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Post by Ciel on Aug 13, 2019 13:10:59 GMT -6
First of all, yes I am against any changes at all by principle. This is a single player game and nerfs have no reason to exist here. Second, please don't assume we're upset per quota, by doing this you are diminishing our complaints for no reason, and labeling me and others as "minor annoyances that should be ignored". We being the minority or not doesn't mean our opinion shouldn't be heard (it being applied is another matter entirely, but at the very least it should be discussed). This is the main reason I hate the modus operandi of Reddit with a passion, controversial opinions are downvoted to oblivion and are never taken in account or debated because nobody ends up reading them. That thing is an echo chamber by design. And finally these arguments: Aren't mutually exclusive. In fact, from my perspective, the second one only was necessary because the other side wasn't satisfied with the first argument, so we had to clarify more our opinion, and the last one has nothing to do with the first two, it was more of a result of how the nerfs were done. The second argument is a direct consequence (or a corollary, should we start to get fancy) of the first one: if someone wants to be OP, let them be, it's their choice precisely because it's a single player game, the choice one player makes won't affect anyone but his own playthrough. This is the main reason of why we are against any changes on principle. I hope you understand the gist of it now. Then we have the third argument. From what I can see, it only started to appear because the people who are with nerfs were saying things like "the nerfs are necessary so the player has a motive to experiment other shards instead of playing the whole game using only a handful of them". Assuming this was the main motivation behind the nerfs, then they failed doing what they were trying to accomplish. As I have said multiple times here, if you want to force players to stop using whatever, you must apply a nerf hard enough to the point of it being almost useless, only doing that the player will start to feel that he should change his build, for it has become almost impossible to advance through the game.
So, in the end, what has this patch accomplished then? Assuming they wanted to force players to experiment, it seems that only the dullahammer heads were nerfed enough to do that. And I'm still against it, because now we have one less viable strategy for the sake of literally nothing. The players who were using them are now pissed off, and the ones who weren't got nothing out of it. The end result is nothing but negative, and for the sake of what? How did the game improve for those who weren't using dullahammer heads because they found it to be OP? For those who were though, now they are forced to use something else that for them could be less fun. Again, how is this a good thing?
So to start, I don't count you among those who are perenially upset about things, Ciel. At most, I think you've picked a couple of battles over the years, but not whatever the current one is until it's over, and your support ending anew each time etc. I've seen you engage thoughtfully and positively in many instances, while in other cases some guys (here and elsewhere, I'm being very general here) only have time for the opposite. That's where the main part of my frustration comes from, with a game that everyone seems to actually like and did quite well otherwise. After the fact, it's kind of like what's stuck around is residual flavor of the week discontent. Kind of like the old days, just without people on the positive side stopping by to say something because they're done with the game by now. That poll for/against the nerf or paid DLC isn't just myself on the "yes", but you don't see much of anyone besides myself engaging on it for that side because of how this conversation flows. I wasn't even at first staunchly on one side or the other with this case in particular, but I felt like there wasn't nearly enough going on with the "for" side for it to be fair and reflect a more complete picture of the issue. Yeah well honestly I may pass an image of a rather negative person but I'm actually very positive about how the game ended up being. My experience playing Bloodstained was splendid, and I'm looking forward for the other 2 playable characters. It just so happens that when I disagree with something, I tend to express it way too strongly lol. These battles I have picked during the years such as these nerfs may stick out as sore thumbs, but even me wouldn't say that they are enough to turn the game into trash and/or unplayable. Maybe it's just my personality, but when discussing a game I do tend to focus on what I think are the bad points of it. A good, productive discussion/debate is when at the end both sides can reach an agreement on how to improve something, and to do that there must be someone pointing out what they think are not good enough, which it seems to be my job at the moment lol. I think I'm pretty relaxed. Stay relaxed my man
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Post by Ciel on Aug 12, 2019 13:01:50 GMT -6
Well, this may not apply to you then, but this is the situation as I see it from some sides of the argument - First being please don't/why would you nerf playstyles and being OP because that's what we want (which is still intact from what I can tell, except perhaps a familiar not being a good strategy in nightmare - and I think that's permissible and perhaps for the best in interest of a challenge) But now has shifted to - why bother doing changes if nothing changed enough/was meaningful? Looks like either a no-win to me where x amount of guys are just going to be upset per quota, informing the casually content person falsely that everyone is upset about it, OR they're all in truth like Yaen and were just on principle against any changes at all - but again, if that were so, the reasoning and statements from before aren't consistent with that from what I can tell. First of all, yes I am against any changes at all by principle. This is a single player game and nerfs have no reason to exist here.
Second, please don't assume we're upset per quota, by doing this you are diminishing our complaints for no reason, and labeling me and others as "minor annoyances that should be ignored". We being the minority or not doesn't mean our opinion shouldn't be heard (it being applied is another matter entirely, but at the very least it should be discussed). This is the main reason I hate the modus operandi of Reddit with a passion, controversial opinions are downvoted to oblivion and are never taken in account or debated because nobody ends up reading them. That thing is an echo chamber by design.
And finally these arguments: Aren't mutually exclusive. In fact, from my perspective, the second one only was necessary because the other side wasn't satisfied with the first argument, so we had to clarify more our opinion, and the last one has nothing to do with the first two, it was more of a result of how the nerfs were done. The second argument is a direct consequence (or a corollary, should we start to get fancy) of the first one: if someone wants to be OP, let them be, it's their choice precisely because it's a single player game, the choice one player makes won't affect anyone but his own playthrough. This is the main reason of why we are against any changes on principle. I hope you understand the gist of it now. Then we have the third argument. From what I can see, it only started to appear because the people who are with nerfs were saying things like "the nerfs are necessary so the player has a motive to experiment other shards instead of playing the whole game using only a handful of them". Assuming this was the main motivation behind the nerfs, then they failed doing what they were trying to accomplish. As I have said multiple times here, if you want to force players to stop using whatever, you must apply a nerf hard enough to the point of it being almost useless, only doing that the player will start to feel that he should change his build, for it has become almost impossible to advance through the game.
So, in the end, what has this patch accomplished then? Assuming they wanted to force players to experiment, it seems that only the dullahammer heads were nerfed enough to do that. And I'm still against it, because now we have one less viable strategy for the sake of literally nothing. The players who were using them are now pissed off, and the ones who weren't got nothing out of it. The end result is nothing but negative, and for the sake of what? How did the game improve for those who weren't using dullahammer heads because they found it to be OP? For those who were though, now they are forced to use something else that for them could be less fun. Again, how is this a good thing?
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Post by Ciel on Aug 2, 2019 18:09:09 GMT -6
Another reason I was thinking about also purchasing the PC version is because I want to play this game on the go. My best laptop has only a GeForce MX150. Has anyone tried the chip with this chipset? If so, how's the performance at 720p or 1080p? Seems to run well enough.
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Post by Ciel on Aug 1, 2019 22:16:16 GMT -6
While I'm not against buffing things (be it the player or enemies), be aware that this is your opinion. I personally spent half the game spamming Jinrai for how strong and fun to use it is. I had a blast using it to my heart's content and not even once I felt I was missing out on"more powerful" shards or techniques. Hell it made some bosses trivial like that one in the desert area. So, to me, your statement makes no sense.
I shouldn't have made a blanket statement like that and I have edited that post accordingly. Jinrai is more the exception than the rule (the parries are as well, at least in my experience) and I should have specified that most techniques feel/are numerically inferior to shards barring a few exceptions. I wasn't criticizing you specifically, sorry if it sounded that way. It was in a broader sense because these past weeks I've seen a lot of people dismissing the other shards as trash/useless when in reality they aren't, at least in my experience.
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Post by Ciel on Aug 1, 2019 20:25:02 GMT -6
Well at this point I already made my opinion about the nerfs way too clear, but I just want yet again to comment about something just to make it clearer: Technique Buffs are welcome as they were completely overshadowed by even the most basic shards. While I'm not against buffing things (be it the player or enemies), be aware that this is your opinion. I personally spent half the game spamming Jinrai for how strong and fun to use it is. I had a blast using it to my heart's content and not even once I felt I was missing out on"more powerful" shards or techniques. Hell it made some bosses trivial like that one in the desert area. So, to me, your statement makes no sense.
That's why I'm against nerfing things in this game, be them smaller or bigger in changes. Given how many tools are available to the player, and how different they are, the player is going to pick up what fits best for him and call it a day. You can't objectively judge a shard or technique to be bad based on your playstyle only. They all offer completely different gameplay mechanics and you're free to choose whichever you want for they are all powerful enough to bulldozer through the game without any problems. How, then, are you going to make the decision of which shards should you nerf when it's impossible to objectively point out which of them are way too strong?
And about the nerfs itself, just as expected they are all minor and I'm pretty sure that none of them is enough to make the player change his mind of which shard to use. I bet that people are going to still use Welcome Company after the patch. It then begs the question: what has this patch accomplished, but annoy the players who use those shards and enrage half of the game's community?
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Post by Ciel on Jul 24, 2019 13:47:11 GMT -6
Ciel Adjusting Welcome Company's portraits/damage does affect how the shard works, in conjunction with, assumedly, things like the dullahammer heads having more HP. I'm thinking those two changes are related - I can't imagine they're thrilled about everyone ignoring that those things were put in the levels. But again, we don't know the severity at which things were decreased/increased and this is all just a response at surface level to something that may mean very little change in the end, if just to encourage some more variety. Some of the earliest things also being some of the best isn't good, and certainly when those things allow you to press through the level design as if it wasn't there. If they're going through the trouble of making the adjustments to the shards and the enemy HP, it's unlikely that the only effect will be making players who use it "less powerful for no reason". A nerf to these things seemed to be aimed as a buff to the game's design and the spirit of trying more things. I'm always in the camp too of players adapting to the game rather than the game adapting to players. I can never presume to know more than the creators on how things should be. I'm not explicitly saying you're doing that as I assume not, since I think it's a matter of a philosophy difference rather than you're saying you do know how better to design it. Why an early game shard can't be as powerful as the endgame ones? I don't understand why you people are so fixated on this idea of applying an equipment system philosophy on something completely unrelated. Have you tried other shards and adjusting your playstyle accordingly? They are just as good as Welcome Company and others considered busted, or even better depending on how you prefer to play the game. The shards are all made with unique effects and attack patterns, if we start to apply linear progression to them, the end result is that the endgame ones are all going to be the only useful and viable shards at the end of the game. The player will make the decision of which shard to use based on damage stats alone, ignoring the unique characteristics of each shard. This is boring. Instead of choosing whatever you think it's more fun to use, you're just going to use the newer ones you got because they are objectively better. For Chaser Arrow vs True Arrow, you could make the former faster with more projectiles, and drive home the "tracking" aspect of it where it homes the target for quite a while if contact isn't made. It's up to them how they do that. I respect the idea of playstyles and things just being too boring, but I don't like the idea of the game's design being in a vacuum. They can perhaps make things un-boring and while we're at first resistant to change as always to how we play, may find new reason to revisit the things we dismissed as trash. If there's also seemingly a singular "main" playstyle that you see on every streamer's media, it's less about style and just wanting to be contrary/different to what's apparently objectively the easiest/best thing. Variety being more real than arbitrary is probably preferable while within the main story's initial progression. I would rather feel like "x is very good and I already have it, but I feel like y could work as well and be very strong if I build it up some more" instead of "x is beating the game for me basically, so I think I need to limit myself more with this neat-looking thing that I know isn't good". This is a hard goal to hit in a game with so many things in it though, but I commend them and wish them the best on it. That's what I don't get. Why are you dismissing the other shards as trash in the first place? They are all just as good. The system was made so that every shard is freaking damn good. It's not the game's fault if the player decides to use just one of them in his entire playthrough. Sure, you may be thinking that you can solve this by making the shards from more powerful foes being objectively better, but by doing so you're just falling for the same linear progression problem again.
Ok, it's the second time I use linear progression as a bad thing for the shard system and I think it's high time to explain my reasoning of why it's fine for equipments, but not for shards. Let's take weapons as an example here. We have Katanas, Swords, Firearms, Spears and Whips. Each one of them has an unique playstyle. Let's start by comparing weapons from the same sub-type. Take Nodachi and Zangetsuto, they offer the exact same playstyle for they are Katanas, but the former you get it early game and the latter end game. It would be completely pointless should Nodachi be stronger than Zangetsuto, the player would have literally no objectively reason whatsoever to switch to the newly acquired Katana, because they play exactly the same with the only difference being stats. Now let's try to compare two weapons from different sub-types. Take Blue Rose and Eternal Blue. Sure, you know which one of them has a higher attack, but can you really point out which is objectively better? No, because they offer a completely different playstyle, only the player can make the decision of which one he wants to use based on his preference alone. I think you already got the gist of it by now. Applying the same idea with the shard system, you can't really pinpoint the objectively best shard for they are all different, offering completely different playstyles and having unique patterns that make it impossible to compare.
So yeah, with that said, I think we disagree on a fundamental level, and at this point only IGA can make his decision of the which path he wants to take his game.
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Post by Ciel on Jul 23, 2019 20:44:11 GMT -6
I think that those items I mentioned are OP by definition
Nonsense. The Recycle Hat and Gebel's Glasses can't be OP, you don't get them until the end of the game. It doesn't matter at that point. Rhava Bural is the only thing from your list that really makes sense, and they're nerfing that. Because it's OP.
OP does not mean powerful. OP is bad, by definition.
This whole conversation just feels intellectually dishonest. Maybe calling it a conversation is too generous.
Eh, my bad, I was thinking of Rhava Velar while I was writing that. Well I suppose you're against nerfing Rhava Velar then, given what you said?
Anyway, I disagree with you that Rhava Bural is OP. Not sure if it's because my first playthrough was on Hard, but I found it to be rather weak. The damage isn't high enough that you can use it all the time. Sure it's fine under certain circumstances where you need to be able to move fully, otherwise you're better off with a Katana and its techniques or a 2-handed sword.
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Post by Ciel on Jul 23, 2019 16:54:56 GMT -6
Sure! Let's start by removing Accelerator, Augment Gold, Recycle Hat, Diamond Bullets, Rhava Bural and Gebel Sunglasses from the game! Because unless you nerf those items to the fucking ground so they become literally useless they are ALWAYS going to be OP! Forget about the point of every IGAvania game when by the end of the game you're basically bulldozing through the castle with no mercy for every moving being! Or what? Are you saying you want to HAVE FUN while doing so and there's no problem with that because it's a SINGLE PLAYER game? Oh my, but we can't have that! Here, your game now is a borefest of "balanced" items for the sake of being "balanced" even though it doesn't matter for a single player game, when there are no fun builds because it's 2019 and in this world pos-Dark Souls, every game is completely forbidden to have any unbalanced powers for reasons. And remember guys: NO FUN ALLOWED! You're making this about something it isn't here with a very exaggerated slippery slope argument (and you're not the only one), where in truth we're probably looking at a handful of shards that are still powerful doing slightly less damage. The slippery slope wasn't really an argument, it was just a sarcastic response for something third said that I can't just comprehend in any possible way. He said that they should nerf every possible OP build out there, and I think that those items I mentioned are OP by definition and, going by his suggestion, ultimately they must be removed then. The extremely powerful late game stuff (which make this game like SotN, which gradius is talking about), aren't being touched. Yeah well, Rhava Velar (previous I confused Velar with Bural here), an endgame weapon, is being nerfed, so... I wanted to like other things, myself, but Welcome Company was (and still is, even 50 hours in) so good that I just ignore everything else. That's the point to focus on - what is VERY good right now should and most likely will remain good, and it just being "good" will allow other things some time for experimentation by the average/most players. Some of the strongest things in the game being also the earliest/most mundane and obvious finds is not particularly good. And just like I said in my previous post, that's not going to happen unless Welcome Company is nerfed to the point of being almost useless, or just plain useless. Your playstyle already revolves around using Welcome Company, so a soft-nerf isn't going to make you stop to use it (just like you said). Nerfing isn't going to change how the shard works, if you feel it to be useful right now it's still going to be useful after the nerf. That is, unless they nerf it to deal 0 damage. It just so happens that Welcome Company is very good for a lot of people, but so what? The only thing this is going to accomplish is make players that use it less powerful for no reason. The majority experience with the game is to use the most obviously powerful things, or what other people tell them are good, beat it once and leave/move on. For the shards this is completely subjective. I did my first playthough on Hard and Welcome Company, Herectical Grinder and others on that list never struck me as very powerful. Well, honestly they were all boring to use. Heck, I spent more time using True Arrow and abusing Jinrai than anything else, mostly because it was more fun to do so. There are no "obviously powerful" shards in this game, they're all extremely powerful and some are even extremely good on some situations. For example, Head Flail is very powerful early game sure, but Gale Crawler do wonders on some annoying ground enemies in the Garden. Oh, and the people who just use what others tell them are good weren't going to experiment anyway, they are a lost cause and you can't make these kind of decisions based solely on their opinion. Also, I have to say that Chaser Arrow taking a hit surprises me, but that was in the context of being very disappointed with it because True Arrow completely invalidates it. Why does tracking matter when you can aim a spread anywhere you want that moves faster, and does more damage close and far? I didn't even touch True Arrow in my playthrough though because I remembered how silly it was in the beta. Had I known I'd end up leaning on WC through my entire game, I'd probably have kept myself from using it as well. The temptation to just cheese through all the level design (and bosses) was too strong, and as a result I ended up not seeing whatever work they did on most of the game's conjure shards. If I'd used True Arrow, it'd be the same for the directional shards. That is not great, and what I'm meaning is, that was a large majority of people. So what do you propose then? Should we nerf True Arrow to the point of being completely superseded by Chaser Arrow? You see, I don't think this is the point of a "get the power of every enemy in this game" system. This is not an equipment system where the following armor is objectively better than the last, and you have no reason to not use the newer one. The point of the shard system is to give the player a lot of unique options that are all powerful enough that the player can use whichever fits his playstyle without the feeling that he's unable to go through a challenge unless he changes his build to a completely different one. Sure this system is bound to have some objectively more powerful (stat-wise) ones, but ultimately who cares if all of them are perfectly useful and viable? Just like I have said too many times now, I never depended on any of those to-be nerfed shards to complete my Hard playthough, which was my first because I used the cheat code. Not even once I felt like I was limiting myself, not even once I felt the game to be too difficult that I had to change my shards to any of those so called OP. My choice to not use them was solely based on the fact that they were too boring for me and didn't fit my playstyle at all.
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Post by Ciel on Jul 22, 2019 17:15:33 GMT -6
This whole argument confuses me no end. I can understand protesting nerfs in an MMO, where you devote lots and lots of time to building up a certain character around a certain playstyle. Here it doesn't make any sense. No one has said anything about taking your toys away, the point is to try and make it so that all of your toys are fun and not just the gold-plated ones.
Explain to me then: how nerfing the toys that are fun is going to make the toys that weren't fun before suddenly fun to use? Think for a moment: nothing changed with the other toys, what you thought was boring before is still boring after you lost your fun toys. That was what I was trying to explain on my first post, you're not accomplishing anything with this but making people pissed off for literally nothing to gain at all. And that's before talking about the fact that... The game has only changed for people who want to use different weapons, but don't want to feel like they're limiting themselves in order to do so.
you're just plain wrong here. Every shard (well, except the joke ones of course) is actually viable, and you can comfortably enough play the game using whatever you want, even on NG Hard. As I said earlier, I never used Welcome Company and a lot of the shards being nerfed here, exactly because I never found them to be useful for how I was playing the game, and I never felt like I was limiting myself. It just boils down to how every player is going to play this game, and now everyone is possibly going to have less options now because for some reason they decided that a couple of shards were too powerful. Great! I never used them before and now I have even more reason to never fucking use them in this game. Well I haven't been saying that, but: that would be a positive change, by definition. Maybe you've forgotten what the 'O' in OP stands for.
Sure! Let's start by removing Accelerator, Augment Gold, Recycle Hat, Diamond Bullets, Rhava Bural and Gebel Sunglasses from the game! Because unless you nerf those items to the fucking ground so they become literally useless they are ALWAYS going to be OP! Forget about the point of every IGAvania game when by the end of the game you're basically bulldozing through the castle with no mercy for every moving being! Or what? Are you saying you want to HAVE FUN while doing so and there's no problem with that because it's a SINGLE PLAYER game? Oh my, but we can't have that! Here, your game now is a borefest of "balanced" items for the sake of being "balanced" even though it doesn't matter for a single player game, when there are no fun builds because it's 2019 and in this world pos-Dark Souls, every game is completely forbidden to have any unbalanced powers for reasons. And remember guys: NO FUN ALLOWED!
Honestly, we should just agree to disagree and leave it at that.
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Post by Ciel on Jul 22, 2019 14:23:13 GMT -6
A lot of people here are confusing balance and difficulty. Nerfs are about balance: if some shards are substantially more powerful then this means that only those shards are actually useful and the rest are just trash. So the point of the nerfs is to increase the number of viable shards. In other words, it adds variety to gameplay and increases the number of viable strategies. That's not how it works in this game. As I said in another thread, every shard is actually viable depending on your playstyle. For example I found Welcome Company to be completely useless for me in my NG Hard playthrough, because I wanted to one shot everything and that shard isn't focused on burst damage. Yet here we have a lot of people claiming that that shard is OP and should be nerfed. You can't say that there are only a couple of useful shards when in reality every shard deals tons of damage and you just have to choose the ones you prefer. Stop saying things like "nerfing shards will force users to change their playstyle!" because unless you're nerfing to the point of those shards being completely useless, which is counter-productive, the players aren't going to completely change the way they're playing the game if they feel comfortable enough with it. Or what, are you saying we have to nerf to the ground every OP build out there until there are none of them and the game transforms into a completely boring mess of no fun allowed builds?
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Post by Ciel on Jul 19, 2019 15:22:48 GMT -6
The rest of the stuff is similar, albeit less annoying: a large part of the game is about finding powerups and getting stronger. Some of those powerups are shards, some are equipment, but whatever they are they need to get more powerful as the game goes on. Otherwise it's meaningless. If the stuff you get early is so good that you never switch it out then you've lost a big part of the appeal, and if, when the devs spy on us, they see that people get Welcome Company early on and then never use anything else, they know that they made a mistake. "But," you say, "you can always just refuse to use the good stuff. Why don't you limit yourself to only great swords and sliding attacks? Wouldn't that be fun and quirky?" Sure, that would be fun and quirky. That's a great way to get some replayability out of a game which you've otherwise played to death. That's an absolutely terrible thing to ask people to do on a first playthrough though. And I'm going to repeat what I said: the player will find something else they like and spend the rest of the game with that, just like some did with Welcome Company. That's just the nature of the system we have here, and it's fine, the player can use the shard he wants as everything is basically too powerful. If some of them are being used more often than the others, then buff them instead of nerfing things. Yeah sure but why though? What is the problem with the player getting something early on the game that's useful enough to be used during the whole playthrough if he wants? Ultimately that is his choice, and there are more OP endgame shards anyway. For example, personally I never used Heretical Grinder nor Welcome Company because I didn't find them fun for my play style, as I decided to go with burst damage shards. So yes, I did spend a lot of time with True Arrow, until I got to the mid/end game when I found better options for the way I was playing the game. I have to ask then, what's the problem with that? The issue is that it adds an "I win" button for most situations in the first half of the game. It's not balanced. It should not be on the player to decide not to use broken gear. It is on the developers to curate a balanced experience. It's the same reason there isn't an infinite rocket launcher in Halo 2 or a flying car in Need for Speed. You could say that about almost every shard in this game, because every single one of them is absurdly powerful. The system was made so that every shard is powerful enough to be viable, which basically means they are extremely powerful. The obvious advantage of this system is that the player never feels forced to change his play style because suddenly he found a shard that is so absurdly superior that's not even funny. We keep citing Welcome Company, Head Flail, Heretical Grinder, etc, but as I said in an earlier post, I never felt the need to use them on my NG Hard playthrough, not even once. Actually, Heretical Grinder sucks in my opinion.
So, what would you consider a balanced system?
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Post by Ciel on Jul 19, 2019 13:59:15 GMT -6
So you're basically saying: let the hardest bosses/enemies shards be the useful ones and objectively superior, while the rest is useless and objectively inferior. The end result of your suggestion is: people are going to only use those shards and equipments you're labeling as "more difficult" to obtain and that's it. I think the system we have now is way more fun because the player can use whatever shard they want without feeling underpowered, even if it's an early game shard. As I said earlier, the game never forces you to change your play style, and that's awesome. Boy you sure pulled a lot of subtext out of your ass there. What I'm saying is: Keep extremely OP stuff out of the early/mid game. It's not hard to get OP in this game despite the nerfs. Yeah sure but why though? What is the problem with the player getting something early on the game that's useful enough to be used during the whole playthrough if he wants? Ultimately that is his choice, and there are more OP endgame shards anyway. For example, personally I never used Heretical Grinder nor Welcome Company because I didn't find them fun for my play style, as I decided to go with burst damage shards. So yes, I did spend a lot of time with True Arrow, until I got to the mid/end game when I found better options for the way I was playing the game. I have to ask then, what's the problem with that?
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Post by Ciel on Jul 19, 2019 13:24:24 GMT -6
mourningxsun It's not broken if people are having fun with it. And do you REALLY believe things like craftwork or flying edge are outright broken? That seems really odd to me to be honest. Like, what did you think would happen? Early game stuff should not carry players all the way to the end. So you're basically saying: let the hardest bosses/enemies shards be the useful ones and objectively superior, while the rest is useless and objectively inferior. The end result of your suggestion is: people are going to only use those shards and equipments you're labeling as "more difficult" to obtain and that's it. I think the system we have now is way more fun because the player can use whatever shard they want without feeling underpowered, even if it's an early game shard. As I said earlier, the game never forces you to change your play style, and that's awesome.
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Post by Ciel on Jul 19, 2019 13:07:02 GMT -6
I'll just post my thoughts here, which is basically a copy & paste of what I said in one of those Steam forums thread:
To go even further: if we're talking about multiplayer, then these nerfs should be applied only to that mode, and nothing else. Doing it is perfectly possible and I bet it's not that hard even. We also have to consider the reason behind those nerfs. If it's because they are broken and people are only using those builds, then unfortunately this is not going to work. When a build is deemed as OP or broken is nerfed, something else will take its place and players will start to exploit it again. And if we are to nerf this new build, the cycle will repeat itself again ad infinitum. That's just how it works, if you've ever played a MOBA you would known how it is: every patch a build/hero/champion is nerfed and others buffed, and something else is labeled as OP until a new patch comes and nerf it. And the cycle repeats forever. In the end, nerfing because it's OP is ultimately a waste of time and resources, just leave it as is and move on, especially in a single player game.
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Post by Ciel on Jul 18, 2019 15:43:44 GMT -6
purifyweirdshard I said it was pretty slick because it is. They know how to twist things to their favor and make more money. Good for them and the future of Bloodstained. The YouTube comments are worth a look. Huge praise for free DLC. It's working for them. If 505 would have given an option in the survey for not willing to pay for cosmetic DLC, this thread wouldn't exist. I'm just saying it was intentional because it will skew things in their favor. I should have just closed the survey instead of wanting to see the rest of it and answer those questions. Now they have data that I'm willing to pay when I'm not. This is intended, not a mistake. I'm surprised that the 13 Free DLCs aren't for sale to non-backers. I mean, I should be impressed they are free, right? That means I should expect them to be worth selling, but they choose not to. Not just because it sounds good in the publisher wars. It's for the fans! It's because it's a staggered release, and they know how to market that to their advantage. Like I said, it's slick. Good for everyone. Yeah 505 has been very good at that. Anybody who thought that the game was going to look bad without everybody complaining about pre-alpha demo graphics was a fool. The game was more than likely *always* going to look as good as it does currently. 505 just spun it up into a nice trailer that everybody loved. I just want to point out that this is not exactly the case. In this interview at ~3:07 mark IGA says that originally they were going to release the beta graphic as it was then, and that he only decided to not do it after the feedback. So yes, the community feedback played an important role on how the game graphics ended up.
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Post by Ciel on Jul 6, 2019 1:59:09 GMT -6
Yes, i've read various opinions on that, especially over at Steam forums... But, is Normal mode "too easy"? Sotn used to give you angry deaths, should you stray a little bit, into an area you shouldn't be, with new/upgraded enemy types (like that hidden fireplace and the heavy knight guard outside). Bosses were dangerous. And stuff like that. Here, few upgraded shards and spamming their magic, drops a boss like a common enemy, or something... Yes, i know. Normal is supposed to be easy, right? So, will the other difficulties pose threat? I remember Sotn being "casuals-friendly", but i also remember it being punishing, at times! Here? No nasty surprises, or strange difficulty spikes/curves? Yeah I agree, my first playthrough was on hard (using the secret code) and while the game was somewhat challeging at the beginning, halfway through I was already feeling it to be way too easy. Hard should be accessible without a secret code right from the start IMO, and we probably need a "Very Hard" mode as well. Nightmare could be a New Game+ mode only and as such get a buff, so to be a challenge even for endgame builds.
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Post by Ciel on Jul 4, 2019 12:51:01 GMT -6
Nah I don't buy that fallacy at all, if that were the case I would still be playing World of Warcraft to this day, and my instance nowadays is "to hell with that game". That said I never spent a cent on FGO so it's easier for me to quit.
A Tsukihime event would make me play again for at least a couple of days, and maybe more if I could get Ciel or Arcueid a Hisui would be fine too RIP but that's it. The real good news about that happening is that it would be a sign that Nasu still cares about Tsukihime, because right now I don't think he gives a single heck.
By the way, I saw on your MAL that you haven't played Subarashiki Hibi (Wonderful Everyday, in english). Do. It. IMO the magnum opus of the genre, especially if you like references to philosophy works. You may have heard about it already, but seriously give it a chance sometime.
Yeah you're right. I spent like 1k+ on Elsword and quit that game several years ago sooo. I guess the real reason I still have motivation to play is because of this club on MAL I frequent. Much easier to continue playing when you can talk about your experiences and meme on. I don't think a Tsukihime event will happen until the Remake is out though. Yeah remember that preview they showed half a decade ago? lol. Subarashiki Hibi? I'll add that to my backlog. Thanks. Tsukihime Rebirth eh? Heheheh... heheh... heh. ._. That's so not happening I have no hopes already. My feelings about it:
You can buy it on JAST or Steam if you use it, there's a patch for the Steam version of course.
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Post by Ciel on Jul 4, 2019 12:40:34 GMT -6
I stopped playing FGO after Goetia JP because of boredom. Well, I never liked mobages in the first place, so it was a miracle I managed to spend almost 2 years playing one lol. The power of fanboyism is strong. Once in a while I still read some news and about the newer servants, what about that comically giant Sakura anyway? That thing is so big it's funny in-game.
Also I see we have yet to get a Tsukihime event huh, Type-Moon really doesn't care about it -_-
I still play it cause of the sunk cost fallacy lol. Well, the last time I spent some money was last year, so it's not that bad like those whales who pay enough money to buy a house. That giant Sakura is named Kingprotea, she's actually from the Fate/Extra manga. I tried rolling for her but failed, I didn't spend money on that one though. I'm still holding out for a Tsukihime event, as even Nasu wants to see Arcueid in FGO. My patience is Rank EX. Nah I don't buy that fallacy at all, if that were the case I would still be playing World of Warcraft to this day, and my instance nowadays is "to hell with that game". That said I never spent a cent on FGO so it's easier for me to quit.
A Tsukihime event would make me play again for at least a couple of days, and maybe more if I could get Ciel or Arcueid a Hisui would be fine too RIP but that's it. The real good news about that happening is that it would be a sign that Nasu still cares about Tsukihime, because right now I don't think he gives a single heck.
By the way, I saw on your MAL that you haven't played Subarashiki Hibi (Wonderful Everyday, in english). Do. It. IMO the magnum opus of the genre, especially if you like references to philosophy works. You may have heard about it already, but seriously give it a chance sometime.
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Post by Ciel on Jul 4, 2019 12:19:09 GMT -6
A new event just came out on FGO so I'm playing that, and I managed to roll this event's SSR in 3x10 rolls so I'm pretty dang happy. Ciel Oh yeah, and I'm playing Hyrule Warriors Definitive Edition which I bought a few days ago. Never played the Wii U or 3DS version. I stopped playing FGO after Goetia JP because of boredom. Well, I never liked mobages in the first place, so it was a miracle I managed to spend almost 2 years playing one lol. The power of fanboyism is strong. Once in a while I still read some news and about the newer servants, what about that comically giant Sakura anyway? That thing is so big it's funny in-game.
Also I see we have yet to get a Tsukihime event huh, Type-Moon really doesn't care about it -_-
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Post by Ciel on Jul 2, 2019 13:46:10 GMT -6
To answer your first question, it was not a rumour, deepsilver trademarked bloodstained, when they announced 505 on an update they announced that deepsilver transfered the rights of that trademark to artplay (who still owns it), i can show you the screenshot of deepsilver's trademark attached. Hm that's interesting, thank you for sharing it, I wasn't aware of the fact. To answer your second question is irrelevant if someone pirates it, mods it or does whatever, the backer exclusive content should have remained "officially" exclusive, iga himself stated that it was more a token than something that would make a different game experience. Go check his comments on why he was offering backer exclusive content. Well I can understand yours and IGA's opinion but I'm not so sure if it is worth "fighting" reality because an official label.
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