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Post by InformationBone on Jan 30, 2017 21:57:21 GMT -6
It says their will be asynchronous online co op which means playing with ghost data and etc. But I want really online co op. Its cool their will also be local co op. But I want online co op cause wont really have anyone to play local co op with when the game comes out.
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Real online co op
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Post by Real online co op on Jan 30, 2017 21:59:42 GMT -6
I want real online co op not asynchronous. I wont have anyone to play local co op with when the game comes out. Which is why im wishing for a online co op mode as well.
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XombieMike
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Post by XombieMike on Jan 31, 2017 8:16:23 GMT -6
Ha, these two guests have the same IP address. Silly silly. idrisboy if you have something to say, don't be afraid to log in and say it. We won't bite.
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BalancedHydra
Pillow Weapon Advocate
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Post by BalancedHydra on Jan 31, 2017 8:48:02 GMT -6
I'm actually amazed that guests can even start threads.
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XombieMike
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Post by XombieMike on Jan 31, 2017 9:30:41 GMT -6
I like to keep posting as free of restrictions as possible to encourage interaction. This thread is a good thread, as I'm sure we would all love another HD like game to play together. The reasons online Co op wasn't specifically a stretch goal are probably the best answer to why we won't get it for Bloodstained. However, I got the impression that they wanted to do it, even if they couldn't say it. With the main game and stretch goals to consider, I think IGA has enough on his plate as it is. We can't really expect to keep piling on our additional wishes if we expect the game to release in the first half of 2018. I would rather have mod support than online Co op.
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Lestaroth
Wall Mac Hunter
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[TI0]I have returned. Also find me in the credits!
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Post by Lestaroth on Jan 31, 2017 10:13:30 GMT -6
Is co-op an option compatible with the game's plot and lore? (That said, my post on familiars kind of goes towards that, if they get unlocked) But only if it is for some mini-game or special mode.
That said, A manually-controlled familiar would be fun, until a sabotage occurs. I'm a hardened soloer, though...
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Astaroth
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Post by Astaroth on Jan 31, 2017 10:19:52 GMT -6
asynch is fine for this game, having full coop changes the gameplay a ton and unless its balanced for that (or part of a secondary character mode similar to richter or the sisters) itd make the game way too easy (the controllable familiar idea could work out really well though since its an ai assist and integrated into the mechanics of the game already, but then you still have the question of p2p or server online and the can of worms that opens up for devs)
i could however see this mode being great for a future game where the game is built around 2 characters like por had, and having the ability to switch to 2player mode on the fly or by loading a save with 2p mode active and inviting someone/handing them the 2p controller
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Post by Overlord on Jan 31, 2017 10:33:58 GMT -6
Ha, these two guests have the same IP address. I would have never guessed that.
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Lestaroth
Wall Mac Hunter
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Post by Lestaroth on Jan 31, 2017 10:43:51 GMT -6
asynch is fine for this game, having full coop changes the gameplay a ton and unless its balanced for that (or part of a secondary character mode similar to richter or the sisters) itd make the game way too easy (the controllable familiar idea could work out really well though since its an ai assist and integrated into the mechanics of the game already, but then you still have the question of p2p or server online and the can of worms that opens up for devs) i could however see this mode being great for a future game where the game is built around 2 characters like por had, and having the ability to switch to 2player mode on the fly or by loading a save with 2p mode active and inviting someone/handing them the 2p controller Yes, a thread went that way, the guy wanted Miriam to team up with Johannes or Zangetsu Portrait of Ruin style... I firmly replied it wouldn't do good, since it's the more or less solo journey of Miriam there. Only a sequel or mini-game or special mode could make that work, in my opinion.
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Enkeria
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Post by Enkeria on Jan 31, 2017 11:06:29 GMT -6
asynch is fine for this game, having full coop changes the gameplay a ton and unless its balanced for that (or part of a secondary character mode similar to richter or the sisters) itd make the game way too easy (the controllable familiar idea could work out really well though since its an ai assist and integrated into the mechanics of the game already, but then you still have the question of p2p or server online and the can of worms that opens up for devs) i could however see this mode being great for a future game where the game is built around 2 characters like por had, and having the ability to switch to 2player mode on the fly or by loading a save with 2p mode active and inviting someone/handing them the 2p controller Yes, a thread went that way, the guy wanted Miriam to team up with Johannes or Zangetsu Portrait of Ruin style... I firmly replied it wouldn't do good, since it's the more or less solo journey of Miriam there. Only a sequel or mini-game or special mode could make that work, in my opinion. Sequal << Bloodstained Twogether
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purifyweirdshard
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Post by purifyweirdshard on Jan 31, 2017 12:15:37 GMT -6
Astaroth and others, that's all true, but the game -does- have local co-op play confirmed, which I think is what the topic creator is referencing: he wants whatever that is to be online-enabled as well.
There are separate "online challenge modes" as well as the asynchronous features, but it seems that the local co-op stretch goal early on was a separate thing from those modes. If the game is balanced with local co-op in mind, it shouldn't be much different when a friend is grabbed to play it somewhere across the world.
That said, I think the main reason this wasn't included might just be the game data, networking and stability concerns involved. Issues such as:
It sounds to me like something that could be a lot more trouble than it'd be worth for both the developers and the players. If both players are "Miriams" or equivalent, there's a lot of data/balance/progress concerns to iron out, and if it's just "play as a familiar", it would be largely unrewarding to the joining player, only a very small percentage of close friends type players would be up for that, the same type that would likely love experiencing the already accounted for/budgeted out local co-op together.
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Lestaroth
Wall Mac Hunter
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Post by Lestaroth on Jan 31, 2017 12:16:32 GMT -6
So it will exist, for a special mode. Actually, it would do good for an alternate, randomly-generated castle. I guess that both players would start at level 1 and progress along the way. Of course there would be a message at the start, telling that their main Bloodstained story would be totally safe and unchanged and that this mode can only work if the two original players are present (ID check and all). Thanks for clarifying, purifyweirdshard
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Post by sleyer on Feb 1, 2017 22:23:34 GMT -6
I want real online co op not asynchronous. I wont have anyone to play local co op with when the game comes out. Which is why im wishing for a online co op mode as well. This exactly, I don't have any friends that don't live an hour and a half or more away
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Busterific
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Post by Busterific on Feb 2, 2017 14:55:30 GMT -6
Following models I've seen done before, one person would offer to be the 'host' and that's the individual who's saved data would be used. This would make it nice for playing with someone you know, but would be less useful for pick-up type of games where your partner is a random online player. It could potentially be possible to copy information from a hosts save to your local system when joining a remote hosts game. I'd see merging two out of sync saves as potentially being a bugger to put together. In general usually this would end up resolving to the hosts castle to determine whose takes priority when syncing, and opening up areas in the local save that are open in the hosts save while at the same time leaving items in the clients save open that are not open in the hosts save. I would also see it possible to keep the individual player information and equipment separate and save it to a users local save from the online game without affecting their castle, although this would likely introduce oddities for dealing with one of a kind equipment and such. Ideally for something like this the player data would be saved separately from the castle data although doing this would not be without it's own issues. This would likely end up being a 'Select your Player' followed by 'Select your Save Game (castle)'
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exalt9
Loyal Familiar
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Post by exalt9 on Feb 5, 2017 4:07:59 GMT -6
Yes, I do.
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