has a much more limited "box of toys". He has his two weapon slots, a subweapon, his familiars, his transformations and a handful of spells. The directional spells added a lot to that kit and gave Alucard a lot of flash and character, but Miriam? Its looking like she might have the biggest "box of toys" to date. Now obviously this is a very natural progression that IGA and crew have experiment with over the years, but I feel like the mechanic was good when it happened but is no longer needed. I could still get behind, say, each weapon class having a "special attack"; like the "Weapon Arts" from Dark Souls 3, (or the "critical attacks" from Dawn of Sorrow to list an in-series reference point) just for an example, but in light of what we've seen, pressing up/down/up/down/A+B to throw out yet more spells just doesn't seem needed considering the huge list of skills Miriam is looking to have. I'm inclined to agree that feature-bloat is a real concern. Special inputs tied to specific weapons such as the game's equivalent to the Shield Rod (if there is one); legendary weapons like the "Masamune" or "Hermes' Shoes" (I'm just making up examples here); Backer-created Weapons; the Katana that was voted for during the campaign (the Crissaegrim of the game), a "Lightning Legs" special when you have a specific set of shoes equipped, etc. are easy to justify. However, stuff like "Dark Metamorphosis" or "Hellfire" are things that the Shard system already covers that, as you pointed out, was not available in SOTN. @ Everyone: I think the likelihood of something like special inputs being implemented raises sharply if the focus is made more narrow (weapons and maybe interactions with familiars?) rather than broad because it then starts to become redundant with other systems. Yeah but I already told you the appeal of it compared to things like the shard or soul system. You don't have to un-equip and equip something to use it. It's always there at your disposal. That's what makes them cool. I never liked that I had to keep switching things when I liked something. Always having Dark Metamorphosis to use whenever I needed it was a cool feeling. Now, I'm not saying i'd be hugely disappointed if it wasn't there as there's a lot of features I do love but there's a quality to not having to equip something. I could see like special curse spells that were with miriam to begin with, core special spells having input commands. If it's not there then it's not a big deal I just think it'd be cool. I also enjoy the challenge of doing a combination to make it happen because it makes me feel like I'm actually trying to perform a spell rather then just click a button and it happens.
|
|
purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
inherit
Administrator
210
0
1
Mar 24, 2024 21:32:23 GMT -6
3,660
purifyweirdshard
Calling from Heaven
3,789
Jun 29, 2015 7:24:38 GMT -6
June 2015
purifyweirdsoul
Staff Mini-Profile Theme: Example 2
|
Post by purifyweirdshard on Jun 27, 2016 19:49:33 GMT -6
BloodyTears92 and Crocy, yeah, that's a good point, but what we've already seen doesn't exclude the possibility of this for spells/abilities, either. I guess I haven't brought these up yet here, but they're some of the things I was thinking about in the context of Miriam having command special moves... The example I'm talking about is...do you remember the special moves update from around this time last year? All of those actions seemed more linked to Miriam herself, not demonic abilities, but more native to her as a character and available as a baseline. Recalling some of them: "Winestained" throw: Perhaps the one most everyone would remember. It's not really something that strikes you as a monster ability as it is, and was said to increase the effectiveness of other things. Sounds kind of like a Metamorphosis type spell/mode buff. Voltic Chain: A Gunvolt throwback more than anything I suppose, but part of its description specifically says "not a demonic ability". Magical Throne: This was noted as a method for -speeding up- the rate of MP recharging, so it having an MP consumption like a shard ability doesn't seem to make sense. These things seem like options separate from monster drops that she would have just after discovering them or even from the start. There could be more of them, too. That said, I would be completely fine with them just using special inputs only for weapons, or perhaps for specific shards. My main point though is that they seem to have accounted for moves that were independent of demon shards.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jun 27, 2016 19:57:26 GMT -6
BloodyTears92 and Crocy, yeah, that's a good point, but what we've already seen doesn't exclude the possibility of this for spells/abilities, either. I guess I haven't brought these up yet here, but they're some of the things I was thinking about in the context of Miriam having command special moves... The example I'm talking about is...do you remember the special moves update from around this time last year? All of those actions seemed more linked to Miriam herself, not demonic abilities, but more native to her as a character and available as a baseline. Recalling some of them: "Winestained" throw: Perhaps the one most everyone would remember. It's not really something that strikes you as a monster ability as it is, and was said to increase the effectiveness of other things. Sounds kind of like a Metamorphosis type spell/mode buff. Voltic Chain: A Gunvolt throwback more than anything I suppose, but part of its description specifically says "not a demonic ability". Magical Throne: This was noted as a method for -speeding up- the rate of MP recharging, so it having an MP consumption like a shard ability doesn't seem to make sense. These things seem like options separate from monster drops that she would have just after discovering them or even from the start. There could be more of them, too. That said, I would be completely fine with them just using special inputs only for weapons, or perhaps for specific shards. My main point though is that they seem to have accounted for moves that were independent of demon shards. Not to mention they had a weird word to describe them.. 7th ability something? Or some weird name. Yeah.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jun 28, 2016 1:20:22 GMT -6
Yeah but I already told you the appeal of it compared to things like the shard or soul system. You don't have to un-equip and equip something to use it. It's always there at your disposal. That's what makes them cool. I never liked that I had to keep switching things when I liked something. Always having Dark Metamorphosis to use whenever I needed it was a cool feeling. Now, I'm not saying i'd be hugely disappointed if it wasn't there as there's a lot of features I do love but there's a quality to not having to equip something. I could see like special curse spells that were with miriam to begin with, core special spells having input commands. If it's not there then it's not a big deal I just think it'd be cool. I also enjoy the challenge of doing a combination to make it happen because it makes me feel like I'm actually trying to perform a spell rather then just click a button and it happens. Alucard's spells (ability to drain blood, steal souls, shoot fire, summon apparitions, etc.) were all based on the fact he was a vampire (and of course the soul system wasn't invented yet). They had a narrative justification and I think you would need one for Miriam too - convenience isn't enough. Since her powers are derived from her curse, it seems hard (though not impossible of course) to justify magical abilities divorced from the shard system. BloodyTears92 and Crocy, yeah, that's a good point, but what we've already seen doesn't exclude the possibility of this for spells/abilities, either. I guess I haven't brought these up yet here, but they're some of the things I was thinking about in the context of Miriam having command special moves... The example I'm talking about is...do you remember the special moves update from around this time last year? All of those actions seemed more linked to Miriam herself, not demonic abilities, but more native to her as a character and available as a baseline. Recalling some of them: "Winestained" throw: Perhaps the one most everyone would remember. It's not really something that strikes you as a monster ability as it is, and was said to increase the effectiveness of other things. Sounds kind of like a Metamorphosis type spell/mode buff. Voltic Chain: A Gunvolt throwback more than anything I suppose, but part of its description specifically says "not a demonic ability". Magical Throne: This was noted as a method for -speeding up- the rate of MP recharging, so it having an MP consumption like a shard ability doesn't seem to make sense. These things seem like options separate from monster drops that she would have just after discovering them or even from the start. There could be more of them, too. That said, I would be completely fine with them just using special inputs only for weapons, or perhaps for specific shards. My main point though is that they seem to have accounted for moves that were independent of demon shards. Yeah those moves are a bit of an X-factor and we haven't heard or seen anything about them since the KS campaign. Voltic Chain is a bit hard to figure out - is it intended to be a screen-covering attack ala Gunvolt? As for "Winestained" and "Magical Throne", its very easy to imagine both as derived from like a shard dropped from some evil aristocrat or something. I recall Miriam being shown with a move to summon ghosts from her back but given the Amy shard in the demo, that's also something easy to assign to a shard. Since even special attacks from inputs would use MP, I'm not sure why that would disqualify the "Magical Throne" as a shard move - either way I'd imagine its a move that costs like 5-10 MP to use, you sit on it, and then recover 20 MP a second or something. To be frank though, I expect it to not be a very helpful because the game would have to put you in a situation where you have to use a lot of Magic but don't have much access to Ethers. That doesn't seem likely to happen? Maybe in Hard/Nightmare mode? But yeah, I'm still unsure what to make of that Voltic Chain. Special move attached to an electric whip? Move derived from a shard? Straight up special move? Hard to tell right now.
|
|
purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
inherit
Administrator
210
0
1
Mar 24, 2024 21:32:23 GMT -6
3,660
purifyweirdshard
Calling from Heaven
3,789
Jun 29, 2015 7:24:38 GMT -6
June 2015
purifyweirdsoul
Staff Mini-Profile Theme: Example 2
|
Post by purifyweirdshard on Jun 28, 2016 8:13:13 GMT -6
I think part of the puzzle too is how these attacks specifically (as well as other pieces of concept art early-on) seemed to be centered around the thought/idea of crystal and glass. Everything I mentioned could be made of one or the other.
Wine glass: obviously either, Voltic chain: could be crystalline?, magical throne: probably crystal
Most of these things seem to come from Miriam's back rose, too, yeah...which is a protruding crystal. I'm wondering if at some point she will be able to materialize crystal/glass similarly at will, from/due to crystal in her. Kind of like a more limited Iceman-style ability, if you will, just with this substance instead. Speaking of the concept art again, I remember one weapon in particular, a hammer/halberd type thing having a very glasslike appearance, and almost all of the concept weapons have an appearance of blue/green stained glass near their hilts. I'm thinking this crystal/glass production may also tie in to her alchemy creations -- i.e. she can produce the substance through crafting/creation of weapons as well as with special attacks. That's why I would think this seems separate from specifically monster stuff.
However, this may have been their original direction and they changed it to something much more Sorrow-y entirely, or I may be off completely, but that's what it kind of appeared like to me early on and is more or less still plausible now. As far as these being shard abilities, yeah, that's definitely what it looks like from all we know from the demo, but if this early information still stands, it's something to think about.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jun 28, 2016 8:37:54 GMT -6
Yeah but I already told you the appeal of it compared to things like the shard or soul system. You don't have to un-equip and equip something to use it. It's always there at your disposal. That's what makes them cool. I never liked that I had to keep switching things when I liked something. Always having Dark Metamorphosis to use whenever I needed it was a cool feeling. Now, I'm not saying i'd be hugely disappointed if it wasn't there as there's a lot of features I do love but there's a quality to not having to equip something. I could see like special curse spells that were with miriam to begin with, core special spells having input commands. If it's not there then it's not a big deal I just think it'd be cool. I also enjoy the challenge of doing a combination to make it happen because it makes me feel like I'm actually trying to perform a spell rather then just click a button and it happens. Alucard's spells (ability to drain blood, steal souls, shoot fire, summon apparitions, etc.) were all based on the fact he was a vampire (and of course the soul system wasn't invented yet). They had a narrative justification and I think you would need one for Miriam too - convenience isn't enough. Since her powers are derived from her curse, it seems hard (though not impossible of course) to justify magical abilities divorced from the shard system. BloodyTears92 and Crocy, yeah, that's a good point, but what we've already seen doesn't exclude the possibility of this for spells/abilities, either. I guess I haven't brought these up yet here, but they're some of the things I was thinking about in the context of Miriam having command special moves... The example I'm talking about is...do you remember the special moves update from around this time last year? All of those actions seemed more linked to Miriam herself, not demonic abilities, but more native to her as a character and available as a baseline. Recalling some of them: "Winestained" throw: Perhaps the one most everyone would remember. It's not really something that strikes you as a monster ability as it is, and was said to increase the effectiveness of other things. Sounds kind of like a Metamorphosis type spell/mode buff. Voltic Chain: A Gunvolt throwback more than anything I suppose, but part of its description specifically says "not a demonic ability". Magical Throne: This was noted as a method for -speeding up- the rate of MP recharging, so it having an MP consumption like a shard ability doesn't seem to make sense. These things seem like options separate from monster drops that she would have just after discovering them or even from the start. There could be more of them, too. That said, I would be completely fine with them just using special inputs only for weapons, or perhaps for specific shards. My main point though is that they seem to have accounted for moves that were independent of demon shards. Yeah those moves are a bit of an X-factor and we haven't heard or seen anything about them since the KS campaign. Voltic Chain is a bit hard to figure out - is it intended to be a screen-covering attack ala Gunvolt? As for "Winestained" and "Magical Throne", its very easy to imagine both as derived from like a shard dropped from some evil aristocrat or something. I recall Miriam being shown with a move to summon ghosts from her back but given the Amy shard in the demo, that's also something easy to assign to a shard. Since even special attacks from inputs would use MP, I'm not sure why that would disqualify the "Magical Throne" as a shard move - either way I'd imagine its a move that costs like 5-10 MP to use, you sit on it, and then recover 20 MP a second or something. To be frank though, I expect it to not be a very helpful because the game would have to put you in a situation where you have to use a lot of Magic but don't have much access to Ethers. That doesn't seem likely to happen? Maybe in Hard/Nightmare mode? But yeah, I'm still unsure what to make of that Voltic Chain. Special move attached to an electric whip? Move derived from a shard? Straight up special move? Hard to tell right now. I mean yeah she's not a vampire but I feel like they've got the idea of Alucard going on... She's HALF CURSED just like Alucard was HALF VAMPIRE, she belongs to this Castle just like Alucard should belong to this castle. So it's not hard to believe that they have a story element that justifies it. It's more of a... will they do it or not? lol
|
|
inherit
1542
0
Jul 10, 2016 5:53:40 GMT -6
1
thiagosantana
2
Jun 24, 2016 6:36:51 GMT -6
June 2016
thiagosantana
|
Post by thiagosantana on Jun 28, 2016 9:35:23 GMT -6
I know Iga once said he was shying away from these special inputs... but please put them in in some way... that was the most awesome thing about getting new weapons in SotN, finding new weapon spells... and mastering Alucard's magic... it was not needed to beat the game it just added extra stuff to the game, which in my opinion was the best part of SotN. I agree strongly with what you said, and I can add that, in my opinion, this game would not be a spiritual descendant of SOTN without these commands and spells
|
|
JeffCross
Shadow of the Night
Ancient Legion
[TI0] Die monster!!!!!!
Posts: 1,365
inherit
Shadow of the Night
46
0
Aug 2, 2019 16:52:01 GMT -6
711
JeffCross
[TI0] Die monster!!!!!!
1,365
Jun 9, 2015 16:58:57 GMT -6
June 2015
jeffcross773
|
Post by JeffCross on Jul 3, 2016 13:45:28 GMT -6
I know Iga once said he was shying away from these special inputs... but please put them in in some way... that was the most awesome thing about getting new weapons in SotN, finding new weapon spells... and mastering Alucard's magic... it was not needed to beat the game it just added extra stuff to the game, which in my opinion was the best part of SotN. I agree strongly with what you said, and I can add that, in my opinion, this game would not be a spiritual descendant of SOTN without these commands and spells Me too but I trust IGA to make the best game he can make and I will still love that game, even if he leaves it out... Though I would love it even more if the button combo system was integrated in the game.
|
|
Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
inherit
Ancient Legion
195
0
Aug 19, 2023 8:35:43 GMT -6
2,620
Galamoth
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
3,402
Jun 24, 2015 13:36:33 GMT -6
June 2015
galamoth
|
Post by Galamoth on Jul 3, 2016 15:03:16 GMT -6
I can't wait to use the "Winestained" ability, just for kicks. :3
|
|
Risada
New Blood
[TI0]I've been dying for a snack. Come here...
Posts: 16
inherit
494
0
Jun 21, 2018 13:26:09 GMT -6
10
Risada
[TI0]I've been dying for a snack. Come here...
16
Aug 2, 2015 16:02:40 GMT -6
August 2015
risada
|
Post by Risada on Jul 3, 2016 18:14:02 GMT -6
I don't mind commands like Dark Metamorphosis if they make it,
But I can understand if simple commands or no commands (just single button presses) make the game instead, since not everyone want complicated stuff nowadays...
|
|
JeffCross
Shadow of the Night
Ancient Legion
[TI0] Die monster!!!!!!
Posts: 1,365
inherit
Shadow of the Night
46
0
Aug 2, 2019 16:52:01 GMT -6
711
JeffCross
[TI0] Die monster!!!!!!
1,365
Jun 9, 2015 16:58:57 GMT -6
June 2015
jeffcross773
|
Post by JeffCross on Jul 10, 2016 2:37:52 GMT -6
Now if Iga graciously gives us the special attack inputs, I was wondering will the spells/attacks be there from the beginning, a la SotN or will we have to gain them viva shards? maybe white (silver) shards?
|
|
Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
inherit
Ancient Legion
195
0
Aug 19, 2023 8:35:43 GMT -6
2,620
Galamoth
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
3,402
Jun 24, 2015 13:36:33 GMT -6
June 2015
galamoth
|
Post by Galamoth on Jul 10, 2016 19:36:13 GMT -6
Now if Iga graciously gives us the special attack inputs, I was wondering will the spells/attacks be there from the beginning, a la SotN or will we have to gain them viva shards? maybe white (silver) shards? If those "white/silver" shards you've mentioned are one of the 5 shard types shown in the Demo, then sure. :3 Judging from how the game is set up (so far), I don't think we'll be getting secret special-input attacks that'll be with Miriam right from the start. I can't speak for the other two playable characters, though.
|
|
JeffCross
Shadow of the Night
Ancient Legion
[TI0] Die monster!!!!!!
Posts: 1,365
inherit
Shadow of the Night
46
0
Aug 2, 2019 16:52:01 GMT -6
711
JeffCross
[TI0] Die monster!!!!!!
1,365
Jun 9, 2015 16:58:57 GMT -6
June 2015
jeffcross773
|
Post by JeffCross on Jul 10, 2016 19:45:52 GMT -6
Now if Iga graciously gives us the special attack inputs, I was wondering will the spells/attacks be there from the beginning, a la SotN or will we have to gain them viva shards? maybe white (silver) shards? If those "white/silver" shards you've mentioned are one of the 5 shard types shown in the Demo, then sure. :3 Judging from how the game is set up (so far), I don't think we'll be getting secret special-input attacks that'll be with Miriam right from the start. I can't speak for the other two playable characters, though. sadly no, I had to make up a shard color... but there should be a permanent upgrade shard, like they had in AoS, I just don't know what color it will be lol.
|
|
Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
inherit
Ancient Legion
195
0
Aug 19, 2023 8:35:43 GMT -6
2,620
Galamoth
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
3,402
Jun 24, 2015 13:36:33 GMT -6
June 2015
galamoth
|
Post by Galamoth on Jul 11, 2016 8:03:56 GMT -6
If those "white/silver" shards you've mentioned are one of the 5 shard types shown in the Demo, then sure. :3 Judging from how the game is set up (so far), I don't think we'll be getting secret special-input attacks that'll be with Miriam right from the start. I can't speak for the other two playable characters, though. sadly no, I had to make up a shard color... but there should be a permanent upgrade shard, like they had in AoS, I just don't know what color it will be lol. You mean like "Relics"/"Ability Souls", then?
|
|