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Post by Scars Unseen on Mar 5, 2016 17:26:19 GMT -6
If I recall the MN9 incident correctly, a lot of that drama was largely due them to having a community manager that purposefully obfuscated all communication between the community and the development team. Political leanings may have been a motive, but was not the actual problem. Of course, it didn't help that it happened right when Gamergate was at a full fever pitch, and cool headed discourse was in short supply anywhere. In contrast, we have Mana, who has been incredible, and a forum staffed by mods dedicated to maintaining a friendly environment for anyone who wants to participate. What happened with Mighty No 9 will not happen here. Youtube comments will be cancerous as it always is, but everyone knows that already, and no one is going to judge us as a community by that unmoderated cesspool. I think you misunderstand my point... My point isn't that X=Y because Bloodstained has X in Common with Mighty No.9... it's that people are quick on the defensive reactions because they perceive things being similar to things during mighty no.9, so they are like OH @%#@#% NO NOT AGAIN! Even if things aren't really the same. That was inevitable due to Inti Creates involvement with both games, but that will change. In fact it already has on these forums at least. People were citing MN9 back when Shaders 1 & 2 were shown with the initial mock-up background, but that stopped when we got the more detailed background along with Shaders 1 & 3, and even people who dislike Shader 3 haven't tried to bring Inti Creates back up as a scapegoat. Bloodstained is its own thing, as was MN9, and in time that will become apparent even to the most cynical gamers.
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Post by Scars Unseen on Mar 5, 2016 10:08:09 GMT -6
I am sorely disappointed in the community's collective preference for character shader 3, but I imagine it's too late for any productive discussion on the matter, and it wouldn't have made a difference anyway. When you're just one out of over 60,000, you're probably going to be at odds with the majority on some things, so I should prepare for more disappointment in the future. While shader 1 wasn't what I was expecting, and I can see the appeal of the cel-shaded look, I utterly loathe how shader 3 washes out the textures, eliminates most of the details, and distorts the colors. With shader 1, you can tell what each part of her outfit is made of, that some pieces are a rough cloth, some are silky, others are velvet, and then there's leather and metal. With shader 3, it all just looks like shiny plastic. Why bother making detailed textures when the shader is just going to destroy them? The beauty of good pixel art is that it suggests detail in a limited space, creates the illusion that there's more than you can see, that if you only zoomed in, it'd be there, even though it's actually just a couple pixels. Shader 3 works absolutely against that illusion, taking existing detail and washing it out. This is going backwards rather than forwards. It doesn't look like an illustration, or a painting. It looks generic and bland. I don't yet have reason to doubt that I'll enjoy Bloodstained, but like Dawn of Sorrow, it will be in spite of the art, rather than because of it. I get that you don't like Shader 3, and you've a right to your own preferences. But I disagree with the assertion that it doesn't look like an illustration, or that it looks generic or bland. Shader 1 focused on textures and semi-realism. Shader 3 focused on contrast and shading with a painterly approach to textures instead of a realistic one. There are more approaches to art than realism, and very few of them are going to be concerned with individual cloth textures. Shader 3 is a stylized version of Miriam that - in my opinion - comes closer to the concept art than a realistic approach would be able to achieve. Like I said, your opinion is your right, but I think that your criticisms speak more to a difference in taste than any actual deficiency in the shader itself.
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Post by Scars Unseen on Mar 5, 2016 9:32:18 GMT -6
I saw the translation on Reddit yesterday... I know it won't convince the people trying to push this BS, but it's still quite gratifying to see.
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Post by Scars Unseen on Mar 5, 2016 5:24:07 GMT -6
I'm not surprised, and not just because of youtube (which as mentioned is bound to have stuff like that). But Mighty no.9 already had a debacle involving everything that one hears about whenever you see the topic SJW (if you are one of those people who think anyone who simply uses the term is scum just bear in mind that I'm referring it as a topic, not to people. for example, even if there is no SJW-whatever taking place, the fact that people use it in whatever situation creates the topic at hand). People are getting more defensive against these situations because they see how damaging it has been in the past, and unfortunately every large 'side' has their own bad seeds, so some people over-react and take it too far....Then the other side tries to set those overreactions as the example of their entire demographic, and and... gah. If only people could be honest and not exagerate or sensationalize. If I recall the MN9 incident correctly, a lot of that drama was largely due them to having a community manager that purposefully obfuscated all communication between the community and the development team. Political leanings may have been a motive, but was not the actual problem. Of course, it didn't help that it happened right when Gamergate was at a full fever pitch, and cool headed discourse was in short supply anywhere. In contrast, we have Mana, who has been incredible, and a forum staffed by mods dedicated to maintaining a friendly environment for anyone who wants to participate. What happened with Mighty No 9 will not happen here. Youtube comments will be cancerous as it always is, but everyone knows that already, and no one is going to judge us as a community by that unmoderated cesspool.
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Post by Scars Unseen on Mar 4, 2016 20:43:58 GMT -6
Going into Youtube comments and expecting anything less than the worst the Internet has to offer is a failure state.
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Post by Scars Unseen on Mar 4, 2016 17:44:49 GMT -6
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Post by Scars Unseen on Mar 4, 2016 8:26:01 GMT -6
Okay, so let me get this straight. You want a thread where no discussion happens, and opinions go unchallenged, so that... what? I can't think of a reason for a thread like this that doesn't boil down to superiority complexes and special snowflake syndrome. It hinges on the idea that somehow your opinion is more important than anyone else's, and that this game could be so much better if the developers would listen you instead of all those other plebs.
Every instance where input has been solicited has been open to public discussion. Anyone who wants their input heard has the opportunity. And it's not like there's no dissent going on. In the recent shader polling, people spoke out for all offered options. Yeah, there were more people in favor of C3B3 in discussion, but the minority opinion had it's day in court as it were.
We have a suggestions forum if you want to make a specific suggestion. We have a general forum if you want to just bring up a less focused discussion about the game. Anyone can make a topic on either. I see no benefit to a non-discussion forum or topic on a board dedicated to the discussion of this game.
Now, that said.
I could see the benefit of a chronicle of sorts. Someone taking some of the talking points in these discussion - particularly the ones involving updates and solicited input like the current suggestion poll - and condensing them into a compact format consisting of the various points raised by different users regardless of how strongly supported by the rest of the community. It could serve as a map of the community's involvement with the developers in a format that would be much more efficient to read - both by the community and the developers - than digging through every single thread. This would probably be better done as a wiki than a forum post though, mostly because that would make it less prone to stagnating if the person who originally posted leaves the community for whatever reason.
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Post by Scars Unseen on Mar 3, 2016 6:47:35 GMT -6
Chose the weapons for sure. That was an impressive list. The specific weapons are probably not going to be sent up though since there was a specific pledge tier that let someone design a weapon for the game.
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Post by Scars Unseen on Mar 2, 2016 20:36:35 GMT -6
I think the switch to one topic is what was bizarre for the newest update as it was a small update despite the model being very cool. Maybe they meant the updates after this one though. On the other hand, and though not part of the official update, we just got a lot more information on what the team is planning to put in the game via the new poll.
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Post by Scars Unseen on Mar 2, 2016 20:30:59 GMT -6
Personally, I'm most interested in the Miriam's Room portion of the Castle Design subject and the Enemy Behavior section of the Enemies subject.
Movement seems to be pretty irrelevant considering how almost everything in there is already under consideration.
Familiars looks mildly interesting, but considering there's no blue text there, I'm guessing that's not a feature we'll be seeing.
The General topic is a real mixed bag, ranging IMO from mostly cosmetic to not very good ideas(e.g. different animations for weapons of the same type would be extra work for almost no gain, while also potentially blocking more advanced weapon customization opportunities). That modding though.
Weapons is mostly just a list of weapons people would like, but I already know that IGA can come up with a lot of interesting weapons. The custom dungeon mode is kind of interesting though.
Animation is a topic I'm interested in, but the one line of blue text pretty much confirms their intentions in that regard, so not really worth bringing up IMO.
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Post by Scars Unseen on Mar 2, 2016 8:21:19 GMT -6
Seriously though, that donut face cures cancer. Oh and THERE BETTER BE A DONUT FOOD ITEM IN THE GAME. 24 hidden donuts spread throughout the game to unlock the hidden backer boss.
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Post by Scars Unseen on Mar 2, 2016 6:54:38 GMT -6
So by and large, I'm happy with the way things turned out. The issue with the thick lines isn't quite as glaring when the character model is moving, and I'm confident that it will be even less noticeable when Miriam is actually in motion. By the same token, I've seen some people mentioning the look of her hair, but I think that too will be settled by animation unless her hair ends up being entirely static, which would be surprising.
That said, I really can't wait to see her in action.
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Post by Scars Unseen on Feb 21, 2016 7:18:27 GMT -6
I'll be honest: the main purpose for my suggestion was to be able to carry a weapon you like throughout the game without it becoming obsolete while still making item hunts useful. If you go with a normal upgrade system, you will almost always end up in a situation where it is straight up better either to exclusively upgrade an item or to ignore the upgrade system altogether in favor of picking up new equipment that outclasses it. With a system that fuses two items, you change the conversation from "which will give you better stats," in which there is a clear objective winner to "which do I like the look of, and which one does a cool thing I like," which is far more preference based, allowing for customization and upgrades without regret. At its base concept, this is similar to the transmogrification feature in World of Warcraft, which allows you to make a piece of armor look like another for aesthetic purposes. At this level, it's pretty easy to implement, as you are simply appending the stats from one weapon to another. No change in animation, physics, or anything else other than straight numbers. The more advanced version I mentioned - mixing and matching elemental attributes and special abilities - could be trickier since it would mean appending visual effects to weapons and possibly altering animations. For sanity's sake, I'd say that it would be best to restrict that sort of customization to weapons of the same type. Otherwise the workload on the animators would explode. I mean for any RPG game with a large emphasis on loot and equipment and what not, later items kind of have to obsolete most of the earlier equipment. It's the reward for working so hard to either farm or search out these items restricted to later and more difficult parts of the game or guarded by especially tough enemies. I haven't played WoW so I can't really speak to how it does things but usually my experience with crafting system is though its usually the best way to get the best or almost the best equipment in the game, you aren't going to craft your Short Sword you found in the beginning into something that supersedes the "Masamune" or the equivalent in the game. You're encourage to throw out the old for the new though a good crafting system does allow for more customization than a standard loot system. On the other hand, there's a segment of players that either grow attached to a certain look for their character or actively dislike the look of equipment that is in other respects an upgrade. The primary point of my suggestion - and the entire point of the WoW Transmogrify system - is that the desire for a certain appearance and the desire for more effective equipment don't have to be at odds. Loot would still be important in the system I outlined. You would just have the option of keeping the appearance of a weapon you've come to consider part of your character's identification. The other point is that sometimes you get a weapon with an ability you like that has no high-powered analogues. Take for example, the whip sword in Aria of Sorrow. It was a nice weapon with the best reach in its class of weapons. There are other weapons you get later on that also have nice features, but if you happened to like that one, you're kind of out luck later on in the game. This would be a way around that, meaning that you have to make decisions on more criteria than just numerical superiority. As for WoW, it more or less just lets you use the model for any equipment you own for the appearance of any other equipment of the same type you own. It's a vanity feature, and one of the more popular additions to WoW(and an often requested feature in other MMOs)
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Post by Scars Unseen on Feb 20, 2016 20:24:16 GMT -6
I'll be honest: the main purpose for my suggestion was to be able to carry a weapon you like throughout the game without it becoming obsolete while still making item hunts useful.
If you go with a normal upgrade system, you will almost always end up in a situation where it is straight up better either to exclusively upgrade an item or to ignore the upgrade system altogether in favor of picking up new equipment that outclasses it. With a system that fuses two items, you change the conversation from "which will give you better stats," in which there is a clear objective winner to "which do I like the look of, and which one does a cool thing I like," which is far more preference based, allowing for customization and upgrades without regret.
At its base concept, this is similar to the transmogrification feature in World of Warcraft, which allows you to make a piece of armor look like another for aesthetic purposes. At this level, it's pretty easy to implement, as you are simply appending the stats from one weapon to another. No change in animation, physics, or anything else other than straight numbers.
The more advanced version I mentioned - mixing and matching elemental attributes and special abilities - could be trickier since it would mean appending visual effects to weapons and possibly altering animations. For sanity's sake, I'd say that it would be best to restrict that sort of customization to weapons of the same type. Otherwise the workload on the animators would explode.
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Post by Scars Unseen on Feb 19, 2016 19:13:57 GMT -6
So you found this weapon you like. Maybe it has a special ability you like. Maybe you just like the way it looks. But eventually, you're going to find better gear, and the monsters' defense will outclass its damage.
But you're an alchemist.
No need to leave an old favorite behind; just fuse it with a new weapon, and keep the appearance and ability of the old with the upgraded base stats of the new. Maybe, as you hone your craft, you can take it even further, choosing what aspects of each to keep. Need a flame enchanted weapon to deal with those pesky ice demons, but just can't do without that deadly Thousand Ebi Slash from the ancient katana Onigiri? Just fuse it with Hephaestus' Fist, and you'll be melting demons faster than you can figure out what to call a Greek Fire roasted riceball.
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Post by Scars Unseen on Feb 19, 2016 18:37:41 GMT -6
So, my take on shields.
Make two varieties of shields: shields and bucklers.
A buckler is an timed block option, meaning that there is no benefit to just holding the button down, you have to time your block with the incoming attack. A good block leaves the monster open to a counter, which deals greater than normal weapon damage. Bucklers can be used to block light projectiles, but not heavy or sustained attacks like beam type attacks or the greataxe attack of an undead armored Jotun(or whatever).
A shield is an active block option, so as long as you have the block button held, it provides defense. This defense varies depending on the timing of the block, the strength of the attack(opposed by the defense of the shield), and the length of time the button is held. Shields can block sustained attacks, though caution should be exercised due to the limitations mentioned earlier. Best results are achieved with well times blocks. Some attacks(such as the aforementioned Jotun axe) cannot be effectively blocked. You cannot attack while blocking(but see below). While blocking with a shield, you are locked into the direction you are facing, and can move backwards, albeit at a slower speed than when moving forward.
Some shields have traits or abilities to make them more or less useful situationally. A flame attributed shield, for example, would make defense against dragonbreath more forgiving. Another shield might have a Holy Charge ability(picture the Captain America gif posted earlier) that does damage to demons and the undead at the expense of whatever currency is used to activate magic in the game. There may also be weapons that work well in combination with specific shields, or with shields in general, such as Spear of the Legion, which can be used to attack while blocking, but slows movement both backward and forward while the block button is held.
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Post by Scars Unseen on Feb 1, 2016 9:52:10 GMT -6
Added myself to a tiny island in the Asian Pacific.
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Post by Scars Unseen on Jan 28, 2016 22:30:19 GMT -6
Friday sounds like a good day for donuts.
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Post by Scars Unseen on Jan 28, 2016 1:31:40 GMT -6
Oh, I hadn't noticed this thread before, so I'm glad it got resurrected. My gamer tags are very difficult to remember, so make sure you write them down.
PSN: scarsunseen Steam: scarsunseen
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Post by Scars Unseen on Jan 28, 2016 1:27:23 GMT -6
Payment sent!
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