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Post by DragonByDegrees on Jun 20, 2015 22:19:20 GMT -6
When that happens I just try to either take a break or play something different. I've been playing nothing but RPGs since last year and I felt fatigue. I still have to beat Xenoblade and The Witcher but I haven't, although ever since Splatoon got released I suddenly feel like playing games a lot now since it's a lot different from what I've been playing. I see. Well, as for me, I'm in a slump because I just can't seem to play games for fun and not for the sake of recording footage of them for YouTube. And even then, I'm so much in a slump that I can't even record footage for my channel right now. So don't. Read a book. Paint a picture. Write a poem. Pet a cat. If the videos are your actual job, take a short break to do something else so your work doesn't suffer. If they aren't your actual job, take a break to do something else you enjoy, just for the sake of enjoyment. Life's too short, man. If you ever get to a point where you're doing something you normally enjoy that you don't have to do and you're just not feeling it, do something else for a bit. It's better than banging your head against a wall going "I should be enjoying this! What's wrong with me? Why isn't this fun?" Could also be a symptom of depression, but I'm not going to try to diagnose over just a few posts.
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Post by DragonByDegrees on Jun 20, 2015 22:07:05 GMT -6
Are you infringing all vampires are filthy or being specific? The only thing that ANY of you are infringing on is maybe some copyrights.... XD As for inferring.... That question has already been addressed. I could be wrong here, but I think the word you're looking for is actually "implying".
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Post by DragonByDegrees on Jun 20, 2015 0:10:22 GMT -6
Or Castlevania: Dawn of Sorrow, which came out in 2005, a wee bit earlier than Dark Souls Or Last Armageddon, NES, which came out it 1988, a wee bit earlier than Castlevania: Dawn of Sorrow. Thank you for this. I'd never heard of the game, and now, after reading the wiki entry, I really want to play it. "The humans who breathed the toxin-filled air on the Earth's surface became one with the Earth and kept dissolving. The history of humanity ended and dominion of the planet returned to the demons. These mutant creatures did not depend on oxygen to survive. Therefore, they were able to breathe the air and use the land. Meanwhile, an army of robots wage World War IV against the demons in order to conquer what is now known as Makai - the Demon World. These robots came to the planet on a wave of energy that created an explosion that turned the world into a wasteland. Much later in the game, concurrent themes including Adolf Hitler, war, creating a perfect race of people, and the destruction of humanity in the year 1999 are revealed to the player inside one of the robot's main bases."
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Post by DragonByDegrees on Jun 20, 2015 0:05:57 GMT -6
You're talking about difficulty. That's fine, and I agree with some of the things you're saying, but the impression I got from your earlier post, specifically the line " if the recipe is wrong or the crafting fails" (meaning those are two separate possibilities) was that one of those is RNG dependent. RNG =/= difficulty, at all. It's something you don't have control over. It's the exact opposite of difficulty, actually, as you can't influence the rolls. OH! No no no.... I'm sorry if there was any confusion. I know there is going to be crafting. This means there are recipes. If you make the recipe correct, they work. If you make them incorrectly, they don't work. And in some systems ALL crafting attempts have a chance to "Fail" good or bad recipe. I don't know if that last element will be in Bloodstained or not. What I was originally suggesting was that for "incorrect" recipes that involved items that had a high drop rate could maybe have joke or broken items result, but if ANY of the components being used in the "incorrect" recipe had a LOW drop rate, i.e. were RARE components, that trying to craft that recipe would do nothing and wouldn't use the materials. SEPARATELY I was suggesting tying the outcome of a failed attempt or an attempt made with an incorrect recipe to what the difficulty level was. I was NOT suggesting that those concepts be applied INDEPENDENT of the difficultly level. Which is why I suggested that for the "Easy" and "Normal" difficulty levels the only possible outcome of an incorrect recipe be the results I just described above, and crafting failures (if they included that mechanic) should basically do nothing i.e. not even let the attempt be made. But this should only be true in the "Easy" and "Normal" difficulty modes. In the "Hard" and "Nightmare" modes it should be assumed that if you are playing those modes you should be fairly well versed in how to play the game, therefore, incorrectly doing things "you should know how to do by that point" should have a consequence. Of course this is all dependent on whether there are 3/4/(5??? ) difficulty modes or whether it's just Normal, Hard, and Nightmare as well as how the crafting system works which currently NONE of us know (and I'm not sure Iga knows yet ) exactly the crafting system in this game will work. Again! Sorry for the confusion. It's all good. As long as the deal isn't "There's a fail chance dependent on RNG, dice rolls, you lose, here's an XP cost and a short debuff, autosaving...", because that's the kind of thing that, on it's own, will get an otherwise great game bad reviews. As for "I'm not sure Iga knows yet", I hope he figures it out soon if that's the case, as I really, really want to get a peek at it when we get our first monthly update!
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Post by DragonByDegrees on Jun 19, 2015 15:31:52 GMT -6
The potential risks would probably just be seen as an annoyance, and preventing save scumming for crafting by making it auto-save on craft would anger too many players. Which is why you announce it up front so you know that that's how the game mechanics work for those difficulty levels. Don't like those risks and penalties? Get better at crafting or don't play those modes. And as far as auto-saving with the crafting I would only be in favor of that method of preventing circumvention so long as the only thing the auto-save effected was your inventory and MAYBE your stats if it was decided that some incorrect combination were to have some sort of permanent effect like loss of XP. (Of course wouldn't that be interesting if there was an XP cost for doing crafting that was higher or doubled if you got it wrong. ) It shouldn't effect anything else in the save (i.e. position in the castle, bosses defeated, abilities gained, and the like). I mean that's why I only proposed those kinds of ideas for the higher difficulty levels. I mean by the point that you're playing on Hard and Nightmare the basic mechanics of the game like the inventory and crafting aught to be second nature. If you screw up you deserve to have something bad happen to you. Just like if you mess up and forget how a boss moves/attacks and you get hit it's your fault, not the fault of the game or the boss. Hard and Nightmare mode are supposed to be more difficult and less forgiving of mistakes. It's just like the difficulty modes themselves. If I find Hard mode too difficult, especially if the frustration is angering me, I don't complain that Hard mode is too hard. I go back to Normal, I stop playing, or I practice and get better. So should it be. Besides just because I think hard mode is too difficult doesn't mean it should be made easier. There will probably be people that will even say that Nightmare mode is too easy because they are just that good at gaming. You're talking about difficulty. That's fine, and I agree with some of the things you're saying, but the impression I got from your earlier post, specifically the line " if the recipe is wrong or the crafting fails" (meaning those are two separate possibilities) was that one of those is RNG dependent. RNG =/= difficulty, at all. It's something you don't have control over. It's the exact opposite of difficulty, actually, as you can't influence the rolls.
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Post by DragonByDegrees on Jun 19, 2015 14:13:37 GMT -6
Souls as forging materials? Sounds like Dark Souls. =P Or Castlevania: Dawn of Sorrow, which came out in 2005, a wee bit earlier than Dark Souls
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Post by DragonByDegrees on Jun 19, 2015 13:41:20 GMT -6
I feel like people would be a bit pissed if they could mess up forging, though, especially when rare materials are involved. Simple way to solve that one is if it's "standard" or "common" components the crafting can create junk/joke equipment. If one of the crafting components is a rare drop however, if the recipe is wrong or the crafting fails it just does nothing and the components don't get consumed. Of course that could also be something to be factored into a difficulty setting too. If you're playing on Easy or Normal it works like I said above. If you're playing on Hard or Nightmare mode though if the recipe is wrong or the crafting fails the components are ALWAYS lost regardless of whether the components were rare or not. Also, maybe on both or just Nightmare mode you make it so that if the recipe is wrong or the crafting fails it can actually cause you harm! i.e. Make you loose some HP, drain your MP, temporarily reduce one of your stats, etc.People would use save scumming to circumvent this. The potential risks would probably just be seen as an annoyance, and preventing save scumming for crafting by making it auto-save on craft would anger too many players.
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Post by DragonByDegrees on Jun 19, 2015 1:55:36 GMT -6
I'd like to be able to swing a monster at another monster. Also, does anyone remember which games had Excalibur still stuck in the stone, and you could swing it that way? That was hilarious. That is awesome!! or what about if you mess up in forging you get weird weapons like a zombie arm or leg? That could be interesting. I feel like people would be a bit pissed if they could mess up forging, though, especially when rare materials are involved. Still, they could always just reload their last save, and this same method could be used for obtaining those joke weapons (normal result? Reload).
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Post by DragonByDegrees on Jun 19, 2015 0:15:24 GMT -6
I'm hoping to see something like glyphs from OoE or souls from AoS, really liked that mechanics. One thing I would hate to see is something like unlocking habilites using experience points, there's already a lot of games with that, we need something... not so "generic". Yeah!! I liked the glyphs too just didn't like them for the weapons... OoE was actually my favorite games. I just didn't like the whole, no real weapon collecting in the game . I liked the souls too and I hope they do it in RotN (but Iga already said no to that). the souls would have been great forging material. Ah, shoot.
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Post by DragonByDegrees on Jun 19, 2015 0:13:14 GMT -6
I'm hoping to see something like glyphs from OoE or souls from AoS, really liked that mechanics. One thing I would hate to see is something like unlocking habilites using experience points, there's already a lot of games with that, we need something... not so "generic". Same. The forging system in those games wasn't bad, either, though one with lots of materials like Bloodstained is supposed to have would be a step up.
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Post by DragonByDegrees on Jun 18, 2015 22:13:28 GMT -6
If this aspect is done right it will certainly be one of my favourite parts of the game. I am hoping for a crafting compendium that you can fill up as you go. You try random stuff together and see what it makes. Then it is entered into compendium; although why would you need to craft something more than once? Hopefully there is a bit of RNG in crafting and stats can vary. The format should be straight forward. Like "( ) + ( ) = ( )". You would have exponential growth and possibilities for every crafting material you found. Imagine multi-level crafting, where you combine two materials to make a stronger/different material. Turtle Shell + Hammer = ( ) Turtle Shell + Gloves = ( ) Turtle Shell + Fire Sand = Fire Shell Fire Shell + Hammer = ( ) Turtle Shell + Hammer
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Post by DragonByDegrees on Jun 18, 2015 22:07:28 GMT -6
Looks impressive, but also really hard. I'm a little intimidated.
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Post by DragonByDegrees on Jun 18, 2015 22:04:46 GMT -6
Hey, you. I have an important question for you. In FFTactics, did you use TG Cid? What? No, I only bought FFTactics yesterday, but I played the shat out of FFTA-2 on the ds
And also I have the very bad habit of buying more games than I have time to play them
FFTactics is one of the best games I've ever played. The gameplay is great, the story is great, being able to use a chocobo to summon a meteor is great, being able to use said chocobo-summoned-meteor to hit totally-not-Sephiroth ingame is great. Great great great. Seriously, the game is well-made and still holds up years and years after it came out. If you want a little more challenge in the game later on though, don't use TG Cid. He's overpowered as heck.
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Post by DragonByDegrees on Jun 18, 2015 22:01:29 GMT -6
Played a few. P3 was the first "social-sim" I'd ever played, and I loved how it actually worked with the game. Devil Survivor was also fun.
I still remember exploring Tartarus in P3 and getting the "OH CRAP, Death has appeared!" notification.
adamschwartze1986, if you want people to read the story ideas, post the story ideas. It's not something I'd normally find myself reading, but I'll take a look at it if you step up and put it out in public.
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Post by DragonByDegrees on Jun 18, 2015 21:55:35 GMT -6
Ohhh, but I wasn't talking about all the psx games, only FFTactics and SotN, but then again demon's souls is not the only ps3 game that can be played on my ps3 (thank god) Hey, you. I have an important question for you. In FFTactics, did you use TG Cid?
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Post by DragonByDegrees on Jun 18, 2015 21:52:45 GMT -6
I'd like to be able to swing a monster at another monster. Also, does anyone remember which games had Excalibur still stuck in the stone, and you could swing it that way? That was hilarious. ....Magicka? It was also in at least one Castlevania game, I think.
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Post by DragonByDegrees on Jun 18, 2015 21:46:53 GMT -6
I'd like to be able to swing a monster at another monster.
Also, does anyone remember which games had Excalibur still stuck in the stone, and you could swing it that way? That was hilarious.
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Post by DragonByDegrees on Jun 18, 2015 21:42:47 GMT -6
Castlevania: Mirror of Fate: $3.74, 75% off the normal price of $14.99 Castlevania: Lords of Shadow Ultimate Edition (comes with Reverie DLC and Resurrection DLC): $7.49, 75% off the normal price of $29.99 Castlevania: Lords of Shadow 2: $9.99, 75% off the normal price of $39.99. All DLC is also 75% off.
Sale ends 13 hours from now.
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Post by DragonByDegrees on Jun 18, 2015 21:32:34 GMT -6
I would say please make the familiars Player 2 controllable. While multiplayer is probably going to involve both players playing as Miriam, or one as Miriam and one as Johannes or Gebel (or the mystery character) , I kind of like this idea. I'm picturing another player jumping in, controlling a bat or ghost minion, and swooping into an enemy over and over for negligible damage. "I'm helping! I'm helping!" XD
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Post by DragonByDegrees on Jun 18, 2015 13:17:07 GMT -6
I'll say this as succinctly as possible. This thread is a bad idea for the same reason threads titled "Is Blodstained:RotN only for white people?" or "Is Bloodstained:RotN only for heterosexuals?" would be. Women interested in the game will come when they come, if they want to come. Discussing them in their absence as if we were a bunch of old people in a marketing department of a megacorp, or "great white hunters" discussing the "noble savages" of Africa is a TERRIBLE idea, and that's exactly what this thread comes off as. Even though I know that wasn't OP's intention. Posts that include sentences like "Well, I know some females who like the sexy female enemies more than males do!" are insulting towards women to a demented degree. Yes, lesbians exist, and straight women who have a certain level of appreciation for the female form exist too. Why are you discussing them like they were an exotic sight, or bigfoot, or something? There. After a few edits, I managed to get out everything I said without exploding. I strongly disagree. There is absolutely nothing wrong with providing anecdotal evidence. I know some straight women who get more kicks out of those types of enemies than I do as well. Lines like "personaly I think it bothers most girls less then some make it seem, but thats just an opinion.", on the other hand, are a little concerning. There is a vocal minority present when it comes to this topic, but that's due in part to the fact that girls who speak up about how uncomfortable it makes them get strong negative responses, ranging from "it's the norm, stop being a crybaby" (just because something is an established thing doesn't mean it shouldn't change, and if we followed this logic slavery would still be around) to "who asked you, get back in the kitchen" (which is a good damn way to turn girls off of gaming period, as they'll start to think the community is toxic towards females, and they're kind of right). Oversexualized female characters in games, be they enemies or playable characters, tend to bother a large group of women, and understandably so. Most of the oversexualized models have physical traits most people can never hope to achieve or compare to, and having to look at that constantly can be tiring. On top of that, even when the oversexualized characters are strong in some way (intelligent, brave, users of powerful magic, etc.), portraying them as unrealistically attractive kind of gives the message that their other positive traits aren't enough. The difference in costume and armor appearance in games is a problem too, to the point where a suit of armor that actually covers all of a girl's vulnerable bits is something people comment on because of its rarity. I'm not going to get into this more for now, mainly because I have to head to work, but it's a definite issue that needs overcoming.
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