anonthemouse
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Post by anonthemouse on Aug 14, 2019 7:50:56 GMT -6
I think a lot of us who are against the nerfs like the game. It's because we like it that we're so critical of change. The game is good already. I've used the analogy of cooking before, but it really is apropos. Nobody wants their favourite dish ruined because the chef couldn't stop fiddling with the seasoning. Especially not when the dish has already been served, and they were enjoying it just fine.
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anonthemouse
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Post by anonthemouse on Aug 13, 2019 12:06:09 GMT -6
I think I'm pretty relaxed. No offence meant, but your replies do often make it seem like you're...not exactly taking comments personally, but taking them as being directed at you.
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anonthemouse
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Post by anonthemouse on Aug 12, 2019 21:55:07 GMT -6
The multiplayer modes are not out yet and we don't even know if any of them are going to be PvP. I actually consider this a large reason against the nerfs. The game is not complete yet. There is no way for us to know how these changes will affect the game overall when it is. Who's to say that when multiplayer comes out, there won't be issues of balance that require some of these nerfed items to be reverted, or buffed beyond their original values? Trying to fine tune the balance before all the mechanics are in place is frankly just blind guessing.
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Post by anonthemouse on Aug 9, 2019 2:42:10 GMT -6
Not unique to Fortnite, either. I've seen that kind of behaviour in TF2 and the like as well.
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Post by anonthemouse on Aug 7, 2019 14:25:11 GMT -6
Welcome Company's reach isn't a factor because it is both a defensive and offensive shield - it stacks damage on enemies/bosses while you hit them with whatever else you've got and for some reason doesn't drain MP after you summon it. Almost always, by the time the paintings are gone, you have more MP than when you summoned it. This makes it incredible against normal game stage enemies (large ones you can stand next to for damage, and flying annoying ones who die in one hit to said paintings) and bosses - so, essentially, the majority if not all of the game. I think you have accidentally hit on the correct solution. The problem with WC isn't that it's too powerful, it's that it's the wrong type of shard. I've said before that it should be made a Manipulate shard. Either have it toggle on until the paintings are destroyed, or remove the painting destruction and drop the damage to compensate (I have nothing against adjustments whose net effect is even). Right now, WC is the only Conjure shard to function as it does, and frankly, there are too few Manipulate shards in the game.
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Post by anonthemouse on Aug 5, 2019 17:50:12 GMT -6
A) it’s completely untrue that just because a game is not multiplayer doesn’t mean it couldn't or shouldn’t get balance tweaks to make the overall experience better to get it closer to the fabled “developer intent”. Everytime you all cry foul about censorship getting in the way of the developer’s vision should feel the exact same way when a developer, through their own will and not because they were forced, changed stuff around to fix things in accordance to their own vision. You demanding the developer not change something is as much a case of censorship as when Nintendo forced Konami to remove the crosses from Super Castlevania IV in order to be able to launch the game in the west. In my opinion (which counts for something, because I am part of a development team) if a game doesn't match the developers' vision, it isn't ready for release. Patches are for fixing problems. Not for the fine tuning of things that should have been done during Alpha and Beta. B) Bloodstained Ritual of the Night isn’t even strictly single player only. There will be multiplayer modes in the future and proper balancing of items, weapons and armor are needed for it to work. And even if it was just a single player game (which it isn’t) it still doesn’t mean it couldn’t get further balance tweaks. Correct on the first part, but questionable at best on the second. If it doesn't break the game, it doesn't need fixed. For the multiplayer, it's not even out yet, so how do we know it unbalances things? For the singleplayer? The game has been selling well, received glowing reviews, had plenty of people enjoying it without tweaking. There is a vocal group that wants the game to be harder, but they ignore two important points. First, the tools to make the game harder are already in their hands. Secondly...the game's an RPG. Unless you're on Nightmare, being overlevelled is going to count for a lot more than loadout. I’m growing tired of this community’s endless whining and crying foul over the smallest of things. Right, people having the game they were already enjoying changed in a way that doesn't improve their experience are the ones whining, and not the people demanding things change because they "want a challenge", but can't exhibit the self control to use the options for making the game more challenging that currently exist. If your game experience is ruined because you are physio/psychologically unable to keep yourself from using certain items, that's a "you" problem, not a game problem. If you can make the choice not to play games on Easy, you can make the choice not to overlevel and optimise your equipment. You're certainly going to have to learn that self-control eventually. The game isn't meant, and indeed should not be, balanced to challenge the best players in the world. There ARE legitimate concerns to complain about (almost everything surrounding the Switch version, for example), but this ain’t it, Chief. Those are valid concerns, yes, but some people would tell you that those are blown way out of proportion too. In the end, anything that affects someone's experience is a valid concern. It doens't matter if its two points of damage on a midgame weapon, or 30fps vs. 60fps. People want an enjoyable experience. EDIT: There was a point I wanted to make that got lost in the breakdown. Feedback forums exist for a reason. How are people supposed to make their opinion known, if they don't say anything? Not speaking up tells the development team that everything is fine. "All clear" is the default state. To an extent, receiving praise is the default state. People who enjoy things will overlook flaws that didn't matter to them. It's often when people complain that they're being the most honest (that's why I always look for negative reviews first on any Steam game I'm interested in). Even if complaints ultimately get ignored, it's important to developers to get negative feedback, because it tells them more about what needs polished or fixed than just hearing "I love this game! Thank you so much!", no matter how nice (and an ego boost) the latter is to hear.
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Post by anonthemouse on Aug 5, 2019 15:11:51 GMT -6
Well, for a start, it's not a single-player game. Multiplayer is a planned feature that will be added in a future update. It was announced as one of the original Kickstarter stretch goals. So, I would assume that adjusting the stats on the single-player side is to keep everything consistent across the board.
A better question might be, "Why make a bunch of tweaks now when we don't know how they'll affect multiplayer?"
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Post by anonthemouse on Aug 5, 2019 0:08:47 GMT -6
I don't have a problem with the dialogue, but I wish they had varied it some. Like, instead of always "Save some for me?" have a pool of responses to pull from at random.
- Save some for me?
- Oh, that looks so good!
- I should have made more...
- Where does she put it all?
- Etc...
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Post by anonthemouse on Aug 2, 2019 14:22:25 GMT -6
Make Kunekune respawn after the initial encounter so you don't have to redo the 2 minute train seat wait every time. I'm fundamentally against this, because there are times I feel like doing the train, and just don't want to arsed with Mr. Murder Incarnate. On the other hand, making it faster to summon him on subsequent attempts, that I could get behind.
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Post by anonthemouse on Aug 2, 2019 14:12:33 GMT -6
First of all, just to play Devil's Advocate, because it's what I do, I'd like to remind everyone of something. Bloodstained: Ritual of the Night is not, and has never been, a single-player game. Multiplayer was announced during the Kickstarter. It hasn't been implemented yet, but it's a known feature. Multiplayer is coming, in at least one mode, and possibly multiple. That's confirmed to be a part of the 13 free DLC.
That said, I've not noticed any major balance issues that would warrant sweeping changes to the game. I worry about "fixing" the fun out. As a cook, I know what trying too hard to correct the seasoning can do. As someone with a background in both game design and writing, I know that there's a point where you need to say, "This is done. I am not working on this any more."
Finally, as for all the people complaining about people complaining, using terms like "whining" and "butthurt"...what's got you so butthurt? People who are having fun and now hear that their fun is considered something to be "fixed" have a right to complain. Possibly more right than people who aren't having fun because they refuse to use a solution that already exists.
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Post by anonthemouse on Aug 1, 2019 4:42:26 GMT -6
I'd be more impressed with this transparency if it was consistent. We still aren't being given the specifics on a good number of these changes. Many notes remain vague, like "Changed crafting materials for Flame Cannon". Okay...to what? "Boss Adjustments" and a list of names tells me basically nothing. ...and if I'm honest in a lot of these cases, while I do care about the numbers, what I care about even more is the rationale behind these changes. Why do the dullahead type enemies need more HP? Why is Craftwork in need of a 5 point reduction in damage when it's already hard to deal damage with it? Why is Rhava Velar, a top-tier engame weapon, getting nerfed in damage...and why does Flying Edge need a nerf, but its upgraded form doesn't?
That said, I am happy that we're getting more specific information at all, and I'm especially glad to see that not all the changes are devoted to making the game harder.
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Post by anonthemouse on Aug 1, 2019 1:18:53 GMT -6
This glitch is actually used to perform some massive skips. If you have control of your fall, you can pass between adjoining rooms and get to many areas before you would normally be able. The trick is to use the Suspend option from the menu to perform a quicksave in the room you want to stop in. Then load up the quicksave and you have collision again.
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Post by anonthemouse on Aug 1, 2019 1:12:52 GMT -6
Apologies for the misunderstanding. As I said, I had to rely on Google Translate to read. I guess that some of the meaning got lost along the way.
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Post by anonthemouse on Jul 31, 2019 12:02:39 GMT -6
我正在阅读谷歌翻译,所以可能会有错误。我可能会误解你在说什么。此外,我的意思可能不会通过你。
通过一些更改,如果我正确理解它们,您就失去了它们最初的含义。
Dullahammer - 它的名字是双关语。 他们将“锤子”与爱尔兰怪物“Dullahan”的名称结合起来。 这个双关语不转换,只是称其为“Dullahan”可能是最接近本意。 或者使用一个众所周知的没有头的中国怪物的名字。
Titania - 这是仙女女王的名字。 原来的名字来自威廉·莎士比亚。什么GT说的是,你将一个金属后命名此。 也许,最好只是尝试让声音正确。 这个名字对它毫无意义。
Doppelgänger - 我试图找到一个类似的概念,但它是困难的。 中国似乎没有这样的生物。 我寻找了我能找到的最接近的概念。 山寨。
Heretical Grinder - 这一个听起来很奇怪,即使是在英语! 我无法用中文保持相同的含义。 这多少有点像“研磨机是一种行为对天堂”。 但我的翻译非常糟糕。 一台机器,研磨,和它的使用是有罪的。 也许我不应该尝试解决这一个,当我想不出什么更好的主意! 我想我明白你为什么把它翻译为你做,只是一点点。
Red Remembrance - 这只是一个偏好问题吗? 我不确定官方版本是什么,但我们得到的名字意味着记住,而不是愤怒。 红色记忆。
Welcome Company - 我最接近翻译的是将其称为“有益的客人”。
Circular Ripper - 什么谷歌翻译调用这个让我发笑。 这可能是更接近,“翻录环”。
Gale Crawler - 爬行风? 我认为这是一个准确的意义翻译。 沿着地面爬行的强风。
Petra Ray - 我并不感到惊讶这一个是没有意义的。 他们使用缩写形式的第一个单词。 僵化是他们的意思。 把东西变成石头。 Petra = 僵化 ...我认为这是如此。
Livre Ex Machina - “Ex Machina”表示“在机器中”。 我会翻译这是“机械库”。
如果我的努力只会引起更多混乱,我再次道歉。 我认为这是美好的,你想帮助别人享受这个游戏。 我也非常喜欢这个游戏。 我只能像我能够用正确的词语来对抗谷歌翻译一样有用,但我希望我在这方面做得很好。 如果我所说的任何事情对你有帮助(或者如果它不是完全无稽之谈),我很高兴。 感谢您的辛勤劳动。
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anonthemouse
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Post by anonthemouse on Jul 29, 2019 19:41:13 GMT -6
That statue is supposed to always turn into spikes the moment Miriam touches it from the front. Play the game a little bit more and you'll get a tool that helps move that statue the intended way This is incorrect. The iron maidens will close on any demon that touches them and remain closed. The first time, an enemy probably touched it before they did.
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Post by anonthemouse on Jul 29, 2019 15:37:56 GMT -6
Are people even complaining though? The answer to this is always yes. That being said, I don't read the Steam community stuff at all (and I don't think 505 and certainly not ArtPlay pay much attention to it either, seems like a step above/below? 4chan in there from what I hear), but it would seem that our threads here are the only strong anti-nerf spots, and same for the DLC outfits thing. The discord was less one-sided than here and the reddit seems to stand with the dev decisions very strongly. IGA and his team have an ear to feedback that is filtered to them, but they only move on what they agree with and in some cases were already working on/thinking themselves anyway. Some of those shard changes are to things that I haven't seen mentioned anywhere (unless again it's 4ch or Steam etc), and that's likely tied to things they know more about than us. Well, to the root of it all, they know more than us about everything anyway so there's that. It doesn't preclude the discussion of preference and philosophy though and I can't speak for what they will/won't agree with anywhere. I see quite a lot of opposition on Reddit. It's just that it quickly gets buried and hit by downvote brigades. If you go by the actual number of comments, support to opposition is about even at best, I'd say.
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Post by anonthemouse on Jul 29, 2019 15:33:43 GMT -6
I kinda just wanted to share the above video. It's a guitar solo recorded specifically for "The Frozen Heart", a total conversion for the Mac-only game Escape Velocity: Override. Don't know if anyone else remembers this game, or this mod in particular. It was kind of a big thing for me growing up. There was even a sequel to the mod, called "Femme Fatale", which was a continuation of the story in "The Frozen Heart" and built on one of the optional missions you could come across. The writing in the two mods was amazing. Sadly, I don't have my old Mac any more, and can't play these games. There was a sequel to Override, called Escape Velocity: Nova, for PC, but while they did release official total conversion plugins that let you play the first two games in the series, there was never a way to play the old mods in Nova, and the creator of "The Frozen Heart" and "Femme Fatale" abandoned plans to remake them for Nova.
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Post by anonthemouse on Jul 28, 2019 21:25:59 GMT -6
please have auto-scrolling (I don't know what it's called)... the scenes have a certain timing to it, and if you turn away from the screen and don't hit the button at the right time there is a long awkward pause until you realize you have to push the button to advance the story... the voice acting is not horrible but I think the fact that you HAVE to push the button throws off the timing. I can understand it waiting so that people can keep up, but yeah, auto should be an option.
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Post by anonthemouse on Jul 28, 2019 20:13:04 GMT -6
Are people even complaining though?
I really doubt that this is in response to complaints. ArtPlay has made it pretty clear that they're adopting a rolling development model, and that people should expect changes and updates and tweaks over time. This is that.
Any complaints that the developers would be likely to read and pay attention to would probably be in Japanese forums anyway.
Actually, we got the game first. Meanwhile, Japanese fans are coming to our board to get their voices heard.
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Post by anonthemouse on Jul 28, 2019 17:08:35 GMT -6
Anyone who has looked at typical Steam reviews should know how terrible the opinions of the average Steam user are.
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