inherit
3185
0
Jul 19, 2019 13:53:37 GMT -6
6
profnekko
4
May 11, 2019 18:23:13 GMT -6
May 2019
profnekko
|
Post by profnekko on May 11, 2019 18:32:11 GMT -6
Ok with Bloodstained's release hot on our heels I figured I would celebrate by doing a quick runthrough of ALL the Metroidvania style games (currently on PoR, all that's left is OoE after it and I'll have wrapped it up)
Anyways there's one thing I've noticed that tends to cause issue with most of the games from Aira onward... And that's drop rates (especially peeping eyes you little bastards GIMMIE YOUR SOUL). And with Bloodstained doing a lot with the shard system I had a worry that to get certain stuff could be a bit of a grind. So I wanted to brainstorm ways to reduce this stress on the player so that they don't feel too hard a grind while still allowing rare items to be well... Rare.
So the idea I had in mind was one that I see from a lot of gacha games in introducing a pity rate. Namely if you kill the same enemy multiple times in a row, the game will notice this and as you continue to kill them the % for their drop rates will slowly increase. This will of course reset if you kill another enemy type, but lets the game notice that you're clearly grinding.
Just some food for thought. I'm welcome to hear some of your ideas or criticize my idea.
|
|
hyugakojiro
Loyal Familiar
"Art thou prepared?"
Posts: 196
inherit
3127
0
Jul 11, 2022 15:33:56 GMT -6
189
hyugakojiro
"Art thou prepared?"
196
Feb 8, 2019 16:47:06 GMT -6
February 2019
hyugakojiro
|
Post by hyugakojiro on May 12, 2019 8:19:33 GMT -6
Sounds like a good idea. I'm not a big fan of killing the same enemy for hours just for completion sake either.
Another thing they could do, for any potential future titles, would be a sort of hybrid mechanic between the current system and a shop or skill tree. For example you'd have to kill a certain enemy 10 times to open up their drop items/abilities in a shop/skill tree and then you use points you accumulate while playing the game to acquire said items/abilities.
They could also tie it in with other rewards where killing x number of enemies unlocks their profile in the bestiary, unlocks enemy location data in the bestiary, and additional lore for each creature.
The general idea is that the rewards would unlock organically after playing the game long enough without having to specifically farm for it giving the player more freedom in how they want to play the game but also give them a say in what they want when.
|
|
BloodyTears92
Loyal Familiar
[TI1]It is time for darkness. It is a blood banquet.
Posts: 342
inherit
959
0
Jan 28, 2020 3:45:53 GMT -6
438
BloodyTears92
[TI1]It is time for darkness. It is a blood banquet.
342
Dec 7, 2015 22:34:49 GMT -6
December 2015
bloodytears92
|
Post by BloodyTears92 on May 12, 2019 9:01:29 GMT -6
I can get behind low drop rates on rare items from strong enemies, but I hope there are items to increase luck, "farming gear" so to speak.
One system I hope stays dead back with Harmony of Dissonance is the system where as you outlevel enemies eventually you only get 1 EXP. It made hitting 99 in SOTN and HoD basically impossible.
|
|
inherit
295
0
Oct 22, 2019 22:28:27 GMT -6
147
Overlord
161
Jul 11, 2015 8:58:41 GMT -6
July 2015
overlord
|
Post by Overlord on May 12, 2019 11:42:18 GMT -6
I'm fine with the way the older games worked. I wouldn't want it to be too easy to get any equipment either.
|
|
inherit
1911
0
Oct 29, 2020 11:10:44 GMT -6
112
Arsenical
120
Jul 3, 2017 16:30:18 GMT -6
July 2017
arsenical
|
Post by Arsenical on May 12, 2019 12:00:38 GMT -6
I don't know if they actually kept the drop rates they had in the demo but shards drop quite often. IGA being IGA. im sure there will be a few monsters with obnoxiously low drop rates. killing the same enemy 10 or 30 times is not that big of a problem unless its one of the monsters with special gimmicks that makes them particularly annoying to kill when trying to obtain the shard/soul. personally i don't mind the low drop rates (except when im trying to get 100% everything) but i can see myself overleveling really fast. i wish there was an option or accesory that prevents you from gaining exp in exchange for a massive boost to your luck.
now that you mention drop rates sucking in these games... i remember there was an enemy in Aria of Sorrow called Shadow lord or knight? i killed it over 1000 times trying to get his rare item drop for my bestiary completionism. i literally went from lv70 to 99, i maxed his soul and i think i got it over 20 times and i still didnt get the rare item drop. a friend of mine told me it was a super potion (not worth it). to this day i still own my Castlevania Doublepack GBA catridge with an aria of sorrow file missing that item. something similar happened in lament of innocence when i was farming for the invincible jar relic. that was a monumental waste of time but i had to get that 100%
i love the idea of increasing the drop rates when killing the same enemy multiple times. Altough its probably too late for any changes or feedback so we can just wish they included something like that in the game.
|
|
inherit
3185
0
Jul 19, 2019 13:53:37 GMT -6
6
profnekko
4
May 11, 2019 18:23:13 GMT -6
May 2019
profnekko
|
Post by profnekko on May 12, 2019 14:02:19 GMT -6
I'm fine with the way the older games worked. I wouldn't want it to be too easy to get any equipment either. I mean I don't want it to be EASY per se. I'd rather it just be a mechanic that is never brought up in game and more cuts down time for the people who will be the type who will absolutely REFUSE to stop killing an enemy til they get their drop. Less of a difficulty reducer and more of a time saver for those who will commit to it. Kinda like how in the game Bioshock the first shot from an enemy is always coded to miss. You know, secret mechanics.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on May 12, 2019 15:08:30 GMT -6
IMO the biggest problem with rare drops is that it puts wanting to collect an ability - let alone all abilities - at cross purpose with not wanting to trivialize the challenge of the content. That is to say, by pursuing specific dropped abilities or items, you're naturally going to level more than if you were just playing the game normally.
The best way to fix this is one use by the Dark Souls series, and that is to give the player an item that prevents experience gain. This would allow players who prefer a challenge to still take on a collector's mindset. Granted, it's a bit late to be bringing that up now, but maybe as something added in as a patch later, either as an item or an equipped ability.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on May 12, 2019 16:39:24 GMT -6
Igavanias of the past did tried to do somethings regarding that, for the better or for the worse.
Symphony and Harmony of Dissonance both had EXP degradation, where you gradually got less and less EXP to prevent you from leveling too much, but that formula was mostly removed from all games after those two. Most other Igavania games had itens, powers and equipment to increase LUCK, the main stat to increase general drop rate, and Aria and Dawn of sorrow had the Soul Eater Ring, that not only boosted LUCK, but specifically had boost to get more souls, those game's powers. I read before from some people who analyzes coding, that what Soul Eater Ring actually does (in both games) is to double the drop rate of Souls AFTER the LUCK influence on calculations (making them much more useful).
Either way, that still leaves rooms for low drop rates. Personally, i'm not against low drop rates, nor i'm against killing the same enemy repeatedly to get what you want. There are few simple steps that can be take to prevent some of these problems (leveling up too much and boring yourself by killing the same enemy over and over again):
1) Giving some kind of expensive and/or hard-to-find equipment that boosts specific drop rates is almost a given. If Bloodstained follows what other games did, we will probably have one just for drops (like "Rare Ring" from some Igavanias) and one just for Shards (such as Soul Eater Ring).
2) Give something (a Enchant Shard would be interesting) that lowers or blocks EXP gain and greatly increases LUCK or Drop rates.
ALl these are good ideas, but i don't think anything can be done now. The game is finished, they are preparing to market it and such.
|
|
inherit
3185
0
Jul 19, 2019 13:53:37 GMT -6
6
profnekko
4
May 11, 2019 18:23:13 GMT -6
May 2019
profnekko
|
Post by profnekko on May 12, 2019 18:25:11 GMT -6
ALL these are good ideas, but i don't think anything can be done now. The game is finished, they are preparing to market it and such. Yeah I would have brought the topic sooner if I had started my binge sooner, but if it's too late it's too late.
|
|
JeffCross
Shadow of the Night
Ancient Legion
[TI0] Die monster!!!!!!
Posts: 1,365
inherit
Shadow of the Night
46
0
Aug 2, 2019 16:52:01 GMT -6
711
JeffCross
[TI0] Die monster!!!!!!
1,365
Jun 9, 2015 16:58:57 GMT -6
June 2015
jeffcross773
|
Post by JeffCross on May 12, 2019 18:53:47 GMT -6
profnekko I actually like that idea... but really I think the soul... I mean shard drop rates will be a bit more forgiving this time around because you can do more with the shards. Before it was hard to get souls because after you collected them you couldn't do much with them after. in DoS the souls were more connected to your luck, unlike AoS... it seemed like souls didn't care about your luck at all hahah... I just did a run through AoS and I am still grinding souls it's been 3 weeks... (but to be fair I only play it a couple of hours a day). With so many things to do with shards, I think it'll be easier to collect shards then previous games... but that's only an unproven hypothesis. I wish your idea was implemented with the original AoS though...
Or they can give us the ability to turn off the ability to gain experiance from the menu. I have seen this in many games
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on May 14, 2019 2:05:37 GMT -6
I just remembered something. IGA said in some interviews that he wanted the game to have a high drop rate. One of these interviews you can see here ( shmuplations.com/bloodstained/ ) when they still had some ideas they gave up later on, but take a look at this part: I want Bloodstained to have that collecting component to it, and the drop rate will be set high.Later on, on another interview (i don't really remember where he said that, but i do remember he explaining that) he said that the drop rate would be higher than usual for his games because most things in the game depends on drops. MOST of the content is drop-dependant (crafting materials to forge new equipment, shards to give Miriam new powers, etc), so, if the enemies doesn't have a higher drop rate, the game would be too difficult due to how dependant you are of drops to improve Miriam. Still, some equipment, crafting materials and such will be at the game inside chests and such, lowering down your need to hunt for them all the time, and that also puts grinding down a bit. That reminded me of something, by the way, not completely related to this thread, but still linked to it. Does anyone remembers this? SHARD CANDLESTICK This is a "Shard Candlestick". It was shown at 2017 Demo. Some kind of artifact that for some unknown reason had a Shard that you could break it to get it. At 2017 Demo, they put two Shard Candlesticks. One with Fire Cannon (from Morte Cannon) and another with Double Jump. At the time, IGA said they just put that there to show off the new look of Fire cannon and also because they wouldn't need to put more than one boss at the demo (implying that Double Jump would be a Shard from a boss). SOUL-KEEPER The Shard Candlestick wasn't talked about again. I wonder if that still exists. It is a bit like the "Soul Keeper" from Aria of Sorrow, an object that had a soul for you to get it. If Shard Candlesticks still exists, that's also a small way to limit grinding, like what i said with chests. By giving some Shards hidden on rooms and such on Candlesticks, so you don't need to keep hunting for them to drop from enemies. At least, it would be less Shards to be dependant on drops.
|
|
inherit
3185
0
Jul 19, 2019 13:53:37 GMT -6
6
profnekko
4
May 11, 2019 18:23:13 GMT -6
May 2019
profnekko
|
Post by profnekko on May 15, 2019 11:42:01 GMT -6
odds are if they're keeping the shard candlesticks it will be for specific shards to increase Miriam's moveset so she can move about the castle more like the soul keepers did in AoS and DoS. So I don't think that will drop the grinding much
|
|
inherit
226
0
Mar 24, 2021 20:12:09 GMT -6
24
4blackout
50
Jul 4, 2015 17:16:07 GMT -6
July 2015
4blackout
|
Post by 4blackout on May 26, 2019 6:13:46 GMT -6
I think the question in this topic depends on our stance to the following: Are the games meant to be played without grinding for levels/items/souls/etc. or is the grinding "part of the game" so to speak?
If grinding isn't part of the game, the logical conclusion is that all those rare drops are meant as a prize for the lucky few players and not something everyone should have in their playthrough. It would be a way to make each playthrough different, since, for example, someone getting the Peeping Eye soul early will have a way easier time finding breakable walls. I rather like this, since I'm not a completionist and enjoy the replay value this approach adds.
If grinding is supposed to be a part of the game on the other hand, then we run into the problem this topic is about: Grinding for drops will unbalance the game. And I would also add that it's not fun (for me at least) to perform the same action over and over hoping to get the desired drop. It also removes the replay value of just going with the flow and playing through the game with the items/souls you get. I think it sounds unlikely that this is the model the designers were intending, for these reasons.
My way of dealing with the issue this topic highlights is simply to not grind at all. I would argue that this is more in line with how the game is intended to be too. Granted, you risk missing out on cool drops, but that's what subsequent playthroughs are for!
|
|
inherit
3200
0
May 7, 2020 18:59:31 GMT -6
21
crazyec24
43
May 24, 2019 10:51:35 GMT -6
May 2019
crazyec24
|
Post by crazyec24 on May 26, 2019 17:17:36 GMT -6
I'm hoping the game isn't too grindy myself. Though I will try to find as many items I can throughout, but I doubt I'll find everything and that doesn't bother me.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on May 27, 2019 0:58:08 GMT -6
4blackout has a very good point and that's something i thought myself before. Low drop rate (one of the main reasons fo grinding) is something that make sense if what you are trying to get is something that would completely unbalance the game if picked up earlier. Something i also noted is that Igavanias overral never really needed level grinding, but i remember the dev team saying that Bloodstained is a bit more open-ended than IGA's other games. You can notice certain areas are advanced, with harder enemies ande would be best to go to these places later on, but you can still try it if you feel you can. That may be a clever way to add grinding to the game as something optional, since you aren't required to go to these places early in the game.
|
|
inherit
208
0
1
Apr 23, 2022 13:01:48 GMT -6
124
jboogieg
172
Jun 28, 2015 0:21:17 GMT -6
June 2015
jboogieg
|
Post by jboogieg on May 27, 2019 7:15:23 GMT -6
Just let me grind with no limitations. It's my anti-drug.
|
|
inherit
1971
0
Mar 30, 2020 22:59:12 GMT -6
91
mourningxsun
106
Sept 6, 2017 22:03:08 GMT -6
September 2017
mourningxsun
|
Post by mourningxsun on May 28, 2019 2:49:32 GMT -6
Just let me grind with no limitations. It's my anti-drug. Same. I just want to zen out and grind until my eyes bleed.
|
|
Mr. Welldone
Gandalfred the Off-White
Loyal Familiar
Posts: 394
inherit
Gandalfred the Off-White
2833
0
Mar 18, 2024 10:38:42 GMT -6
320
Mr. Welldone
394
Jul 11, 2018 10:04:36 GMT -6
July 2018
mrwelldone
|
Post by Mr. Welldone on May 30, 2019 12:03:06 GMT -6
I am ready for the grind. Reminds me of that video of the guy farming Schmoos for the Crissaegrim and the video slow-mo's as he backslides out of the room just as a Crissaegrim drops.
We've all been there.
|
|