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Post by kronfarfar on Jan 16, 2018 7:57:50 GMT -6
A lot of loot heavy games these days have random stats for the weapons and different gear you can pick up. Wouldn't it be cool of Bloodstained had something similar?
I mean ofcourse it can't be totally random numbers but let's say the short sword could have a random attack number of 10-13 and the same goes for different armors.
This way if you already have your favorite weapon you have a reason to be excited when it drops a second time.
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Post by chronogeran on Jan 16, 2018 10:22:20 GMT -6
Personally, I'm not a fan of this idea. I like my RPGs to be carefully balanced, and randomness throws that off. If it's just a matter of a few points in either direction, that wouldn't be so bad, but if they had wider variations (such as the common/rare/legendary paradigm), it would make me feel like I got RNG screwed rather than being rewarded for my efforts in exploration. If I'm going to grind for a drop from an enemy, and it's a 1% drop, I'd really rather not have even more RNG on top of that drop.
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purifyweirdshard
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Post by purifyweirdshard on Jan 16, 2018 10:56:16 GMT -6
This way if you already have your favorite weapon you have a reason to be excited when it drops a second time. So...since this game is still slated to have crafting and thus assumedly weapon improvements, you can make a case for or against this. Thing is, crafting in and of itself will likely be the reason to be excited about multiple things dropping because they're crafting resources or used to improve the quality of the favorite weapon you already have. It could be a neat thing and add some variety, but I think it'll be mostly unnecessary in the face of the variety we'd have at baseline. It would also be somewhat disappointing if you found out you upgraded a 10 Attack short sword to be a Short Sword of Amazingness+10 when you should have started with a 13 Attack short sword. Would depend on how adding items affects the base attack or not, but that seems again kind of complicated to what might be a simpler system. I'd also suppose crafting could yield random results to weapon upgrades, but that's another matter (and introduces even more variables and unknowns). Personally, I'd be for it, because variety is amazing, but I'd understand if not. chronogeran's is a good point too - if you had farmed for hours for a late end game weapon only to have it be on the lowest end of the damage spectrum. My final say is that I just don't know enough yet to pull for or against it.
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Post by ShroudedTraveler on Jan 16, 2018 13:33:10 GMT -6
I wouldn't consider this a 'loot heavy' game. The reason having random variables on equipment works on those games is due to the fact that you are being loaded in loot left and right. You're constantly finding a new sword or shotgun.
In my experience with various Metroid/Igavanias, you aren't getting "loot" left and right. The focus on a game like this isn't be farming. It is be exploring. Equipment aids in that, but it is not the point of what you are doing. By adding such a feature, the game will become about farming the best sword, which detracts from the idea of the game. When you find a cool new weapon/armor, you should be thinking, "Wow, look at this cool thing I just got!" Not, "Wow... I guess I should kill this dood forty times until I make sure I have the highest statted equipment."
While random variable loot is not inherently bad, I would vehemently disagree with it being in most metroidvanias, and on a personal note, really don't want it in this game. There's already going to be enough different kinds of equipment through just basic equipment, shards, and crafting material. I don't want to have 'random modifiers' added to that: I'd go back and play Borderlands or Diablo 2 if I wanted to explore that avenue.
"More" is not always better.
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Post by JeffCross on Jan 16, 2018 14:33:20 GMT -6
A lot of loot heavy games these days have random stats for the weapons and different gear you can pick up. Wouldn't it be cool of Bloodstained had something similar? I mean ofcourse it can't be totally random numbers but let's say the short sword could have a random attack number of 10-13 and the same goes for different armors. This way if you already have your favorite weapon you have a reason to be excited when it drops a second time. I see what you mean... though I am not into "random" stats for items, I like that range stats you're talking about, but I think the items you find should have generic base stats... but I would love to have it where you take a base item (in other words not a special weapon/armor) and use items to strengthen/upgrade them with ranged stats, including super lucky high stats that give you +bonus stats. so yeah, I don't think the items dropped should have ranged stats but the player should have the ability to raise an item level (or lower it if they use the wrong items or just have horrible luck...) I know its not the same as what you started the thread for but this is my personal wish for the game... (I would start a forging/Item creation thread but no one wants to talk about that ) anyway nice idea and cool thread
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Post by purifyweirdshard on Jan 16, 2018 14:39:57 GMT -6
JeffCross , man it's been a few years, why not bring that back again? lol, there were some good posts and ideas in there. I wouldn't mind bumping it. edit: done ;p
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Post by JeffCross on Jan 16, 2018 14:51:15 GMT -6
Sorry purifyweirdshard I gave up on trying to talk about it... the reason why I wanted to talk about it back then, was because I wanted to give the devs some kind if idea of what the fans wanted in a forging system... or maybe give them a spark of inspiration about the forging system... but right now I think it is kinda too late to try to give them ideas, they most likely have it figured out by now. but if you want to speculate what they might have, start a thread... I will definitely come and talk about forging with you. I think that is why I slowed down on posting, I feel most of what they want to do with the game is done... it was fun in the beginning when we knew the devs looked over our ideas, I know most will not used but it was fun to come up with what we wanted the game to be lol... do you remember the "color wheel" thing I suggested hahah... (if not its ok lol I still think it had potential)
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Post by ShroudedTraveler on Jan 16, 2018 14:56:14 GMT -6
I remember you talking about the "color wheel", if that counts for anything.
But, yes. Bring back the forge thread.
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Post by JeffCross on Jan 16, 2018 15:04:58 GMT -6
ShroudedTraveler thanks I am glad you remembered haha... it amazed me that people that commented were too lazy to collect 3 items to make a color wheel dye system lol
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purifyweirdshard
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Post by purifyweirdshard on Jan 16, 2018 15:08:45 GMT -6
We've been talking about that in the mod section actually, about game suggestions and how we're going to use things like this. Angel told us we shouldn't stop. Knowing what the fans think/want, even after the game is out is good information, and if not usable now maybe later...if not in future modes, updates or patches, then maybe in future games. It may not even be too late for the current Bloodstained, can't say yet. The game is still being made.
Keep the talk coming. Don't worry if two people quoted and disagreed with your color wheel post lol
I bumped Forging/Crafting, so check that out if you want guys ;p
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Post by fatihG on Jan 17, 2018 3:42:36 GMT -6
I think random stats would work better for a game that focusses on grinding. Where mobs are levelling as you go, for example mobs get stronger based on your level or your progression through the game. (not talking about stronger monster encounters later on in the game, early mobs could level up alongside you as well.)
So I'd say something like this wouldnt fit the base game.
That being said, there is a roguelike mode planned, and i think for that mode randomized stats could work great for it.
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Post by ShroudedTraveler on Jan 17, 2018 8:12:17 GMT -6
I can agree with completely random stats attached to random equipment in the roguelike.
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Post by Enkeria on Jan 17, 2018 10:28:32 GMT -6
Loot light game. Puzzle items. You want to feel you find upgrades all the time in a balanced matter.
I could see random stats in a special mode, or one item exclusive which you can find over and over again, perhaps that change elemental and a 1-5 dmg radius. But that item must be obtained several times so you always end up with the "best" within a very short time. Now thinking about it.. this doesn't make sense either since it's a lot of work for just one item, and it would throw the progress off perhaps.
Modding can be a thing.
Crafting can be a thing too, but it must give straight stats. Not random.. I think.
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