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Post by mcfion on Jun 23, 2016 3:53:04 GMT -6
I loved Castlevania SotN, played it many many many times. And Bloodstained seems to be going in the same awesome direction. But the SotN had a big problem: after a time it became very easy, and even more after playing it a couple of times. My suggestion: scale the power of the monsters with the power of the character! Do not know if it is possible, but I will leave the idea here.
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Post by ramza on Jun 23, 2016 7:27:50 GMT -6
hope not i want it to be like castlevania sotn, and no other weird gimicks
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salacavalini
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[TI0]Thirsting for the beta...
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Post by salacavalini on Jun 23, 2016 7:41:29 GMT -6
Perhaps this could be a NG+ option, or a "Hard Mode"? I like the idea, but only if it's an optional/bonus addition, not the baseline experience.
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Shax
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Post by Shax on Jun 23, 2016 7:53:08 GMT -6
Perhaps this could be a NG+ option, or a "Hard Mode"? I like the idea, but only if it's an optional/bonus addition, not the baseline experience. There is a Nightmare Mode Difficulty which probably...is a nightmare. Probably makes everything 10x harder, makes drops rare, and requires more XP to level-up. I've have no problem with the enemies getting stronger but I imagine that enemies just get gradually stronger as the game goes on. It might be a mix of the enemies getting stronger and there being new enemies or stronger variants of old enemies like "Deep Sea Seama" or "Beserk Dullahammer."
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Cale
Great Old One
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The world is indeed comic, but the joke is on mankind.
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Post by Cale on Jun 23, 2016 15:31:06 GMT -6
I would prefer this feature to be optional or non existent. It's a good idea, but it's not what I personally want in a game. (Well not this game anyway) Having a levelling system implies you get stronger, having enemies scale means your power increase isn't an increase at all, they cancel each other out. As the game progresses enemies should be harder anyway, going back to a starter zone after you've killed a few bosses shouldn't make the cannon fodder stronger than an eldritch horror for example.
But scalable monsters seems like a retro feature. Think Ghosts 'n Goblins. You die 2 hits. I like my challenges to be self imposed after a few hundred hours in a game, not arbitrarily forced on me.
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Post by allooutrick on Jun 24, 2016 9:27:04 GMT -6
It's an interesting concept that's been pulled off before but I'm not sure if the sense of progression can be retained in an Igavania if everything gets stronger with you.
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Clear
Global Moderator
[TI0] お疲れ様でした、IGA!
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Post by Clear on Jun 24, 2016 11:01:04 GMT -6
It sounds great but it's not effectively going to make Bloodstained a "more fun" game. Trust me, I tried with my idea of incorporating a rank system with rank-based strategies to spice up gameplay as an exclusive Nightmare mode feature. My idea got shot down unanimously, interesting idea or not.
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Dengojin
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Post by Dengojin on Jun 24, 2016 12:31:12 GMT -6
In my opinion, it is what turned me off about the Souls series ( Yes, this is why we have seen a lot of people beating the game on low levels. myself included ).
Maybe if they do something similar to the Kingdom hearts games where if you are near the end of the game, some ridiculously strong enemies will spawn even if you backtrack to the very first area,.which I find a very neat idea as if the developers are pushing you to level cap instead of telling you "Hey stop leveling or monsters will level up with you too!"
this is my personal opinion and I would like to leave this for the developers to decide, but yeah.. I don't want an easy game, that is for sure!
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BahamutKaiser
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[TI0] Behold the horror, we must wait and pine u.u
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Post by BahamutKaiser on Jun 24, 2016 15:21:51 GMT -6
If they make a hard mode, it would be more interesting to increase the aggression and attack variety of foes rather than make them arbitrarily "harder".
Being that the model they are emulating included several absurd exploits for players to overpower the rest of the game, and should be included as an experience here as well, it's really not going to matter if the foe has more health and does more damage if you whip out an Alucard Shield or spam Soul Steal.
Difficulty is primarily throttled by player choice, especially if the rich variety of options exist here like the best Castlevania games. They could make it a little more interesting by mixing a variety of less overpowered actions that feel more engaging instead of pressing "win". But as an actual experience, scaling foes just protractes the same actions over a longer period.
If in fact you want the foes to remain interesting, making them remain the same despite your scaling is a failure. You either want them to get easier that way you can blast through them more quickly, pile them on so your new found power is manifested in the carnage, change up their behavior that way they present a new challenge, or add new foes to bolster or replace existing foes to increase challenge.
The pitfall is that this could become tedious just as well as entertaining, you may need to backtrack or investigate old areas, and instead of using your advancement in power to make it quick, you find resistance at every step, forward or backward. It might not be as bad if it was every 5th area though.
What we should be most worried about is "Mighty No. 9". While we all hope that Iga will add more to the game and be greater than its inspiration, there's the very real possibility of abandoning the inspiration all together. Castlevania has never been popular for foe scaling, in fact the opposite is perhaps true. Players want new areas with challenge, not repeat areas with annoyance.
We have rogue like modes to bring us fresh challenges, and harder enemies are great, just not the same enemies. It's really just kind of cheap, whereas new enemies, even if their modifications of previous ones, create better recognition of power escalation and measured potency of your own actions.
Modifying a foe can be as little as having ghouls pick up weapons, ghouls now become armed ghouls, or slightly different art, as long as it isn't cheap recolors.
But the easy way is just new enemies randomly showing up in old places mixed in with whatever was there, no new art, no enemy scaling, the new location and unique mixture of foes will create enough challenge on its own.
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