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Post by tekrelm on Jul 11, 2018 23:44:36 GMT -6
tekrelm So why would the developer choose to restrict what the player wants most? I have never seen any video game that openly restricts a player in such a way.
Like I said, If I want to run a pure STR build, I should not be punished for it. Like going through Halo with only the assault rifle, I can do that, as it is my choice and the game does not punish for it. It would still take the same amount of damage output for other guns to do the same work. Halo's guns are actually balanced to be pretty much identical, even rockets and power weapons. but that is a different argument that we shall not go into.
Even if I ran into some physical resistant enemy(of which I have never seen in these games) I could just equip an elemental weapon. That is why we have so many different choices in gear. Do I want a flame whip for fire damage? how about poison with the stinger? I am still able to use my full STR only build without suffering from a magic deficiency.
On a counterpoint, what if you get a new piece of gear, but all your stats are already capped? Now what? Is it just a piece of trash to forget about? wasted development?
The mere fact that you are restricting players choices in what they want to do.
Whoa, I guess you're not that familiar with Halo. Shields resist bullet damage, but take extra energy damage. The game is designed so that you'll swap to energy weapons when facing shielded enemies, and switch to bullet weapons when not. The game mixes up the enemy types in any given encounter to keep you switching. If you insist on using an assault rifle against a shielded enemy, the game is punishing you. It's how all the Igavania games have worked, too, and despite the great point about weapons with elemental damage on them, I know I've proven that extremely well already. If you insist on using physical attacks against enemies that are resistant to physical damage, or magic attacks against enemies that are resistant to that type of magic damage, the game is most certainly punishing you. Take a look at Dawn of Sorrow's bestiary. Every single enemy in the game has resistances and weaknesses. And what does that do except encourage you to maintain a varied repertoire? And how would my caps idea do any differently? I'm remembering that the resistances and weaknesses can sometimes be between different physical weapon types, too, not just magic, which is kinda cool, because it's actually quite similar to what my cap system would encourage players to do: hang onto "weaker" items of different types, in case the game punishes you for not having the right one on hand. As for those weapons with elemental affinities... do those allow you to do full damage? If so, that's really something I overlooked. That's a very good point. If there are enough weapons of decent power to cover the essential elemental attacks throughout the game, then that would certainly be a way to avoid having to maintain a rounded character. Sort of like teaching a Pikachu the Surf ability, it short-circuits the rock-paper-scissors design of the rest of the game. Now I'm hoping that IGA doesn't put in that sort of coverage. Do that sparingly, if at all, man! As you can tell, I think pushing players to diversify their attacks when dealing with different enemies makes the game a lot more entertaining, and I'm honestly shocked that you don't agree. The kind of game that you're hoping to get in Bloodstained honestly sounds a lot more boring. Stack STR and basically just hit X to attack things from the start of the game to the end? Sure, you still get different types of weapons to use throughout, but to even be able to ignore the other two attack buttons and all the shards the game offers, is to consign yourself to an overly-simple combat system that was not designed to carry the entire game. You'd still be punishing yourself, even if the game let you do it. If the system of resistances and weaknesses the games have wasn't intended to get you to make use of all your abilities, then IGA got there by accident, but it's not a mistake. Let's lean into it, because it happens to be excellent design. Don't just give enemies resistances, give some of them immunities, too, and really ask players to pay attention. Urge them silently, but strongly, to value all their abilities (so the combat is more engaging), and all their attributes (so finding new gear presents more interesting choices). That is what I want to see. Tell me you don't, too. (On your last point, I don't propose that such a situation ever arise. The attributes on the gear you find at an appropriate level would be tuned so that capping even one stat would be an occasional event, depending on what you come across. If the random gear you find caps out all your stats, then clearly the cap wasn't set high enough.)
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Post by tekrelm on Jul 12, 2018 0:58:09 GMT -6
You want to know if it's an upgrade right off the bat? Like, you don't want items to have strengths and weaknesses, you want them to either be an upgrade or not? To do that, wouldn't we have to reduce the number of attributes in the game to one, so items have just one stat on them? That way, you could tell pretty easily that those +3 boots are better than your +2 boots. But that sounds really boring to me. Maybe I just misunderstood you. You'd get frustrated if you entered a maze and couldn't walk in a straight line to the exit? You might not want someone to tell you how to have fun, but if they didn't, you'd take the opportunity to bore yourself to tears, apparently. The given choice in weapons isn't mutually exclusive to the fact that the game asks you to vary your weapons and attacks depending on the enemy type you're facing at any given moment. Giving the player a pair of weapons and a shard off the bat like that is giving you the ability to vary your weapons and attacks, obviously. So what you're saying is, no, the game doesn't encourage you to vary your attacks based on the enemies you face, it simply encourages you to have a variety of weapons and shards that you can use depending on their effectiveness in a given combat situation? I couldn't have put it better myself... It's a bit extreme to think the game would present the player with something that ludicrously overpowered, but yeah. You'd get to use that armor and benefit from 15 DEF, which would increase your armor by about 40%, in your example. A powerful item, indeed, even if you can't make use of it all! Ah, but then, maybe you can go to your other items and try to unequip anything with DEF on it, since it's being wasted there, too. Hey look, you previously found this ring that gives you a bunch of STR: now that DEF is more than taken care of by your chest piece, you can put aside your old DEF ring, and equip that instead. And your helm also has DEF on it, as well as some MND and INT. What other choices do you have? Let's see... a helm with CON and a lot of INT, or another with INT and MND. With all that DEF you still have at the moment, you figure you won't need so much CON, so you choose the latter helm. So you found a powerful DEF item, but ended up with WAY more DEF, and more INT, MND, and STR than before. Great! What an interesting series of choices you just made.Alternatively, here's how you would have it work: You find this absurdly powerful item, equip it immediately without any consideration, and then are entirely overpowered for your level, trivializing the difficulty of the game. Bravo. You honestly want the game to work that way?
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Post by Carnack Ketral on Jul 12, 2018 10:57:18 GMT -6
You keep saying that the game would punish me for doing something specific, like STR only, or shards only. What you call punishment, myself and others call a challenge. If I choose to do a STR only run, I do not see it as punishment, rather as my choice to make the game harder, more challenging. I want to be able to go on this forum and say, "look what I did!" That is an accomplishment. By overcoming your 'punishments' I have proved I am a great player. Why do you think people do "Challenge Runs?" They are not punishing themselves, they are trying to do something amazing.
This game encourages free play style. Not, a pre-selected optimal gear set for each level. Because, again, if you have to deal with stat caps, once people figure out how to get the max stats for a level, That is all EVERYONE WILL EVER USE. And they will tell everyone where, when, why and how. In this day and age, people will post their ideal builds for maximum efficiency almost immediately.
I have seen it done. Usually, as a secret or as a reward for beating the game. Resident Evil's rocket launcher, anyone?
You make it sound like I would not be using the highest stat ups available, depending on my focus. If I was indeed going for DEF, maybe it would be rational, maybe.
And what if I did? why would the game developers have any reason to force me otherwise? It's all about how I want to play the game. Not how someone thinks I might want.
Side note; I played all the way up to halo 4. I did some research about what you said about energy/projectile damage. I could find nothing that stated one did more damage than the other against shields. What they did mention was that each weapon did a certain amount of damage per shot. Combined with reload speed and rate of fire, one could find that most weapons did the same amount over the same time. this is called balance, and that is what I was alluding to.
I remember going through the entire Silent Cartographer in the original Halo game, using only the Pistol. On legendary. No problems. That's what it means to "git gud" as the saying goes on the internets. Again, it was my choice, and it was a challenge to overcome.
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Post by tekrelm on Jul 12, 2018 12:50:05 GMT -6
Punishment was actually your word for it, I was just rolling with it. I called it a handicap. Yeah, you can handicap yourself for the challenge. No reason you couldn't do the same thing, even with these caps. In fact, as we just talked about, the caps would prevent you from trivializing the game's difficulty. If you're actually looking for a challenge, then with caps, you get every opportunity to handicap yourself, and you wouldn't be able to overcome that deliberate handicap with overpowered gear, as you would be able to otherwise. Those seeking a challenge like that should welcome my idea.
I don't follow how you'd be able to figure out how to get max stats for a level.
I mean, in theory, you can do that now. You could have done that in any prior Igavania game, at any point.
What's the most in any given stat you can achieve at any given level, in Order of Ecclesia, for example? Comb through the bestiary to see what the enemies drop, find the absolute best gear that you have access to, and then farm that gear from those enemies, and hope that you don't level up before they drop what you're after. Then you can equip all the best gear that you can at your level! Great. What now? What did that do for you? Because you then carry on with the game, level up, and find better items later.
Usually, people only really care about the Best In Slot items at endgame: the Crissaegrim, Dragon Helm, Twilight Cloak, Ring of Varda, et all. Those are the best items in Symphony of the Night, and, at endgame, that is all anyone who cares to max out their character ever uses. Have you always hated that about these games? Then propose something that will change it.
In truth, my stat cap idea (and the reinforcement of the resistances and weaknesses of enemies so that all stats are valuable) could result in there being a few different options for BIS gear at endgame, since when you cap out of one thing, you're left with options as to which other stats to pursue, and all are viable and useful.
If you took all the game's most powerful items and looked at all their combinations, you might find that all the best combinations can get each of your stats super high, but they can't cap out all of them, and each combination offers variances in each stat. If INT or CON is as valuable to you as STR, then who is to say if your particular balancing of stats is less ideal than someone else's? Boom. Player choice. More than you have now, certainly.
What do you mean? Of course you'd still be trying to get your chosen stat as high as you can (without going over the cap). You might not be going for DEF when you find this miraculously-overpowered item, but are you saying you wouldn't take it, or something? You'd rather dismantle it? Of course you'd take it, right? And then in an effort to waste as few points of DEF as possible, you'd unequip items with DEF on them in your other slots in favor of other stats, and you get to choose which stat you want out of the gear you have available. I don't see how it's irrational to find an item with a load of DEF on it if DEF wasn't the stat you were gunning for. You lost me.
Yes, the developers have myriad reasons to prevent that scenario from playing out in their game, because it's not fun, not even for you. It's just going from the start of a maze to the end by walking a straight line. There are no choices, and no challenges involved. That's not a game!
You've played that much Halo and never noticed that energy weapons are more effective against shields? You never used a charged plasma pistol shot to drop the shields, and then switch to another gun to finish off an Elite? That's surprising, especially since you seem to also agree that using only the pistol (the most powerful weapon in the original Halo) is a challenging handicap that you've imposed on yourself to make the game more difficult, ostensibly because it is less effective against shielded enemies.
But there's no need for us to continue to talk about the mechanisms of Halo, since you already agree with the point that I was trying to make, which was that Igavania enemies have resistances and weaknesses to encourage players to be well rounded.
Having well established that fact, the 'it'll encourage players to be well-rounded' criticism of my stat caps idea has been officially dealt with. I've also dealt with the criticism that the stat caps would remove player choice, by proving that it would add choices. I've also dealt with the idea that stat caps would make the game less challenging, by proving that it could only prevent the game's difficulty from ever being trivialized. I've proven these things quite well already, so please, don't continue to challenge me on those points without some new evidence or logic. Else I'll just have to keep thinking up new ways to reiterate the same points.
Given my counterarguments, why not just allow yourself to seriously consider the possibility that the idea could improve the game? Because it sure only seems like you're afraid of change. I don't get the sense that you're coming to this discussion with the right mindset of how to change the game to make it better. You're seemingly coming here with the mindset that the games are all already perfect, and that any change or deviation would automatically make it worse.
I've explained why I set out to make this idea. I have laid out my goals for the system. Why don't we start there? Don't you think the game could be better if those goals were achieved? If so, maybe try to take my idea and propose tweaks to it so that it accomplishes those same goals more effectively. Or come up with your own ideas on how to accomplish those goals.
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Post by Hertzila on Jul 12, 2018 14:46:49 GMT -6
Given my counterarguments, why not just allow yourself to seriously consider the possibility that the idea could improve the game? Because it sure only seems like you're afraid of change. I don't get the sense that you're coming to this discussion with the right mindset of how to change the game to make it better. You're seemingly coming here with the mindset that the games are all already perfect, and that any change or deviation would automatically make it worse. There's a simple reason for not considering this suggestion to be good. Because it wouldn't help the game be fun. It would make the game worse. Not all change is good, why fix what isn't broken? I also find it ironic that you are using the publisher's logic of "But change is good! You can't stop change! Don't be afraid of the change!" on a forum for a game that is more or less predicated on the idea of giving the middle finger to that very logic. Not that you aren't welcome to use it and I agree that there certainly were bad parts in the old games, but the argument of "You're just afraid of change" has a very hollow ring to it here.
Having well established that fact, the 'it'll encourage players to be well-rounded' criticism of my stat caps idea has been officially dealt with. I've also dealt with the criticism that the stat caps would remove player choice, by proving that it would add choices. I've also dealt with the idea that stat caps would make the game less challenging, by proving that it could only prevent the game's difficulty from ever being trivialized. I've proven these things quite well already, so please, don't continue to challenge me on those points without some new evidence or logic. Else I'll just have to keep thinking up new ways to reiterate the same points. I've explained why I set out to make this idea. I have laid out my goals for the system. Why don't we start there? Don't you think the game could be better if those goals were achieved? If so, maybe try to take my idea and propose tweaks to it so that it accomplishes those same goals more effectively. Or come up with your own ideas on how to accomplish those goals. The caps wouldn't encourage players to be well-rounded, it would force them to be well-rounded. That's the core issue with caps. They force everyone to play by the rules you find fun, rather than letting them find their own fun. This may not be an open-world sandbox, but the joy of exploration relies on it being fun to explore and the rewards for exploration being notable. A very good way of making good notable rewards is to hide good gear for the player to find, which is then completely ruined by the game going "Nah, you are not high-level enough to take full advantage of that yet, go grind some more!" Why would I bother going off the beaten path if that's what I find? There would be less choice purely numerically since I have less effective gear that I can wear, but more importantly even if that wasn't true, would it be fun? Sure stat caps might force me to change my gear more often, but what would that accomplish? Me spending more time in my inventory to maximize stats is not particularly fun. It's like inventory tetris, but instead of inventory space being the measurement used, stats are. How many times have you heard people gushing over inventory tetris? I, at least, practically never have. The only time I might have were the new Deus Ex games and even then, people actively rejoiced when the auto-sort option was included. How come, considering that that seriously limits the possible player choices they could have? Stat caps might make the game more "challenging" but they do it by forcing a needless limitation on me. If I want to go full European Extreme Non-lethal No alerts No tranq on a game, I don't also want to deal with the game forcing me to include No rabbits onto that pile. Stopping me from using the platinum dress to its fullest potential after I spent blood, sweat and tears to acquire it crawling through an end-game area is a dick move and massively limits my options. Let me worry about the what I want as a challenge run, the game is doing fine already.
I still don't get why you made this, dare I say, pointless system. Everything you want is already accomplished by the game without any stat caps, without arbitrarily limiting the effective gear choices a player can use, without restricting them to the modern corridor design. Players are encouraged to switch their gear based on the enemy types and map layout, thanks to the varying terrain and type weaknesses / resistances. Players are highly encouraged to switch their stat balance on the basis of what do they want to be doing. What would stat caps accomplish that the old game design doesn't already accomplish far more naturally and in an open-ended way? Aside from forcing me to follow the set stat balance and gear selection, of course, which is still not very fun from the sound of it. As an example of a game that did try to limit the gear selection and stat balance in the name of game balance: Pillars of Eternity 1 featured a system where two pieces of gear would not stack their effects, only the higher would be in effect. Same idea as here but executed a bit differently. I won't deny that I did spent more time in the equipment screen and found it kind of enjoyable to juggle gear based on what worked and what didn't. However, I also felt the stab of bitterness after finding a very good piece of gear with lots of stat increases, only to find out that they were all lesser than what my other pieces of gear accomplish, making the item in question much less useful and the time I spent acquiring it feel wasted. As it happens, the devs there didn't like the system that much after release and abandoned it in PoE2, favouring a much stricter relationship between exact slots and the stats they upgrade instead. It's also important to differentiate that while IGAvanias could be classified under the ever-inclusive RPG moniker and Pillars has plenty of exploration elements to it, they are very different beasts. Metroidvanias have always heavily favoured exploration and adventure as the core principles and values in their gameplay and IGAvanias are no exception. The RPG on top is mostly another layer to explore and a system to reward exploration, not meant as the major focus. Contrast with CRPG's which generally feature heavy party planning and character building aspects, giving the stat layer a lot of focus from the design side. What may be a natural fit in one may very well be a clunky distracting mess in another.
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Post by yoshi9048 on Jul 12, 2018 17:50:12 GMT -6
You want to know if it's an upgrade right off the bat? Like, you don't want items to have strengths and weaknesses, you want them to either be an upgrade or not? To do that, wouldn't we have to reduce the number of attributes in the game to one, so items have just one stat on them? That way, you could tell pretty easily that those +3 boots are better than your +2 boots. But that sounds really boring to me. Maybe I just misunderstood you.Let's put it this way. If the game has long sword and broad sword, they both have the same animations, hit boxes, and timings (they're the same weapon class), you can easily tell that one is an upgrade based on the increase in whatever stat you prefer. I mean sure, you can have one with more damage and another with more int; but if you don't play an int-heavy build, the obvious upgrade for you would be the damage. Another player may want to take that damage drop in order to gain some versatility with a bit of int and str. You'd get frustrated if you entered a maze and couldn't walk in a straight line to the exit? You might not want someone to tell you how to have fun, but if they didn't, you'd take the opportunity to bore yourself to tears, apparently.
I put it more succinctly in the post you quoted. I get frustrated if I buy a pie and then am told that I can only eat 3/4 of it because the baker thinks I shouldn't eat the entire pie. It should sit tantalizingly out of reach. If I wanted to play a puzzle game, I know where to find them; I don't need them to minigame into an aRPG side-scrolling exploration title. The given choice in weapons isn't mutually exclusive to the fact that the game asks you to vary your weapons and attacks depending on the enemy type you're facing at any given moment. Giving the player a pair of weapons and a shard off the bat like that is giving you the ability to vary your weapons and attacks, obviously.
So, we're in agreement here. The point I wanted to come across here is the design, it appears to me, is less about gamifying the inventory menu and more about exploration and using the tools you can find to overcome obstacles. So what you're saying is, no, the game doesn't encourage you to vary your attacks based on the enemies you face, it simply encourages you to have a variety of weapons and shards that you can use depending on their effectiveness in a given combat situation? I couldn't have put it better myself...
So... This is something I absolutely HATE. Literally the " So what you're saying is". Do not do this. It's a logical fallacy and can paint you into a brick wall. Do not assume what the other person is saying. This is a text forum with the ability to response. There is NO NEED to strawman your opposition. With that said, playstyles and weapons are adaptive. You could go through the game playing a spearmaiden and play it effectively. It's about learning the timing and accuracy of the weapon and adjusting that weapon alone for the challenge. The game allows you to do this; even in the face of superior/easier outs. But if the player decides, "no, you know what? She only uses spears!" Who am I to say otherwise? It's a bit extreme to think the game would present the player with something that ludicrously overpowered, but yeah. You'd get to use that armor and benefit from 15 DEF, which would increase your armor by about 40%, in your example. A powerful item, indeed, even if you can't make use of it all!
It's not actually that ludicrous. Especially if the item in question is difficult to reach. The crux here is that "if you can't make use of it all" then don't add it. You, as a dev, are now encouraged to create watered down items for the sake of statistical balance; which dramatically kills the intended oomph of finding items. Ah, but then, maybe you can go to your other items and try to unequip anything with DEF on it, since it's being wasted there, too. Hey look, you previously found this ring that gives you a bunch of STR: now that DEF is more than taken care of by your chest piece, you can put aside your old DEF ring, and equip that instead.
And you end up with a character with completely maxed scores in every stat because that's the inevitable conclusion of the slippery slope. At the end, you are encouraging players to find rainbow gear. Gear with little bits of every stat as opposed to focused gear which completely kills the concept of builds anyway. At that point, don't even bother adding item drops or levels; they're meaningless. We go to that one system you accused me of, just drop everything to 1 stat for all the good it does. You honestly want the game to work that way?
My idea: keep the status quo. I'd rather players create focused and planned goals to play into the role they want Miriam to have. Your idea seems to be to limit player choice in favor of min/maxing stats. I could be wrong here; but I will again say that stat caps have no home in Bloodstained. FINAL WORDS: The developers know full well the ramifications of poorly balanced gear. There are people on the team that likely spend all day looking at a spreadsheet balancing items for the area and difficulty. I want to see builds and items not limited by some wonky hard-coded formula to maintain a gate; but by the reasonable and responsible thought of human balancing and planning. I'd like to see build variety where players can make an int heavy or a damage heavy build or defense heavy build or maybe focus on two; or perhaps trying to make a fully balanced and versatile build depending on how they want to approach the challenge. The major point here is if people build toward balance and versatility; it's because they have the freedom of choice to do so, not because the game is forcing them by level-locking them.
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Post by Carnack Ketral on Jul 12, 2018 22:33:19 GMT -6
The thing is, you have yet to actually negate our counter points against your stat capping idea. You just keep saying, "it would be fun!" or, "It will add choices!" It would only add one choice, whilst removing many others.
Why would I want to waste my time trying to juggle around my gear for a couple of points in a stat that I am not interested in?
What real benefit would I get for changing my other gear for 1 or 2 points into a stat I have no interest in, if I do max out a stat with a new piece that greatly exceeds the cap?
If I can not reach the stat cap with gear bonuses, then why bother even having them?
How would we manage to cope with end game enemies/bosses, doing a low level/speed run?
End game is all about getting the desired stat as high as possible, why limit that?
If this is such a great idea for gear diversity, why does no one else agree with you?
Our gear list is completely different. We play completely differently and value things differently.
Whats the point?
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Post by Carnack Ketral on Jul 12, 2018 22:40:24 GMT -6
Additional;
My 65 year old father, an avid "fuck that" to games person, also agrees with me. your idea of limiting progression is dumb. He also, believes that at this point you are just trolling us.
Yes, he does at least know what an internet troll is. He uses the internet, he just hates games.
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Post by Astaroth on Jul 12, 2018 23:53:34 GMT -6
my advice for you at this point is start building a game around this concept, find a balance for it that works for you and then build a document showing off what you can do with it, the great thing about right now is between unreal and rpg maker and all the other tools you have available you can make a game without needing a huge company behind you, i wont lie and say itll be easy but if you have this game concept so fleshed out in your head see how it works in practice
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Post by Carnack Ketral on Jul 13, 2018 6:39:43 GMT -6
I would have to agree. I too have a game I would like to create and have been looking into such things.
I would say, go for it. Show us it can be a good thing. Show us it can work.
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Post by XombieMike on Jul 17, 2018 21:33:28 GMT -6
Hello everyone! Great discussion. So much good back and forth in this thread without getting disrespectful. Or... well it was up until a few posts at the end. Then I think it started to spiral out of hand. I've moved the offending posts to a private moderation area.
Unfortunately, due to the last few posts in this thread (the moved ones) I think it's a good time to lock it.
If you have any questions, please feel free to send me a PM and I will answer when I can.
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