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Post by lovelydumpling on Jun 17, 2018 20:40:50 GMT -6
In Iga's 16 minutes video of Bloodstained, we get some very clear footage at 7:33 of a dropped item that the player didn't pick up. There are a couple of concerns i have with this that I hope the team will consider changing.
1. The bag has absolutely no identification as to what item is inside. For grinding items, this is really unfortunate. How many of you have played Symphony, killing enemies in search for an item, seen that it dropped something you didn't want, and left the room and came back? With no identifying information as to what the item is, it requires us to pick up every dropped loot in order to discover its identity rather than letting us simply move on if we feel the item isn't important to us. Some alternatives I'd like to propose is that the icons for the item from the inventory screen can appear above or in front of the item bag. Heck, the bag appears to have no animation of any kind so it could theoretically be replaced by the 2D icon just as well. (Though the lack of animation could be because of being in a beta stage.) It would be difficult to make 3D models of every possible item in the game, but these icons are already made for the menu screen. Doing this would make it work more or less like the item drops from the Castlevania games.
2. There is nothing to indicate when a bag will disappear. It just.... does. It's there, and then it poofs away. Virtually instantly. Most games tend to have vanishing loot blink or flash or something to warn you that they will disappear soon. This allows the player to deal with a more immediate threat if they need to, and then when it starts flashing, they know they don't have much time left. Lacking a vanish warning robs the player of these choices, as unless they've memorized the timing, they'll always have to try and grab the item first and foremost— especially compounded by the previous concern since we have no idea whether said item is important to us or simply vendor trash.
Any thoughts from anyone else? Did anyone else have these concerns, or do now that they've come to your attention? What other solutions might you propose, if any?
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Post by roguedragon05 on Jun 17, 2018 20:57:38 GMT -6
I noticed it too I assumed it was the "rounds" item similer to what you see at 9:20
1. I guess it really doesn't bother me if its a "whats in the bag" sorta deal but I agree they should clearly show what it is, I'm the kinda player the clears a room any time I enter it regardless unless I really don't care at the moment.
2. I think that the vanish time should be slightly longer, but I don't really think a blinking effect is needed (wouldn't turn it down either) after the first couple times it happens you'll know instinctively how much time you have left to get it.
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Post by lovelydumpling on Jun 17, 2018 21:16:08 GMT -6
I think that the vanish time should be slightly longer, but I don't really think a blinking effect is needed (wouldn't turn it down either) after the first couple times it happens you'll know instinctively how much time you have left to get it. This might work for some people but not everyone. That's a sort of sense/talent not everyone has. There are actually tests for that kind of thing. Personally I've never been good at it. Hence why I end up distracted trying to pick up every item ASAP and usually getting nailed by enemy attacks because of the distraction. And regardless, a flash effect of some sort can at least let players know if they'd be wasting their time trying to pick up that item across the room. If it's flashing, it's probably not worth bothering. There's something quite frustrating about reaching for an item and it poofing away just before you get there. At least with the flash, you can see it coming.
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Post by freddythemonkey on Jun 18, 2018 10:44:03 GMT -6
Why does the loot need to vanish at all, I say? If the enemy drops some precious loot I need and drops it in a tricky place I can't reach in time, I'm screwed. I know that it happened in the past games, but why though I'd say get rid of that mechanic entirely, it's not like it's a core feature of the game or anything.
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Post by roguedragon05 on Jun 18, 2018 11:09:38 GMT -6
Why does the loot need to vanish at all, I say? If the enemy drops some precious loot I need and drops it in a tricky place I can't reach in time, I'm screwed. I know that it happened in the past games, but why though I'd say get rid of that mechanic entirely, it's not like it's a core feature of the game or anything. For one thing alot of players "like" snagging their loot there is a release of feel good chemicals in the brain and such when you reach out a grab your treasure, also the tension of deciding whether to stay and fight something or expose yourself to try and snatch the treasure can add to the excitement. The time limit add's to the pressure and reward when successful. I suppose they could have the object begin to glow slowly and when the glow effect totally covers the object it shatters to let you know how much time you have left.
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Post by allooutrick on Jun 18, 2018 11:46:36 GMT -6
I'm with freddythemonkey on this. We're targeting hardware that's more than capable of handling multiple items in an area. If they decide to keep it then I would be in favor of a visual hint that the item is about to go away. Maybe it can start to have pieces of itself disintegrate into the air?
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Post by freddythemonkey on Jun 18, 2018 12:04:54 GMT -6
Why does the loot need to vanish at all, I say? If the enemy drops some precious loot I need and drops it in a tricky place I can't reach in time, I'm screwed. I know that it happened in the past games, but why though I'd say get rid of that mechanic entirely, it's not like it's a core feature of the game or anything. For one thing alot of players "like" snagging their loot there is a release of feel good chemicals in the brain and such when you reach out a grab your treasure, also the tension of deciding whether to stay and fight something or expose yourself to try and snatch the treasure can add to the excitement. The time limit add's to the pressure and reward when successful. I suppose they could have the object begin to glow slowly and when the glow effect totally covers the object it shatters to let you know how much time you have left. I like getting all the drops in IGAvanias as much as the next guy but even though your point is a fair one I think that's one of the worst "risk vs reward" situations. I mean, it's not the end of the world for me if the loot disappears, but I'd prefer not. If we stick to the traditions on the matter, then some sort of disappearance warning is definitely necessary.
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Post by roguedragon05 on Jun 18, 2018 12:22:28 GMT -6
freddythemonkeyYea there are times when you have to push the player out of their comfort zone to give them the experience that they want, as strange as as that is designing games is a fascinating and confusing job for reasons such as this and of course no one ever satisfies everyone.
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Post by freddythemonkey on Jun 18, 2018 12:44:30 GMT -6
I agree with the concept, but I still think this particular situation is more a matter of reducing the quality of life of the game. Bloodstained is not a frantic game that locks you in tense combat scenarios and in the previous IGAvanias I never felt in a situation of risking getting killed to acquire a piece of loot.
The one situation where it DID make sense was the glyph absorbing in Order of Ecclesia, but that's because of two key reasons: 1 - acquiring a glyph isn't as simple as getting over there and taking it but it required the player to remain still and completely defenseless for a few seconds; 2 - Order was a much more brutal game than any other IGAvania, with tougher combat situations and denser/more vicious enemy placement, so an enemy dropping a glyph at the beginning of most combat scenarios was kind of a big deal because the fight often wouldn't give you that much room to breath. Some enemies also hit like trucks, so deciding to be still for a few seconds had big implications and could even mean your demise.
See, I adored this risk vs reward mechanic in Order, because it was well thought out and complemented by more key factors than just "you might get hit once or twice while you run to the loot".
In Bloodstained, though, the "risk vs reward" nature of acquiring loot before it disappears IMO makes no sense, because any tension is completely nullified by the instant pick up of said loot and also by the fact that Bloodstained will probably be a more lenient game than Order, difficulty wise. So I really don't see any benefits in practice, even though the mechanic can have some as you stated (and as it actually HAS in OoE), and in my eyes the entire thing becomes a detriment to the overall QoL of the game.
It's still my opinion though, everyone can think differently from me. As I said it's not really a big deal, but as a fan of unforgiving mechanics in game I love these mechanics when they are supported and complemented by numerous elements, so that they become a source of tension and adrenaline rather than just a little annoyance.
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Post by lovelydumpling on Jun 19, 2018 0:02:27 GMT -6
If they choose to have the no vanish route, then I suppose what they could (may have to) do is have a number limit of items that can appear on screen at once, and have them disappear in the order they dropped when hitting that limit.
So say the limit is 10 items. Then when an 11th item drops, the first one vanishes. 12th item drops, second one vanishes. So that only 10 items are ever on screen.
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Post by Overlord on Jun 19, 2018 3:31:14 GMT -6
These weren't issues in previous games, so I'd like to think they already plan to make these changes. Just in case they don't though, I'm glad you pointed this out. Also, add me to the list of people that would like loot to remain until picked up. I've actually always wanted that, especially when you leave a room. Sometimes you're moving/farming so fast, you don't realize an enemy has dropped something until a split second before you transitioned to the next room.
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Post by Overlord on Jun 19, 2018 3:34:18 GMT -6
Oh, also, it's possible that bag is just a bag of gold, rather than a sword or armor.
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Post by Viftech on Jun 19, 2018 12:27:10 GMT -6
I don't have a negativ opinion on the loot drop icon if that is the default for mostly everything. It's not like this game is going to have a weight limit to what you pick up so I will pick up everything anyway. On the subject of what it could be an icon off, there is a chance it could be a crafting ingredient.
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Post by lovelydumpling on Jun 20, 2018 0:32:05 GMT -6
Oh, also, it's possible that bag is just a bag of gold, rather than a sword or armor. Gold in Bloodstained is like in the DS games. It uses coins, not bags. The DS games used bags for large amounts, but you'd typically never find those from monster drops. Especially such an early game beast. They've also mentioned in the past they were going to use bags for loot because they can't model each item of the inventory. But I don't remember where that was. There's been so much information given around across Discord, here, interviews, Reddit, Twitter... it's really hard to keep track of where it all is @.@
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Post by dareka on Jun 20, 2018 11:31:56 GMT -6
I haven't really thought this through, so I don't know if I'm saying something stupid but ... why not just add a generic icon that tells you that you don't have that particular item yet, when it's not in your inventory?
This would have the advantages of...
1. Building anticipation for the drop. Maybe it's something really good, maybe it's not; you don't know until you pick it up, but you know you don't have it!
2. Doesn't require leaving the loot indefinitely. The problem with leaving loot indefinitely is that it does kind of kill some of the excitement of getting the item. Sometimes they drop in a place that's difficult to get to without getting hit by another enemy, so you need to take a risk to get it before it disappears. It might feel like a risk not worth taking if you don't know if it's a new item or not, but if you know you don't have it... well, that might make the risk worth it.
Anyway, those are my two cents.
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Post by lovelydumpling on Jun 20, 2018 19:10:32 GMT -6
I haven't really thought this through, so I don't know if I'm saying something stupid but ... why not just add a generic icon that tells you that you don't have that particular item yet, when it's not in your inventory? This would have the advantages of... 1. Building anticipation for the drop. Maybe it's something really good, maybe it's not; you don't know until you pick it up, but you know you don't have it! 2. Doesn't require leaving the loot indefinitely. The problem with leaving loot indefinitely is that it does kind of kill some of the excitement of getting the item. Sometimes they drop in a place that's difficult to get to without getting hit by another enemy, so you need to take a risk to get it before it disappears. It might feel like a risk not worth taking if you don't know if it's a new item or not, but if you know you don't have it... well, that might make the risk worth it. Anyway, those are my two cents. This idea is.... better than what is currently in place, but personally I'd still prefer seeing exactly what the item is and removing loot vanishing. The excitement and anticipation from loot drops just isn't that much of a point of engagement for me, certainly not enough to justify lacking these quality of life features. I find way, way, way more excitement when I see that rare item itself drop from a monster and I know what it is, and I excitedly rush over to grab my reward, than just for me to pick up a bag and only realize I got it once I read the name in the corner of the screen. Maybe I'd have that same feeling with that "new item" icon but that's still pretty underwhelming imo as opposed to seeing the actual item itself.
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Post by dareka on Jun 21, 2018 12:59:18 GMT -6
lovelydumpling I mean, I'm sure they'll eventually add icons. They're calling it a Beta, but it's more like a pre-alpha build where the first hour of the game will be more polished than what you'd expect from a pre-alpha build. I'm sure they'll add blinking, too. As for the item not vanishing... I dunno, but probably not. It's a staple of these kinds of games, mainly to put some pressure on the player to grab the item before it vanishes. I dunno if it would really affect the game much for most people, but I'm not sure it's something they'll go out of the box with.
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Post by kronfarfar on Jun 21, 2018 13:05:23 GMT -6
I would like the actual sprite of the item to be dropped. Even though it would be a 2D sprite in a 3d world I'm still not convinced that it would look out of place. The next best thing for me would be to put a symbol on the bag to let us know what kind of loot it is, sword, armor, potion etc.
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Post by lovelydumpling on Jun 21, 2018 18:53:01 GMT -6
lovelydumpling I mean, I'm sure they'll eventually add icons. They're calling it a Beta, but it's more like a pre-alpha build where the first hour of the game will be more polished than what you'd expect from a pre-alpha build. They told us a long time ago (sadly I can't remember where) about the bags. That this was going to be how they do their drops. I wish I had my sources @.@ I just remember that what we see today was exactly how they described it working before, and the worries I had then have become reality.
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