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Post by purifyweirdshard on Oct 27, 2016 9:02:00 GMT -6
As asked by Ben Judd in the latest podcast, what are the community's favorite RPG-like systems in IGA's past games?
For more reading and insight, check out some of our previous threads related to the subject pertaining to Bloodstained: bloodstainedfanforums.com/thread/1114/level-rpg-system-discussion (Fourth post is mine and links to other topics and a poll)
For me, my favorite RPG-like thing about the game is the excitement of discovery when I get new weapons. Regardless of if the stats are better or not on paper, I want to see what it can do and how it interacts with the enemies. I would try different combinations of inputs with the new weapon to see if it had a special attack in SotN, and in some cases, there would be way more to one of these weapons than is first apparent (i.e. the Shield Rod - cow summoning!)
I got a similar feeling from Phantasy Star team-up attacks or Saga Frontier lightbulb moments. The in-game acquisition of a attack/learning it rather than a menu saying "you got x! Do it by using y!" just makes it that much more enjoyable.
I also just really like finding secrets and hidden treasure in general. This hearkens all the way back to Zelda 1 for me, though more of an action RPG.
For a more character-development related piece, I like when your abilities themselves can become stronger, and not just in a damage sense that scales with your stats, but additional animation or extra projectiles...i.e. Sorrow soul stacking, leveling up attacks in Harmony of Despair and such. Fortunately, it does seem like Bloodstained will have some of that.
How about everyone else?
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Post by BalancedHydra on Oct 27, 2016 9:08:14 GMT -6
A bit of a subversion of past Iga games but what if we had weapons that scales of Int/Magic rather than pure Strength? Perhaps even weapons that increases said stats for more Swordmage type gameplay.
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Redogan
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Post by Redogan on Oct 27, 2016 12:24:22 GMT -6
1) I really liked the mechanic in Portrait of Ruin where your sub-weapons could level up. The more you used them, the stronger they became. Also, as the sub-weps leveled up, the physical appearance changed as well.
This is vaguely similar to how sub-weapon levels worked in Castlevania: Legacy of Darkness. In LoD, the level 1 axe was just an axe that is thrown. Level 2 adds a lightning strike wherever the axe lands. And Level 3 increases the size of the lightning strike. (The physical appearance changing is kind of a Castlevania staple. Think back to old-school CV. Starting in CV1, your whip goes from a leather whip to a morning star to a longer morning star. CV2 had similar upgrades to the physical appearance of the whip. LoD also has the whip go from leather whip to morning star to light whip.)
2) I would like to see a crafting mechanic where you could add materials you found and reforge existing weapons to make them more powerful. I don't just want to gather materials and forge them into a new weapon. It would be cool to me to have weapon upgrade trees. If you have the right materials, you could take a standard longsword down the fire path until you end up with the Marsil. The same weapon could go down an ice path instead and become the Icebrand and then further to become the Ice Sword of Mim.
(Weapon trees are a huge RPG element in games like Monster Hunter.)
3) I really like IGAvania style discovery of traversal mechanics. I know you just find these as part of the game progression, but it is cool to obtain the ability to double-jump and then re-think of all the places where you could have used it. The same with the slide. I'm not sure if this is really RPG related, but it is definitely a staple of this type of game (genre).
Basically, for me the RPG elements need to include upgrades to: -player stats (STR, INT, MND, LCK, CON, etc) -player abilities (double-jump, slide, super jump, etc) -main weapons (via crafting--see above) -sub weapons (speed, power, heart/crystal consumption)
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purifyweirdshard
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Post by purifyweirdshard on Nov 1, 2016 7:42:55 GMT -6
A bit of a subversion of past Iga games but what if we had weapons that scales of Int/Magic rather than pure Strength? Perhaps even weapons that increases said stats for more Swordmage type gameplay. That sounds good to me! I think this would work well with the "Tome" weapon type, if that ends up existing in some form. It's not among the known weapons, but maybe as a sub-type or for a different character? It also could work with certain "rods" if some of those end up leaning more toward magical rods/staves.
Redogan, that sounds a lot like what I'm hoping for the crafting system: bloodstainedfanforums.com/post/27516
I agree with those other points as well. I do wonder what manner of "sub weapons" will be in the game? I'm thinking that may have to be a second playable character thing, but I'm ALL FOR Miriam getting axes and holy water. It could happen I guess, she doesn't have an "up" pose yet either, if she's getting one?
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Post by allooutrick on Nov 2, 2016 12:09:02 GMT -6
I liked the sense of discovery as well. Smacking random walls became rewarding when the reward was more than just wall chicken. I especially loved seeing the weapons get progressively more mythical in design which added to the sense of discovery.
Another thing I liked is how the difficulty is dynamic because it's as easy or as hard as your level and gear set up. The player can choose to grind to make things easier or drop their armor to make the enemies more dangerous.
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Post by GuyBelmont on Nov 2, 2016 15:18:06 GMT -6
I loved upgrading the Vampire Killers tips, and I'd like to see that sort of thing in BS-Rotn as changing your weapon when you got a better one felt like you left something behind. also give her a combo system like in order of ecclesia, as I know many here did not enjoy ANY of the lord of shadows games,
BUT mirror of fate Had the edge when it came to the Combat system, as it gave you so much more fighting options, and let you build something up, it was really well made, I do feel that the enemy placement was a bit... off but yeah the combat great.
So yeah id love to see BS-Rotn, take some of these elements and mix em up.
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Post by Galamoth on Nov 3, 2016 19:57:12 GMT -6
A bit of a subversion of past Iga games but what if we had weapons that scales of Int/Magic rather than pure Strength? Perhaps even weapons that increases said stats for more Swordmage type gameplay. That sounds good to me! I think this would work well with the "Tome" weapon type, if that ends up existing in some form. It's not among the known weapons, but maybe as a sub-type or for a different character? It also could work with certain "rods" if some of those end up leaning more toward magical rods/staves.
Redogan , that sounds a lot like what I'm hoping for the crafting system: bloodstainedfanforums.com/post/27516
I agree with those other points as well. I do wonder what manner of "sub weapons" will be in the game? I'm thinking that may have to be a second playable character thing, but I'm ALL FOR Miriam getting axes and holy water. It could happen I guess, she doesn't have an "up" pose yet either, if she's getting one? TOMES!!!! You said the magic word!!!I'd love it if such a possible weapon type in Bloodstained was purely linked to the Intelligence and Mind stats.
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Post by purifyweirdshard on Nov 3, 2016 20:19:14 GMT -6
Hey, I didn't mention you when I brought up the tome thing? I was planning on it when I replied, darn haha. But yeah...book weapons a la Charlotte, most definitely!
What if...perhaps we get An Empty Tome. We can then write/add to it via what Miriam observes in the castle, with different...input motions flipping to certain pages for spells! One of them would randomly conjure up donuts or mac n' cheese....allright, I'm just throwing all of the favorite ideas together now ;p
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Post by Galamoth on Nov 3, 2016 20:43:21 GMT -6
Hey, I didn't mention you when I brought up the tome thing? I was planning on it when I replied, darn haha. But yeah...book weapons a la Charlotte, most definitely! What if...perhaps we get An Empty Tome. We can then write/add to it via what Miriam observes in the castle, with different...input motions flipping to certain pages for spells! One of them would randomly conjure up donuts or mac n' cheese....allright, I'm just throwing all of the favorite ideas together now ;p Oh yeah, that reference. Love it. You mean a similar idea to the Walk/Scout Armor in the Castlevania series?
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Post by BalancedHydra on Nov 4, 2016 13:20:32 GMT -6
Hey, I didn't mention you when I brought up the tome thing? I was planning on it when I replied, darn haha. But yeah...book weapons a la Charlotte, most definitely! What if...perhaps we get An Empty Tome. We can then write/add to it via what Miriam observes in the castle, with different...input motions flipping to certain pages for spells! One of them would randomly conjure up donuts or mac n' cheese....allright, I'm just throwing all of the favorite ideas together now ;p Oh yeah, that reference. Love it. You mean a similar idea to the Walk/Scout Armor in the Castlevania series? Why stop there? What if we could get a tome that increases in power as we collect shards? It would make sense for casters (sword or pure) would want as many options as possible to begin with.
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Post by Overlord on Nov 4, 2016 22:38:19 GMT -6
For me, my favorite RPG-like thing about the game is the excitement of discovery when I get new weapons. That's mine. It gives you a great incentive to defeat enemies, rather than avoid them. And of course it makes combat itself more interesting, knowing you'll have so many choices in weapons throughout the game. I feel this is exactly what many of these "Metroidvania" games are missing. They either have absolutely no extra weapons, or just a few that you're given when you get to certain parts of the story. It'll be nice to go weapon hunting again.
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Post by LeoLeWolferoux on Nov 5, 2016 3:40:24 GMT -6
As Redogan stated above, I really enjoyed the sub-weapon leveling in Portrait of Ruin. It was a refreshing addition to the series, and I also enjoyed when they brought back familiar leveling from Symphony of the Night to Order of Ecclesia. Very fun on both accounts. :)
Other things that I enjoy are indeed aesthetic changes as leveling progresses, wide variety of weapons, the Power of Dominance, Etc. I also enjoyed Charlotte's lexicon weapons in PoR. I hope that they bring it back in Bloodstained, but I doubt that they will.
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Post by lod7 on Nov 16, 2016 0:36:57 GMT -6
My favorite rpg element is definitely the leveling up aspect. I love the feeling that any challenge can be mitigated by sheer grinding. Reason why Order of ecclesia is my favorite just because they added the ridiculous lvl 255 mode.
Second would be bonus/optional content, with good rewards. Valmanway in aria, heal spell in portrait, queen of hearts in order of ecclesia. Joke weapons aside the broken equipment obtained in these optional content gives me about the same satisfaction as reaching max level.
Finally the grindy equipment that change x stat when you do x number of times. Muramasa in symphony, the miser ring in ortrait, and the rings of power in order of ecclesia.
Yeah I really love the grinding aspect of Iga's games. Sure they are not the most practical but I LOVE that he gives us the option to. Really hope it comes back in full force for bloodstained.
PS I wish the game is balanced around the practical side of the game like order of ecclesia. Game could be turned into a joke at level 255 but a normal playthrough, without grinding, required you to think and read enemy tells.
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Post by Galamoth on Nov 17, 2016 9:29:29 GMT -6
My favorite rpg element is definitely the leveling up aspect. I love the feeling that any challenge can be mitigated by sheer grinding. Reason why Order of ecclesia is my favorite just because they added the ridiculous lvl 255 mode. Second would be bonus/optional content, with good rewards. Valmanway in aria, heal spell in portrait, queen of hearts in order of ecclesia. Joke weapons aside the broken equipment obtained in these optional content gives me about the same satisfaction as reaching max level. Finally the grindy equipment that change x stat when you do x number of times. Muramasa in symphony, the miser ring in ortrait, and the rings of power in order of ecclesia. Yeah I really love the grinding aspect of Iga's games. Sure they are not the most practical but I LOVE that he gives us the option to. Really hope it comes back in full force for bloodstained. PS I wish the game is balanced around the practical side of the game like order of ecclesia. Game could be turned into a joke at level 255 but a normal playthrough, without grinding, required you to think and read enemy tells. Even when I wasn't trying to grind Levels in Order of Ecclesia, I was still grinding. I'm a sucker for farming rare items from enemies [and in OoE's case, Glyphs as well]. I end up gaining a few levels every time I try to get enemies to drop items.
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Post by BalancedHydra on Nov 17, 2016 9:48:07 GMT -6
My favorite rpg element is definitely the leveling up aspect. I love the feeling that any challenge can be mitigated by sheer grinding. Reason why Order of ecclesia is my favorite just because they added the ridiculous lvl 255 mode. Second would be bonus/optional content, with good rewards. Valmanway in aria, heal spell in portrait, queen of hearts in order of ecclesia. Joke weapons aside the broken equipment obtained in these optional content gives me about the same satisfaction as reaching max level. Finally the grindy equipment that change x stat when you do x number of times. Muramasa in symphony, the miser ring in ortrait, and the rings of power in order of ecclesia. Yeah I really love the grinding aspect of Iga's games. Sure they are not the most practical but I LOVE that he gives us the option to. Really hope it comes back in full force for bloodstained. PS I wish the game is balanced around the practical side of the game like order of ecclesia. Game could be turned into a joke at level 255 but a normal playthrough, without grinding, required you to think and read enemy tells. I'm having flashbacks to the hours of grinding for souls in Aria and Dawn of Sorrow. Especially getting all the +luck souls in Dawn just to make soul farming easier.
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Post by LeoLeWolferoux on Nov 17, 2016 22:27:30 GMT -6
My favorite rpg element is definitely the leveling up aspect. I love the feeling that any challenge can be mitigated by sheer grinding. Reason why Order of ecclesia is my favorite just because they added the ridiculous lvl 255 mode. Second would be bonus/optional content, with good rewards. Valmanway in aria, heal spell in portrait, queen of hearts in order of ecclesia. Joke weapons aside the broken equipment obtained in these optional content gives me about the same satisfaction as reaching max level. Finally the grindy equipment that change x stat when you do x number of times. Muramasa in symphony, the miser ring in ortrait, and the rings of power in order of ecclesia. Yeah I really love the grinding aspect of Iga's games. Sure they are not the most practical but I LOVE that he gives us the option to. Really hope it comes back in full force for bloodstained. PS I wish the game is balanced around the practical side of the game like order of ecclesia. Game could be turned into a joke at level 255 but a normal playthrough, without grinding, required you to think and read enemy tells. Even when I wasn't even trying to grind Levels in Order of Ecclesia, I was still grinding. I'm a sucker for farming rare items from enemies [and in OoE's case, Glyphs as well]. I end up gaining a few levels every time I try to get enemies to drop items. That's how I ended up being in the 90's (level) by the time I finished DoS. Souls and all that.
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Post by lod7 on Nov 17, 2016 23:24:29 GMT -6
Regarding the raising luck comment. Another great feeling is when you find that one tactic that makes grinding for a specific item/soul easier.
I think if memory serves me the imp soul switches the MP and HP of monsters temporarily in Dawn so farming the pesky Great Ax Armour for 9 souls was made super easy as long as you can find one near a scene transition.
Also if any of the devs are reading this, fit in a "rarity" rating of drops in the bestiary and have it actively affected with luck or other items. Order of ecclesia showed 5 star ratings drop to 2 whenever you equipped your full item hunting gear etc.
Glad to know I am not the only grind type personality on here.
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Post by CastleDan on Nov 18, 2016 21:07:22 GMT -6
As asked by Ben Judd in the latest podcast, what are the community's favorite RPG-like systems in IGA's past games?
For more reading and insight, check out some of our previous threads related to the subject pertaining to Bloodstained: bloodstainedfanforums.com/thread/1114/level-rpg-system-discussion (Fourth post is mine and links to other topics and a poll)
For me, my favorite RPG-like thing about the game is the excitement of discovery when I get new weapons. Regardless of if the stats are better or not on paper, I want to see what it can do and how it interacts with the enemies. I would try different combinations of inputs with the new weapon to see if it had a special attack in SotN, and in some cases, there would be way more to one of these weapons than is first apparent (i.e. the Shield Rod - cow summoning!)
I got a similar feeling from Phantasy Star team-up attacks or Saga Frontier lightbulb moments. The in-game acquisition of a attack/learning it rather than a menu saying "you got x! Do it by using y!" just makes it that much more enjoyable.
I also just really like finding secrets and hidden treasure in general. This hearkens all the way back to Zelda 1 for me, though more of an action RPG.
For a more character-development related piece, I like when your abilities themselves can become stronger, and not just in a damage sense that scales with your stats, but additional animation or extra projectiles...i.e. Sorrow soul stacking, leveling up attacks in Harmony of Despair and such. Fortunately, it does seem like Bloodstained will have some of that.
How about everyone else? Completely agree with you. The equipment was a huge RPG element that I loved in Sotn especially. So many items to collect, a lot dropped by enemies, A lot found in secret locations. Best of all, many of them actually had unique characteristics or looks to them. With as you said, button input moments. Also how capes and things such as shields would show up VISUALLY for you to see. I always said the perfect Igavania game to me would be one that marries the sheer amount of unique items that are dropped and found like in SOTN along with SOTN's button input magic combined with Aria/Dawn's soul system to get spells. That would be the ultimate Igavania in terms of RPGish elements for me.
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Post by JeffCross on Nov 18, 2016 22:46:18 GMT -6
I agree with just about everyone here... but one of my favorite things in SotN was finding those certain weapons that leveled up with use... and leveling up familiars. Mind you I would not want EVER weapon to level up but a few would be awesome XD
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Post by Galamoth on Nov 19, 2016 8:20:07 GMT -6
I agree with just about everyone here... but one of my favorite things in SotN was finding those certain weapons that leveled up with use... and leveling up familiars. Mind you I would not want EVER weapon to level up but a few would be awesome XD Never forget the "Badelaire", that one sword which only increases in damage with the passage of gameplay time.
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