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Post by Senpai on Feb 28, 2018 20:31:26 GMT -6
I think healing items should restore a percentage of health, rather than a flat amount. At least, the healing items you'll be using most -- the kind you can either buy from a shop or make yourself out of easy-to-find materials -- should restore a %, such as 20-30%. The Tales series does this with its healing gels, starting you off with a 30% and then later on in the games allowing you to buy 60% and 90%, and it works the same way for their magic-restoring items. Later on, they also have items that restore both HP and MP in those percentages. What this means is that a Potion at level 1 would still be useful at level 50. It never becomes obsolete, and you never end up having to chug a half-dozen of them because you're trying to save up your High Potions and Super Potions and all those unique food items.
Speaking of food items, I'm not against the inclusion of them, but in previous games I usually ended up just hoarding them because they're either unique and can't be found or bought anywhere else or are extremely rare drops, and I end up only using them when I'm completely out of shop-bought healing items. It's like defeating the final boss with 99 elixirs in your inventory in a JRPG because you might need them someday.
Since it looks like Bloodstained is going to have a crafting system, this could potentially be expanded on by allowing the player to add ingredients to regular potions to give them extra effects, like boosting attack or defense in addition to restoring HP, or combining status-restoring items like antidotes into one item that restores HP and cures poison or curse or other effects.
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Post by allooutrick on Mar 20, 2018 11:15:28 GMT -6
I agree with you. While there's nothing wrong with healing a static number or even a range over percentage based, it'll help keep the menu navigation to a minimal and allow players to spend more of their time exploring. It could just be me but menu time adds up really quickly.
It would make sense to be able to add effects to potions too. Given alchemy is a thing and Johannes seems to be the resident expert, he could take a venom sac and give an antidote property to the drink. Combining this functionality with a handful of percentage based healing items and you can have a variety in the potions section without a large amount of clutter.
Side note, I remember my first days playing Star Ocean 3, after years of Final Fantasy, and seeing a blueberry of all things healing more effectively than a hi-potion did end game. It was both hilarious and awesome to see a different approach to items and their usage.
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Post by m0nkf15h on Mar 20, 2018 17:23:34 GMT -6
Well it's a nice idea, but remember that both systems have their advantages. With food items restoring a flat amount this would mean the player is pushed to find new recipes as the game progresses to ensure that the healing items keep pace with the game's difficulty. This could make for some interesting gameplay. With food items healing a set percentage this would mean that every meal scales so the player is not forced to discover new ones. This means that the player need not worry too much about the future and takes the pressure off meaning they can get stuck into the game, but probably makes food items rarer for balance purposes.
Personally i'd prefer that food heal a set amount because i'd rather be finding more recipes more often, but that doesn't mean i don't see your point. Do we know for certain which approach they are going to take? I didnt check the screenshot of the cooking menu screen...
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Post by reynoldszahl on Mar 21, 2018 3:16:29 GMT -6
Hopefully the number of Healing Items will be drastically decreased. It gets to easy when you are stacked full of Healing Items and need to fight a boss. Also I would recommend having a static number of Health being restored, because when you have more health the healing effect would improve which therefore means that the game gets even more easy. Otherwise there could be some kind of "Survival Mode" that restrains the number of healing Items and even forces you to use healing/food items to retain your health.
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Enkeria
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Post by Enkeria on Mar 22, 2018 13:59:25 GMT -6
reynoldszahl Normal mode: Stack max 99. New Game Plus Normal: Stack max 99. Nightmare Difficulty: Stack max 9. New Game Nightmare Difficulty: Stack max 3.
Only brainstorm, not actual information or at any way confirmed.
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Post by reynoldszahl on Mar 22, 2018 14:18:43 GMT -6
Nice one I think thats the right way to approach this. Any plans for a "Survival Mode"?
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Post by Enkeria on Mar 22, 2018 15:05:31 GMT -6
reynoldszahlWell, there is a Classic Mode, which ignores the XP leveling I believe, giving you a more Castlevania 1-3 feel. Its shorter but.. It can been proven a bit more difficult. And you have Boss Rush, which should either be limited after trial and error, or unlimited and see how far you can go, making bosses more and more frenzy as you move along. Nightmare Difficulty should be hard enough to be both enjoyable and a thorn on your side.
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Post by reynoldszahl on Mar 23, 2018 0:30:11 GMT -6
I am more hinting at a survival mode like Fallout - New Vegas where the character actually gets thirsty and hungry and has to eat and drink to not suffer status malus and health decline. The modes you are speaking of sound like for example "Richter Mode" in SOTN, which is nice but after completing the game and visiting all the place I never felt the urge to do that again. This mode combined with a Rogue Dungeon like concept would make more sense to me. This and a "New Vegas Style" Survival mode
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Pure Miriam
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Post by Pure Miriam on Mar 23, 2018 8:19:17 GMT -6
My two cents: ABOUT THE AMOUT OF HEALING and THE USEFULNESS OF HEALING ITENS
I think both systems has their advantages, it's hard to tell which is best. Aria of Sorrow had Health potions healing flat numbers while "Mind potions" (heals MP) healing percentage, in the same game. I normally prefer flat numbers, because percentage has the problem of every single healing item being more or less the same thing. Food already was confirmed to give a one-time permanent bonus. That alone forces you to keep looking for new food itens and it's a great idea. Temporary bonuses for healing itens is a neat idea, but it can make the game easier if you don't work out on the second topic below. ABOUT STACK SIZE
I said this before, and i know the final decision is of the dev team, of course, but i can't stress this enough. Among the decisions that were made during the evolution of Igavania's formula, some changes were made and were great ones, such as eliminating EXP degradation (Symphony and Harmony had the same enemies giving less and less EXP as the main character leveled up) but one of the best ones, was the idea of reducing item stack size: In Aria of Sorrow and later games, all gear and usage itens stock, including healing itens, was reduced from 99 to 9 each. That made the games more challenging and risky, without making them much harder because those games still had healing food and such and you could still stack lots of "9" healing itens. To be fair, i can see healing itens being percentage based or flat numbers based, but i really would like if Bloodstained imposes the 9 stack instead of the 99 stack. But, of course, i will accept either decision the dev team will make. At least on both Demos, the stack size SEEMS to be on the decimals (either 10, or 50, or 99?). So, let's see what will happen.
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Post by Pure Miriam on Mar 23, 2018 11:14:54 GMT -6
DOUBLE POST!
Just to add some interesting information. How much HP potions heals among Igavania games and stack size:
(EX Potion is a generic name for any kind of "higher than high" potion, such as Elixir, Max Potion and other names through Igavania games) Symphony of the Night (99) => Potion:+50 High Potion:+100 "EX" Potion: Full (100%) Harmony of Dissonance (99) => Potion:+70 High Potion:+150 "EX" Potion: Full (100%)
Aria of Sorrow (9) => Potion:+100 High Potion:+400 "EX" Potion: Full (100%)
Lament of Innocence (9)=> Potion:+50 High Potion:+100 "EX" Potion: Full (100%) Dawn of Sorrow (9)=> Potion:+100 High Potion:+200 "EX" Potion: Full (100%)
Curse of Darkness (5 / 3 / 4)*=> Potion:+50 High Potion:+200 "EX" Potion: Full (100%) Portrait of Ruin(9) => Potion:+80 High Potion:+200 "EX" Potion: Full (100%)
Order of Ecclesia(9) => Potion:+50 High Potion:+200 "EX" Potion: Full (100%)
Bloodstained: Ritual of the Night (E3 2017 Demo) (99)** => Potion:+100 High Potion:+200 "EX" Potion: N/A
*: Curse of Darkness has different stack sizes for each potion. 5 for common, 3 for high and 4 for EX (XS in the game) because the whole game has only 4 EX potions. **:Bloodstained potions healed +50 and +100 on E3 2016 Demo. Both values was doubled on E3 2017 Demo). It is assumed Bloodstained stack is 99.
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Lestaroth
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Post by Lestaroth on Apr 1, 2018 15:21:46 GMT -6
I am used to the usual 99 potions and fixed HP healing amount in games. That said, in igavanias, 99 is a LOT. In sum, they should end costly/harder to get and keep. All that matters to me is that I hope potion-spamming will not make the game too easy, or that we will not need to rely on button-mashing to use them.
I just pray for the dev teams to bring us a cohesive whole, so the game will end challenging but engaging enough so healing will be significant, but we will not need to rely on it enough (while not making the game desert-trudging.)
That said, it was stated that 'stained will be on CSOTN's difficulty level by default. This makes me very curious on if other difficulties can be chosen from the start or not and how it will translate in a gaming session.
Still I much believe in them on this.
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Post by Enkeria on Apr 2, 2018 5:42:27 GMT -6
it was stated that 'stained will be on CSOTN's difficulty level by default. I remember it differently, that this new IP is so new, with features, that they do not know how easy or hard it really is currently. So it needs balancing. I guess, those ideas that work out good will be saved for the Nightmare Difficulty and amplified. After that, the balance of potions and features will be fixed along with how you should "walk around" in the castle. Some areas might need you to level up greatly, and if you are a warrior, you might try to take the routes which aren't intended in that level of yours, and the potions will be drained. It's interesting. I have never thought of difficulty before, if Koji have same team over and over, it should feel natural, but imagine a new team for Art Play every time. It must be a bit crazy. So much thought behind a game it is insane.
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Post by DSLevantine on Apr 6, 2018 11:30:40 GMT -6
Since the limit in demo is 99, I hope it stays 99
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Sustained
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Post by Sustained on Apr 6, 2018 16:11:57 GMT -6
You could tie the amount restored by a potion to a skill modifier. For example, the more recipes Miriam collects and cooks for the first time, the more her "Alchemy" skill increases. The higher Miriam's "Alchemy" skill, the more potent is the effect of the item produced.
This makes your basic healing potion scale up throughout the game. It limits redundancy and trivialization and rewards exploration and collection.
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Cale
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Post by Cale on Apr 8, 2018 18:29:46 GMT -6
This is my healing potion of choice. (It's actually cranberry juice and Belvedere Vodka)
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Lestaroth
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Post by Lestaroth on Apr 24, 2018 7:28:20 GMT -6
it was stated that 'stained will be on CSOTN's difficulty level by default. I remember it differently, that this new IP is so new, with features, that they do not know how easy or hard it really is currently. So it needs balancing. I guess, those ideas that work out good will be saved for the Nightmare Difficulty and amplified. After that, the balance of potions and features will be fixed along with how you should "walk around" in the castle. Some areas might need you to level up greatly, and if you are a warrior, you might try to take the routes which aren't intended in that level of yours, and the potions will be drained. It's interesting. I have never thought of difficulty before, if Koji have same team over and over, it should feel natural, but imagine a new team for Art Play every time. It must be a bit crazy. So much thought behind a game it is insane. Balancing is so tough, you know? It can sometimes ruin a game, for being totally unfair, or on the other hand a walk in the park. You got to cater to everyone if you can by thinking like the players you want to reach... and it's not even guaranteed one will ever achieve it properly. There are games that are so easy that even the highest difficulty is the normal mode. On the other hand, some with easy mode should have been the normal setting, or worse. If a game would be labeled destructively tough (or with easy deaths), I'd rather be warned in advance about it.
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