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Post by Pure Miriam on Jan 24, 2018 14:53:37 GMT -6
purifyweirdshardYou can easily avoid the overpowered problem of not having recipes, by restricting materials that would create overpowered weapons to late in the game. If you need a "Silf feather Soul Stone" to create a Crissaegrim type of weapon, just put that thing obtainable only close to the end game.
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Post by Pure Miriam on Jan 24, 2018 12:57:01 GMT -6
Pure Miriam how does crafting work without recipes? To make stuff you definitely need stuff. I mean like...you said you didn't like them but, how do you make things without there being ingredients? I have a few ideas on what you might mean but I'm not sure. When i said i dislike recipes, i was talking about blueprints. Something like "You need a script of how to do X, in order to do X". I wasn't talking about ingredients. In portuguese (my main language) "recipe" sounds like "receita" and "receita" means like, that list of things you need to bake a cake, you know?
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jan 24, 2018 12:35:24 GMT -6
the thing is, food has been part of iga-vanias more and more... he added parfaits, cakes, crossest, spaghetti... they don't even heal much, but iga loves putting them in the game (well I don't know if he likes putting them in the game but it ends up in his games a lot). and as I said Alchemy started in the kitchen... it would make less sense for it not to be in the game... (but with or without a cooking system I am fine ether way). because "food" has been a staple in iga-vanias from the beginning... I believe it will be in the game this time too... but it would be nice if we can cook them and add different/stronger buffs to the food... the system doesn't even have to be a kitchen, it can still be an alchemy lab. I totally agree with you regarding food and i EXPECT food to be there in the game. I just think that cooking may be a bit off. Or maybe, adding too much things in the game? I don't know. If the game has it, it will be okay, i think, but i don't really know.
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
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Post by Pure Miriam on Jan 24, 2018 11:36:51 GMT -6
JeffCross I believe the game can have some kind of system that would please everyone, for sure. About cooking, i totally disagree. I don't want to make anyone here pissed at me, but i can't see any kind of cooking system at this game, unless it has a really good explanation for it to exists. It just doesn't fit. At least not for me. If "cooking" means creating potions and obviously-magical-alchemy-shining-stuff to heal, i'm all for it. If it is cooking to create cakes and croissants, than i don't think it fits in the game at all.
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jan 24, 2018 1:56:43 GMT -6
JeffCrossTo be fair, i'm conflicted about refining because refining is intended to make the whole forging process a bit longer and /or complicated. This is a good opportunity to explain something i think about the whole forging process. The thing is that, when you look at forge/crafting, you have two basic paths to follow: either forging is nothing but a way to get premade itens or it is a way to get real customized itens. What i'm trying to say is that, when you remove the plot, the visuals and such and look at forging for it's bare bones, you can see this: Path for premade itens: there is a finite number of gears you can forge, and they are all premade. They can't be customized on their stats, color or effects. So, forging is just a more complicated and convoluted path to get what you would get anyways if the game didn't had forging. This is how Curse of Darkness did. Path to customized itens: you can really customize stuff while forging. THe materials / refining method / stuff that you use, alters the gear color, stats, effects and such, something more akin to MMORPGs. This gives a much bigger purpose to forging. So, in my view, i think that refining, grabbing stuff to extract usefull stuff from them, only makes real sense if you use a system where you can really customize gears while forging them. If not, refining turns into just "one more step" to achieve a premade gear. Now, regarding all that, i'm conflicted if Bloodstained needs a complex forging system or if the game would benefit more of a simple forging system, since the game is already full of stuff by itself. I don't know if i made any sense haha.
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Post by Pure Miriam on Jan 23, 2018 0:37:53 GMT -6
JeffCross I get what you mean. And to be honest, i would like to do something like that, keep summoning the bosses to fight them again. I just think it would be good to have some kidn of minimal explanation to that. But that's just me haha.
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Post by Pure Miriam on Jan 21, 2018 12:23:03 GMT -6
Although i like the idea of summoning the bosses to fight them again to make them drop stuff, that gives me a weird feeling that the game is not a battle against Gebel and his demonic forces, but rather, a huge playground where Miriam can happily play with her demonic friends by slaying them.
I mean, the game mechanics cannot be so much segregated from the game's plot and overall ambiance. Of course, "story and gameplay segregation" is a thing, but it must have some kind of limit. Why Miriam would summon powerful beasts that threats the whole humankind again, after beating them? That just doesn't make sense if you think a bit about the game's plot and overall experience. Unless there is a good explanation, or at least some kind of excuse for that.
Past Igavanias at least had some explanations or at least some excuses for things that help players along the way. All magic itens, relics and weapons were explained to be part of Dracula's armory or discarded stuff from defeated hunters. The magic seals on Dawn got the excuse that, for a seal to work, it's unlocking seal must be somewhere in the same area and such.
I mean, the excuse doesn't need to be great, but it would be good if at least some kind of excuse exists haha.
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Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
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Post by Pure Miriam on Jan 21, 2018 0:53:41 GMT -6
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jan 19, 2018 17:08:57 GMT -6
I like it. Simple and interesting.
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Post by Pure Miriam on Jan 19, 2018 16:34:28 GMT -6
Time 4 Tea purifyweirdshard And perhaps New Game + have options, to let us continue to obtain things, or not.. It would make grinding less so (?). I think the New Game + would be the best solution to satisfy everyone. The reason I bought up my concerns was that I recall grinding to level 8 in Aria of Souls on the first room farming basic zombies over and over and over, etc. Some chance is nice but when it dips below a 1% drop rate things cease to be as fun. Do you remember what the Zombie Soul did? It made you stronger when poisoned. Now, imagine obtaining that at the first room playing the game by the first time, before even being able to get poisoned to see how it is like. That's one of the reasons why some souls had such a low drop rate. To not "break" the game on it's early stages. Dawn did something a bit smarter, by adding those kinds of powers that negate stuff or are simply powerful, in late enemies.
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Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jan 19, 2018 16:30:45 GMT -6
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Post by Pure Miriam on Jan 18, 2018 11:25:32 GMT -6
Hi - I hope this thread isn't "closed" and that you're still open to suggestions. I recently played Aria of Sorrow for the first time and although I greatly enjoyed the game, I felt the soul drop rate was too low and detracted from the title. I think some random chance is fine but there is a point when it can become a chore especially for those who like go for 100% completion. I don't suppose you know what the general shard drop rate will be? In the 2017 demo the rates appeared to be quite high, which is what I'm hoping for. Thank you in advance! They already said, in some other thread of mine, that the higher shard drop rates from the 2017 demo where artificially higher to give players a chance to see them. The game will have a lower drop rate.
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jan 18, 2018 11:18:46 GMT -6
I'm really sorry but i didn't read everything here. JeffCross talked to me about this thread, that it was revived, i gave him a sample idea of how the forging could work. He asked i should post it here too, so, here goes, a more detailed version of what i think about forging / crafting in Bloodstained. I think the easiest system would be creating a piece of equipment by adding a base + 2 materials + magi-crystal (optional). WHAT IS A BASE: the base defines what the equipment will be. A Long Sword, a Rapier, a Ring, or an Armor. Not only types, but the base has some definitions, such as Short Sword or Long Sword. But it is just that. The base just defines the basis of the equipment. WHAT IS A MATERIAL: the materials are the main stuff that forms a piece of equipment. Things such as bronze, silver, gold, diamond, iron, steel, dark steel, alloy, cloth, mithrill, etc. Those materials define what the piece of equipment will be made of. WHAT IS A MAGI-CRYSTAL: magi-crystals are magical crystals, a sub-product of both the magi-curse and the summoning of the demons themselves. They offer element attributes and special effects to those equipments, such as fire, ice, thunder, poison and maybe, some weird and rare ones like gravity or magnetism. A piece of protective gear with a fire magi-crystal would offer extra resistance against fire, while a weapon with a fire magi-crystal would have fire damage, with fire animation and such. As a simple example, Long Sword (Base) + Steel (Material 1) + Dark Steel (Material 2) + Ice Magi-Crystal = Icebrand In my view, there wouldn't be recipes or things like that. Either 100% of combinations would be possible or combinations that can't be done would return a "Fail!" result, being added to a failure list. Everytime you try to create a new piece of equipment that is a failure you already tried before, the game would warn you somehow. There could be some tips and recipes hidden in some documents or something like that, but not for every single piece of equipment. I don't think Shards will be used to forge equipment, but maybe the will take place of the magi-crystals that they said were magical itens for forging. Who knows. That is my basic forging system idea.
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Pure Miriam
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Post by Pure Miriam on Jan 17, 2018 0:24:36 GMT -6
purifyweirdshardI believe the main difference between Metroidvania and Igavania would be the necessary player's skills. IGA said countless times that for him, a game must be fun and enjoyable to beat and that meant making it "light" and "slow-paced". I'm not saying Igavanias are easy, i'm saying they are crafted around the idea where a casual player can beat them. IGA said once, in a interview, that one of the best moments of his life in Symphony of the Night was when he got a message of a married woman that never played games before, had a system just for the hell of it, saw SOTN being sold and bought it because she thought the artwork was beautiful. She tried to play it and after some tries, she was able to beat the game and loved it. That's one of the main reasons of why he does those games. He said it before, that he wants anyone capable of playing a game, to be able to beat his games with some effort. So, maybe, it's not that IGA games are easier to beat. They are easy to learn.
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Pure Miriam
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Shardbinder
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Post by Pure Miriam on Jan 16, 2018 12:17:38 GMT -6
SO, considering what everyone said here, we could point out diferences between Metroidvanias and Igavanias by doing a chart. It would be something like this? Let me see if i got it right, considering your opinions (color-coded)
METROIDVANIA / IGAVANIA
Requires some prior knowledge on gaming to beat easily. Light difficulty. Easy enough for a causal player to beat.
Action-oriented gameplay. Exploration-oriented gameplay.
Action focused on combos, skills and abilities that are dependant on the player's skills as a gamer. Action focused on resources, such as weapons, abilities, skills and what the player actually can use at a given time.
The main selling point is it's plot, gameplay aspects or overall experience. The main selling point is it's fun factor.
Atmosphere dependant on the game itself. It can be dark, hard to see or it can be colorful. Normal or Fast-paced game to take advantage over player's skills. Atmosphere built to be admired and experienced by itself. Slow-paced game to better admire and pay attention to the environment.
Usual learning curve. The game does not get easier as it's played, with new challenges to overcome. Easy learning curve. The game gets easier thanks to it's repetition of paterns.
Tutorials, guides, obvious clues and focus on making the player capable of seeing and doing everything the game has to offer. Obscure elements, mechanics and collectibles. The game can take years to find and see it all due to absurdly low drop rates, well hidden stuff or overly convoluted secrets.
I am on the right track?
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Pure Miriam
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Post by Pure Miriam on Jan 16, 2018 2:16:19 GMT -6
This is really hard to consider.
First of all, we need to admit that Metroidvania and Igavania are sister genres. One was born thanks to the other, and they share several traits. What could make them different is really debatable, but even so, they may have some differences that could justify the different names, other than just avoiding copyright issues by using "Metroid" name as your definition of a genre. But that's really hard to see. Maybe, Bloodstained will be able to show up actual, easy-to-see differences between what we call Metroidvania and Igavanias.
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Pure Miriam
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Post by Pure Miriam on Jan 16, 2018 1:02:09 GMT -6
If they're going through the trouble of programming Bloodless to be playable... Why not just make her playable in the main game? The problem with this, i believe, is the amout of resources needed to do such a thing. Only taking Bloodless as an example, the cheapest way to put her in the main game, would be to remove 100% of any plot-related event in the game, letting the map being nothing more than a huge playground (like extras in most Igavanias), but even so, you would need to create Bloodless with enough skills and abilites to traverse the whole map. Like, double jump / flying to reach higher places, some kind of gimmick to copy whatever skills and abilities Miriam needs to go around in the castle and such. IGA said that Directional Shards gave them lots of gimmicks to work with Miriam. If, for instance, Miriam has a Shard that lets her traverse the castle by swinging around, you would have to make the same thing for Bloodless or modify the map with plataforms and things like that, let breakable walls / locked doors and such, already open, among other modifications. They already need to do that to the extra playable characters that were promised, probably. A good example of this is all Extras in Portrait of Ruin having their sprite weirdly only physical at a tiny spot below their waist, in order to make them capable of going inside small areas where you needed to use Charlotte Frog spell, special mention going to Axe Armor that has a skill where he throws a blue doll and change positions with the doll whatever it lands, to traverse some areas. A skill that is a copy from a soul of Dawn of Sorrow and it doesn't match Axe Armor AT ALL and it's only there to make her go around the castle. Another good example is Order of Ecclesia where they had to modify the map for the extra character (Albus) by adding plataforms at some areas because he can't swing around like Shanoa can with Magnes Glyph. You either do that, or you copy/paste abilities of Miriam into the other characters. But if you do that, there isn't much of a difference between playing her and playing extras. Not only that, it would require playtesting her at the whole game to test if she is balanced (too strong or to weak) against all enemies and bosses. Doing that for all bosses on Revenge Boss woulds require this whole process for each one. I believe that is too many resources (time and money) spent just to add her / them to the main game.
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Post by Pure Miriam on Jan 15, 2018 14:04:55 GMT -6
The biggest problem on guessing how Boss Revenge will be, is due to the lack of human heroes. But even so, here's how i think Boss Revenge will be, in details. Considering how the mode was described, we can take each sentence and analyze it separately to figure out tips on how it would work:
Control several different bosses
As i said back in 2016, several doesn't mean "all". My bet is that only human-sized bosses (such as Bloodless) will be playable.
Utilize their special attacks to wreak havok
That means they will, again, like i said back in 2016, use the same gameplay as Miriam, but changing shards and weapon to their own special attracks. Bloodless has all that. Considering XBox controller: X for Melee Umbrella attacks, Y for Blood throw (that simple blood she throws at you), Right Analog + RT for that Strong Blood attack that she can hit both the ground and the walls, she even spins it like Miriam does with Directional Shards. Maybe with a Umbrella working as a familiar on command. I believe all playable bosses will be like that. Human-sized creatures with skills that can be adapted to Miriam's commands. Even Gebel may be playable at this mode.
Explore a new BOSS REVENGE area
That means Boss Revenge will be locked inside a specific zone, not at the main game. They will built a special map just for it.
Turn the tables and defeat “Hero” Bosses in your pursuit of humanity's destruction A bit of interpretation here. When they say "Hero", with "" it means that, MAYBE, the bosses will not be only the true heroes of the game. Villanous people such as Alfred may also be bosses at this mode. Maybe all humans plus Miriam. By "Bosses" this means that the area will have some kind of playable stage before the bosses themselves, with regular enemies to beat. It can be common demons (although that wouldn't make too much sense), pallete swapped enemies, silightly altered to look like humans, to be something like an army or something like that
The lack of information makes hard to speculate anything, but that's my guess. A bit of this sounds like what i said before haha.
That said, the idea of playing with two people one fightning against other is a great one.
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Post by Pure Miriam on Jan 14, 2018 10:14:13 GMT -6
Yes. The 505 games (in the voice of Angel-Corlux) said that the window for release is 2018. There is no day or month yet, but it will be in 2018. People asked on Official Bloodstained Facebook page too and the staff confirmed that it will definitely be out in 2018, unless something really unexpected happens. Considering there is no release campaign yet, it can be anything from some months way to the end of the year.
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Post by Pure Miriam on Jan 14, 2018 10:11:55 GMT -6
I know this is not official... but if you do a search on google it says March 2018 (I cannot state this enough, this is not official AT ALL its just what google says lol) but I do hope it drops around that time... that is around my birthday (yes that is the only reason I want it to come out around that time lol) and it would be a nice present. (...) I know what you mean. The first Castlevania game was released on 1986, my year of birth
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