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Post by DSLevantine on Sept 9, 2017 20:35:16 GMT -6
If I were you, I will wait for the demo before upgrading my tier
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Post by DSLevantine on Sept 6, 2017 5:52:16 GMT -6
Rockman Zero? I don't see any of that. It's pretty much a VP with the battles not transitioning to a different screen. There are progression abilities like a metroidvania game. What are you confused about specifically? The part where the hero climbs the wall feels like rockman zero in GBA I am confused because I don't know it is an action/adventure game like rockman or rpg like vpro
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Post by DSLevantine on Sept 4, 2017 9:36:10 GMT -6
rockman zero + valkyrie profile?
looks cool but I am confused
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Post by DSLevantine on Aug 31, 2017 2:17:30 GMT -6
If you HAD to grind until 255 to beat Nightmare Mode, it would be absolutely hideous, though. The point of a high difficulty should be to test your skills, not your will to grind Doom 2016 has a mode called Ultra Nightmare, that is basically this: the game most difficulty setting with permadeath. No saves, no checkpoints. You die, you lose all your progress. The end. And i have to remember that Ultra Nightmare has some enemies that can one-hit kill you in certain situations. The developer's themselves said that they never beat Ultra Nightmare. Nor the developers, nor ANY beta tester they enlisted. They decided to release the game like that. My information up there is wrong, by the way. It took TWO DAYS for a player to show up and beat it. Nightmare Mode exists to be hard, by any means possible. Harder enemies, absoutely ungrateful placements, higher level enemies at the beginning of the level, among many other things. Order of Ecclesia's Hard mode is exactly like that. The only way to beat it is to grind to overpower levels...or be a fantastical gamer and beat it at a low cap. That's what i'm proposing. Set Nightmare mode to be something basically impossible to beat without grinding. And let players beat it without grinding, because that's what happen. Don't you want a challenge on your skills? Beat a mode that requires LV 255 to finish it, at LV 1. It CAN be done, theorically. Like DOOM 2016. Developers and beta testers wasn't able to beat Ultra Nightmare. Players was in two days. This is Igavania, not DOOM and I don't think it will work well in Igavania. If some players want to challenge themselves, they are welcome to play the LV1 nightmare and I will play the LV255 level nightmare. Harder game doesn't mean better game, harder game also doesn't mean more enjoyable. I don't want to challenge my skills and definitely don't want to spend 1000 hours to perfect my skills. This is a game, I play it for fun, it is not a profession.
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Post by DSLevantine on Aug 30, 2017 22:33:20 GMT -6
NO
I agree with Gin
Punishment is not a way to go for really making an effort in becoming stronger.
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Post by DSLevantine on Aug 30, 2017 22:29:12 GMT -6
If you HAD to grind until 255 to beat Nightmare Mode, it would be absolutely hideous, though. The point of a high difficulty should be to test your skills, not your will to grind You have the option to grind to 255 and you are not required to grind until 255 to beat nightmare mode. Lv 255 is for players like me because I like to make my character OP
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Post by DSLevantine on Aug 30, 2017 21:54:56 GMT -6
I agree, I think it is not hard to implement this.
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Post by DSLevantine on Aug 29, 2017 11:03:00 GMT -6
Why not both?
The dev may release the alpha build and keep on updating it with patches, then they will only release the game when it is ready.
If they take this approach, backers will be able to see the progress of the game, if the backers are happy with the progress, they will even agree to delay it to Q4. Other than that, the backers will get everything on the physical disk. I think this is the best solution
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Post by DSLevantine on Aug 23, 2017 21:07:30 GMT -6
So no VP3 for me that is sad.
I love VP1 very much, I played PS1 vpro1 then buy the PSP version just to support it, I never unseal the game.
I don't like VP2 because the story is like a cheap copy paste from any other JRPG out there.
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Post by DSLevantine on Aug 23, 2017 4:27:44 GMT -6
Having played The Lecarde Chronicles 2 I must say that I somehow admire the sheer courage that Mig has as a designer. This enables him to do quite memorable albeit "unsafe" things that Iga would probably not do because players may get lost or not find a way to beat some boss or may have to grind to buy a weapon that's needed not to be insta-killed by a certain Death-Wall ^^ This stuff made LC2 a very interesting game to play for me. I don't expect to see similar design decisions in Bloodstained but I too hope for some more creative use of level design. Some of the bosses in Igas previous games have been very creative / clever / cool too. Legion, Eligor, Gergoth, Paranoia, Headhunter, Brauner, Wallman, Zephir, Brachyura - these are just a few examples of bosses in Igas games that have a certain appeal to me because of how creative the design of their boss fight is. They all have their own unique twist to them. LC2 also has amazing creative bosses that sometimes appear without warning which can actually make the game scary at times. I wouldn't necessarily say that Mig makes better games than IGA - it's just a different experience and I've learned to expect that. I don't prefer one over the other - I like them both for their own merits. I could write about this stuff all day but I'm afraid that my post might end up looking like RichterB's post at some point so I'll stop here If Iga wants to try "unsafe" things, then he should not promote bloodstained as Igavania game. I certainly won't like it if the only way to beat a boss is to craft a specific weapon and I am against insta-killed in this game.
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Post by DSLevantine on Aug 17, 2017 0:03:21 GMT -6
it is proven that there is nothing wrong with the movement speed. They received the feedback from E3 but not backers, it is not right to make adjustment without considering the input of backers, I suggest they release the demo so backers can give their feedback. Silence is not gold. It is a bad move if they try to make drastic changes because of E3 feedback alone and I am not happy with the "silent treatment" after E3. It's their game and they can do whatever they like. We have no choice but accept their decision. I agree with akuwa , the last update about a playable alpha is indeed very large news. They also said in an earlier update that they would be releasing updates not every month but every couple or so. They're in the 'cake-baking' part of development, so there isn't really a whole lot to talk about. I don't really see a problem right now. Silence is golden if it gives them the time and peace of mind to focus on what they need to focus on. And they're probably going to have something else to talk about beyond the alpha, anyway. They can do whatever they like but that doesn't mean I have to quietly accept it. Accept every decision from the dev is definitely not a good idea. Every suggestion in E3 may heavily affect the dev and affect the game play, if you choose to stay quiet, I can guarantee you that the dev may take the some of the suggestions which may turn the game into something you don't like. If you think silence is golden, then you might need to take a look at what happened to Unsung story. Since they already have the E3 demo, I suggest they distribute the demo to backers. Then at least the backers are given a chance and a channel to provide their feedback. Is that too much to ask? No, I don't think so.
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Post by DSLevantine on Aug 16, 2017 21:39:59 GMT -6
yes, but the last update was a rather large one, and it was said there's a playable Alpha build coming up that their giving out. So shortly before we can play an Alpha build for our selves doesn't sound like much need for an update right now. My guess is all the criticism they received at E3 delayed that Alpha build a bit so they can do things like re-adjust the movement speed. Would like a new update as well, maybe just a small one to know what the status of that Alpha build is it is proven that there is nothing wrong with the movement speed. They received the feedback from E3 but not backers, it is not right to make adjustment without considering the input of backers, I suggest they release the demo so backers can give their feedback. Silence is not gold. It is a bad move if they try to make drastic changes because of E3 feedback alone and I am not happy with the "silent treatment" after E3.
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Post by DSLevantine on Aug 14, 2017 19:05:43 GMT -6
I think he said it is lazy design because it just copied the formula from MMORPG and it it tedious. On the other hand, pickup something and win the game is not lazy because some games don't have crafting system, you can't say a game is lazy just because it doesn't have crafting system, can you?
While I am not against crafting, I think the the bonus of crafting weapon should be significant.
Scenario 1: Sword A ->Sword B Requires: material A:1 material B:1 material C:2 stat: HP:100 DEF:50 ATK:100
Scenario B Sword A ->Sword B Requires: material A:10 material B:100 material C:200 stat: HP:10 DEF:5 ATK:5
For scenario 1, I feel the weapon crafting is rewarding. For Scenario 2, I feel it is tedious and it is a waste of time
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Post by DSLevantine on Aug 14, 2017 0:40:16 GMT -6
There's no point in having a trial and error approach where materials are lost, since you can just reload a save game. That kind of stuff only works in MMOs. This isn't really an answer to a question you asked in your OP Miriam, but I feel the need to say this: I don't like forging. It's lazy design. What's more fun: finding a powerful/magical sword in a stone that you had to undergo an arduous trial to get to, or just finding materials lying around (or even grinding the same enemy for long periods of time) and watching another guy make your powerful/magical sword for you? I don't know about you all, but I'd much prefer the former. Even if you have to undergo an arduous trial to get the materials for forging, it's just not as fun to have someone else make your weapon as it is to find it hidden away and start using it right after you find it. Now, I don't mind forging being implemented for early/mid game weapons, but the player should not be able to forge top tier weapons. That reduces the sense of reward, and it should feel rewarding to obtain the best weapons, and also when the player uses them. With all that said, I hope the swordwhip and other backer weapons (which are going to be the top tier weapons as far as I am aware) are found and not forged. Fingers crossed. The way it was done in Dawn of Sorrow was quite fun. You only needed one soul to upgrade to the next weapon, but what if that one soul was an awesome power that is difficult to obtain a second one? It makes you decide which is more valuable to you. Of course, you could grind your way through the problem, but most people will play through normally using what they've got instead of taking a break in the journey to grind. Usually even a completionist will wait until after they've beaten the game once to go grinding. I hate dawn of Sorrow. The pointless seal drawing aside, dawn of sorrow weapon crafting requires too many boss soul if I remember correctly. After I crafted death scythe, I feel it is even weaker than AOS death scythe. Well, I put more effort in DOS to craft death scythe which is weaker than the death scythe I found in AOS, it was a huge disappointment. Of course DOS requires player to grind more compared with OOE and AOS but the funny thing is, I cleared AOS and OOE at least 5 times each and I threw DOS away after I cleared it once.
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Post by DSLevantine on Aug 12, 2017 19:51:42 GMT -6
1) we should have recipe list, losing material is pointless time sink in mmorpg and it has no place in igavania 2) keep it simple. On a side note, the most complicated forging system i have ever seen is from Legend of Mana, the materials in game is more than items on periodic table and the combination of the materials is more complex than chemical reaction in chemistry class. www.gamefaqs.com/ps/256525-legend-of-mana/faqs/83773) yes 4) both 5) depends. If every weapon require unique material to upgrade, then I against it as it is too tedious 6) depends. see 5 7) 70% pickup 30% craft 8) save room 9) everything 10) I actually prefer parasite eve 1 weapon crafting system. For example. Sword A Fire Element, Sword B poison element, I can fuse these two to create a sword with Fire and Poison element
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Post by DSLevantine on Aug 12, 2017 13:03:50 GMT -6
1. A complete map with secret area and item.
2. Keep in in my safe
3. I would use it
4. in my safe
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Post by DSLevantine on Aug 9, 2017 2:59:13 GMT -6
Different strategy for different scenario.
Grinding for item? Spread out Searching for something? Spread out Explore new area? Stick together Fight Boss? Stick together
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Post by DSLevantine on Aug 6, 2017 10:19:09 GMT -6
It's 2017. The definition of a "complete game" is not the same as it was in 1987. People's thinking needs to evolve with the times and all the positive and negative consequences that come with changing technology and expectations. Hopefully that didn't come off as rude and I apologize if so but its the honest truth. As an aside, since the nature of the release seems more in question than it was when this topic was created, I would like a more definitive answer on how material is going to be rolled out. Are we still too far away from the planned release for the dev team to have made up their minds on this? 2017 or 1987, it doesn't matter. Everyone defines "complete game" differently. There is no standard or consensus on what a "complete game" should be.
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Post by DSLevantine on Aug 4, 2017 11:06:33 GMT -6
Great tier: 1-Order of Ecclesia 2-Aria of Sorrow
Very good tier: 3-Symphony of the night 4-Portrait of Ruin
Good tier: 5-Harmony of Dissonance
Not bad tier: 6- Castlevania 64
Mediocre tier: 7-Castlevania (Gameboy)
Bad tier:
Very bad tier: 8-Dawn of Sorrow
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Post by DSLevantine on Aug 2, 2017 2:36:26 GMT -6
okay it looks like im the only one that totally disagrees with cryptic secrets ; -; i understand average and "casual" <-- (i hate that term)... players dont mind missing those at all, if you found it, amazing good stuff! but if you missed it like CastleDan said then you cant be really dissapointed because you dont even know about its existance right? well im a completionist and things like this are A REAL PAIN THE ASS. as long as the secret does not involve critical stuff i dont mind at all but when i have finished the game and i want to make sure everything is complete i find out my map is at 99.9% my bestiary is missing 1 monster and my item guide is missing 1 goddam ring and like i said in another thread its not fun when the ring im missing happens to be a drop from the monster im missing that happens to be in a room that i cant find because in order to find that room i need to do something extremely awkward and unthinkable and im pretty much obligued to spend hours of my life doing silly stuff or use the power of internet and feel bad about it.. Order of Ecclesia went as far as to hide a villager behind a breakable wall wich is necesary to finish the game. sure long time igavania players found it right away but imagine a newbie getting that game over screen because 1 stupid villager was trapped in a hidden room, that was evil, since i found all villagers on my first run i tought they were completely optional but a friend of mine told me he was stuck at the game for this issue and then i was really shocked. hidden breakable walls have never been a problem and its really exciting when you find one by yourself as you can only imagine what will it be on the other side. another kind of secret i liked was the hidden chests from OoE and i happened to find several of them by accident, then on my second run i disposed to try to crouch on every suspicious place. find a secret elevator and sit there for 1 minute to go down and get early acces to mirror mail and jewel fist! sure i dont mind i can get them later with the mist form so its really not a problem. (Not Troublesome)(equipment that can be obtained later) hit the ceiling to open a secret path to the sword familiar! sure i could have found that accidentaly on the inverted castle as it would be below me this time (Troublesome but somewhat easy to find)(a familiar its serious business) transform into a wolf then go the other side and transform into a bat to open a secret door to find jewel sword and a life appple that you can obtain as monster drops!! oh thats fine but WAIT!! thats 1 room and thats 2 rooms with inverted castle also inverted castle has a beryl circlet! a unique item needed to not get your ass kicked by the game superboss so have fun missing this. secrets are nice and interesting but super silly secrets with critical stuff involved its just WRONG! Those hidden things from SOTN were never critical and I don't think i'd even want a hidden secret that prevented you from seeing something story related. All I'm arguing is developers being a bit more clever than just laying things out in the open for you is something to appreciated not hated. You might be a completionist but nothing is more infuriating than playing the game once and finding everything there is to find on your first playthrough. What's the fun in that? I want to be rewarded with replays, and a way to reward is to be a bit more clever than making everything obvious. That's all I'm arguing. I notice you keep repeating the phrase "What's the fun in that?". I have to remind you that fun is subjective.
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