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Post by chronogeran on Feb 6, 2018 21:10:54 GMT -6
Anyone traveling to Austin, I recommend visiting the Pinballz Arcade as well. ^ This. It's a great arcade, and it's BYOB. It's also near the one of the two locations for the best ramen in Austin, Ramen Tatsu-Ya. I've never been to Pinballz, but I can definitely agree that Ramen Tatsu-Ya is amazing, and the best I've ever had. I'd actually never had anything but instant ramen before going there. Now I've tried a few different places.
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Post by chronogeran on Feb 1, 2018 11:01:32 GMT -6
1) Did you liked Bloodstained crafting system, considering what we know so far? Yeah. It's pretty standard, just combine things to get other things. I think it's fine.2) The crafting system has a list of things that you can craft. That means you cannot craft something just by having the materials to do it, you need to have what you want to create, on that list. How do you think that list is going to be updated? By finding new "recipes"? By leveling up Miriam? By progressing in the game? By finding relevant materials that would add new things to the list? I don't want to have to find recipes for everything. My preferred method would be that when you find materials you see what you can make with them, and what else you need to complete it. Not necessarily everything all at once -- maybe some recipes are concealed until you find the more relevant/rare ingredients of them. I think Curse of Darkness worked like this?3) Some itens require other itens (not just materials) to be crafted. High Potion and High Ether requires Potion and Ether to be crafted, while Lohengrin, Schedar and Lightning Bolt requires Gram (a type of Sword, a mythological one). That can create a convoluted system where you need to find A to craft B and use the crafted B to create a C. What do you think of that? Fun because it makes you grind, search and find more stuff, or boring because you need to many things to reach the result you want? I like the crafting chains, as long as they're not too obnoxious. One thing I didn't like about Curse of Darkness was the missable materials from stealing from bosses, etc. A little grinding is okay, but I get fed up with it pretty quickly. The amount of grinding that was present in Order of Ecclesia, for example, was just fine with me. I want the bulk of the play time in the game to be about discovering, experiencing, being challenged, rather than grinding. 4) In the past, IGA said that he wanted the game's drops to be related to enemy parts, such as head, body, etc. Some of the materials there seen to be generic, such as Melted Skull or Tail. Do you want materials to follow some kind of logic (like, any enemy with a tail, should have a chance to drop the generic "tail" material, any enemy with a skull should drop some kind of skull) or w0uld you prefer if the game had materials scatered around enemies without the need to follow a rigid logic behind it? I would prefer a pretty rigid logic, I think, because it would help it feel more immersive. Needing to kill enemies in certain ways (or cut off certain parts while they're still alive) could be pretty fun. Especially if you know enough about what you're going for, rather than not even knowing that you're still missing parts from a certain enemy. But a more generic system would be fine too.5) The sword Schedar requires "Vepar Fangs" to be crafted. Vepar is a boss. Do you think bosses will drop materials for crafting? If that's so, how that will work out? They will have 100% chance of dropping (since they are bosses and usually fought only once), or maybe bosses that CAN be normal enemies later on could have a normal drop rate? Or the game could have some kind of system to summon bosses again to fight them and make them drop their stuff? That's a good question. Whatever the answer, I just want nothing missable. If you can only get one Vepar Fangs, then it should be a 100% drop rate and only used in one recipe. But early-game bosses becoming normal enemies is a common choice, and I like it. It helps you feel like you've become much stronger. Some system to re-fight bosses could be fun too, as long as I don't have to do it 20 times. 6) Regarding drop rates, what do you expect or want, regarding materials? Low or high drop chances overall? Also, would you like to find materials scatered around the game, inside chests and such? As prize for quests, among other ways to obtain them? I'd prefer generally high drop rates, but not too high, with only the few rarest materials having roughly sub-3% rates (depending on the difficulty of killing the given monster as well). And yeah, I think they should show up in chests, quests etc. too. 7) This updated also presented us with a new bat-like enemy (without official name yet). Do you think that enemy will have a shard? If yes, what type and how it would be? I think it will. Probably a pretty weak one, similar to the bat soul in Dawn of Sorrow.8) The options menu that quickly shows in the crafting system, shows cooking and shards (and also something that looks like dismantle itens). Regarding cooking, do you think the game may end up being too easy if it has several potions and food types, considering the game's cap for itens seems to be 99? Eh, not necessarily. They could very well balance it so that the healing provided doesn't make the game too easy. And even if it did, I could see myself just not using healing items if I feel like I don't need them. That's the way I've been playing CrossCode - no use of consumbales. Having a 99 item cap doesn't mean it will be easy to get 99 of something. Also, it may be that some of the same materials are used for cooking as are used for equipment crafting, and so you could have a trade-off of whether you want healing items or you want to save them for equipment. The previous Igavanias did a good job of balancing healing items, so I think it will work out.
9) Regarding Shards, how do you think they will integrate into the crafting system? Adding up Shards to level themselves up? Maybe using them to give special effects to weapons and equipment? Or maybe, using Shards to create totally new ones? This is a really interesting one. You could create shards from non-shard materials (unlikely). You could use shards to create non-shard items/equipment (also not very likely -- but I like it). I think the most likely route is that you use shards to make different shards. So some shards would have to be crafted instead of found from enemies. I think this will be fun. I would prefer it over simple stacking/leveling up.10) Regarding the last option in the menu, that LOOKS LIKE dismantling, what do you think of it? Would you like if the game had, like, a very rare material that can only be obtained by dismantling a very rare piece of equipment or something like that? I like the dismantling idea. It gives you options on whether you want money for selling junk equipment or the materials that come from it. I also like the idea of dismantling rare equipment as the only way to get certain materials. But I'd rather not have to dismantle anything that you can only get ONCE.11) Do you think that, with the crafting system, the game may turn into a "grind feast" in order to obtain materials needed to craft things as quickly as possible? What would be the outcomes of this? I hope not. I tend to save my grinding for after I beat the game, if I really like it, to fill out my completion books. If I don't get equipment during the normal course of play, fine. I'll get what I need to win. I think grinding is, by definition, a boring way to play a game. Sometimes it's okay, but it's not where the meat is. But I also believe in giving people the freedom to play the way they want. I just hope the game doesn't encourage too much grinding.12) Crafting should be optional? (everything you can craft, you would be able to find in the game, abeit in a harder way). Crafting should be optional, but I'm totally fine with some items being exclusive to crafting. They're not necessary to win and have a good time, but they're necessary to get 100% of items.
Thanks for your topic, Pure Miriam! I always enjoy the thought you put into them!
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Post by chronogeran on Jan 31, 2018 16:06:27 GMT -6
JeffCross purifyweirdshard I was able to get that shot by doing frame-by-frame on the video. Just pause and hit , and . to go back/forward one frame at a time.
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Post by chronogeran on Jan 24, 2018 7:04:04 GMT -6
I'm a local too! I've been thinking I should get around to going to SXSW one of these years.
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Post by chronogeran on Jan 18, 2018 10:19:33 GMT -6
Happy to hear of your success so far! Keep it up!
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Post by chronogeran on Jan 17, 2018 12:53:13 GMT -6
That's awesome, cplus! Good work making it through the morning! You can do it. I'm glad you're making this change.
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Post by chronogeran on Jan 16, 2018 10:22:20 GMT -6
Personally, I'm not a fan of this idea. I like my RPGs to be carefully balanced, and randomness throws that off. If it's just a matter of a few points in either direction, that wouldn't be so bad, but if they had wider variations (such as the common/rare/legendary paradigm), it would make me feel like I got RNG screwed rather than being rewarded for my efforts in exploration. If I'm going to grind for a drop from an enemy, and it's a 1% drop, I'd really rather not have even more RNG on top of that drop.
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Post by chronogeran on Nov 30, 2017 16:21:38 GMT -6
Woo! I love it when I can customize my character's appearance with different equipment! That being said, I really hope the Body slot will also show up in-game. Leaving it at accessories and headgear only would feel pretty incomplete and the colors could really clash. I expect you'll at least have costume swaps for the main clothing, but having the breastplates and such show up too would be great!
I also hope that we can eventually customize the appearance regardless of which equipment we're actually wearing (as in vanity slots). I wouldn't mind if this was locked until late-game though.
It's also always good when you can choose not to have a slot show up at all, if you prefer the look without it.
I'm excited for the updates in the coming month!
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Post by chronogeran on Oct 10, 2017 14:04:09 GMT -6
When I was a kid we had Castlevania 1 and 2 on the NES. They were fun, and I definitely enjoyed the music, but I wasn't in love with them, so I ignored the series for several years. I was reintroduced to the series when I happened to buy Dawn of Sorrow for the DS. I was blown away and really drawn in by the graphics, music, and gameplay. So it wasn't too long before I searched out some more games, including SotN.
I could see why it revolutionized the series. Even after playing later games in the series which were in some ways more refined, SotN definitely stands on its own through the test of time as a great game. I love any time equipment changes the way your character looks, so the cloaks were great. The transformations were really intriguing too, and pretty different from what I'd seen in other games.
I was sad to see similar Castlevania games no longer being made, especially after how much I loved the 3 on the DS. I'm very excited for Bloodstained and I'm pumped to hear that there's a lot going into this game, mechanically and aesthetically. I think it's a format that will work very well with all the added depth we can get, in addition to how great it already is. The DS Castlevanias were some of the few games I enjoyed enough to 100%, and I really like the way there isn't too much grinding involved in doing so.
The demo for Bloodstained was pretty fun and I'm optimistic!
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