JeffCross
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Post by JeffCross on Jul 13, 2019 21:33:36 GMT -6
This post is for small feature requests for the game... Not for huge things like extra levels, DLC requests or the such. This is just for request tweaks to give the players a better experience,
So the reason I made this post is to ask for the developers to remove the graphics of certain yellow passive shards when we rank them up to become white skill shards... those graphics are annoying... there is a glitch where all but one gets turned off if you talk to Johannes... after talking with him all (but one) of the graphics are turned off until you talk with anyone, do a special move (weapon technique), or even reset the game... I think after people work so hard to level up the rank for these shards they should have them active but not seen... It makes me NOT want to level the yellow shards to max if I have to turn them off because of the annoying graphics.
Also... pepper is a very common ingredient... please make it available in the store to purchase. I know some items should be hard to find because they're rare but black pepper? and then selling this to the shop is so cheap so it makes pointless to actually "hunt" down... I ended up dismantling consommé to get black pepper.
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Post by spacecat666 on Jul 14, 2019 12:36:47 GMT -6
being able to save Todd the barber’s customizations to the shortcuts would be great.
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Post by 4blackout on Jul 14, 2019 12:47:52 GMT -6
I would also love to be able to save the books you borrow from O.D. to the shortcuts! Then you could truly create different builds and playstyles and switch between them on the fly.
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Post by Squirrel Taskmaster on Jul 14, 2019 13:19:53 GMT -6
I'd like to see some of the not-dullahammer familiars brought up in usefulness. Like have the fairy's beams fire more often, fire multiple in one cast, maybe make them course-correcting by rank 9, fired without moving into position, and have them pierce terrain. Buer is actually fine as-is, because its power lies in the shenanigans it lets you get up to rather than direct automated assault. And speaking of the heads, maybe switch the number of heads to being determined by rank rather than grade? Still vastly useful, but allows a slight limiter on the power creep by tying it to getting access to the materials to enhance the shard. Some platform edges feel like they need a bit of tweaking(horizontally extended collision boxes). My instincts keep saying I've got a few more pixels to stand on something, but I end up going just a bit too far and falling. In boss rooms, change the suspend feature to one for restarting the battle. It gets annoying having to go back to the title, reload, return to the room, and skip cutscenes again every time something goes wrong. People who are vying for the boss medals will thank you. Sound effects from fire-based shards all have noticeable mic static/pop/something. I've noticed some sound effects in general are much louder than others for no apparent reason, that might be the problem here. Another little thing is that sound sourcing is based on Miriam's position rather than the camera, so there are a couple of times during the game(the easiest to repeat is at the very start when the seama busts in the window while you talk to Johannes) where the stereo sound will output effects that seem misplaced compared to what you're seeing. Some theoretically common monsters are a bit thin in supply(or at least have no super-quick farm spot at a room transition). In particular I'm thinking of Simians. Only singles show up, only in a few places, yet they're the sole source of a couple materials needed for a number of items. I'd say try and pin down critters like this and find some emptier spots in the game to pack a few into one room. Note I've only played through the game as a cold-start Nightmare run, so if normal mode has the things all over the place I guess disregard; most people probably have the benefit of a NG+ item stockpile when they do Nightmare or Hard. Shuffle the food availability around a bit. By mid-game you can have bonuses in the upper teens of every stat except STR, which you'll only have like +2 from food at best. So I'd say move some of the STR food to the earlier parts of the game. Doesn't even have to be the recipes, just stick a few of the completed items in chests here or there.
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anonthemouse
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Post by anonthemouse on Jul 14, 2019 23:31:19 GMT -6
I'd like to see some of the not-dullahammer familiars brought up in usefulness. Like have the fairy's beams fire more often, fire multiple in one cast, maybe make them course-correcting by rank 9, fired without moving into position, and have them pierce terrain. Buer is actually fine as-is, because its power lies in the shenanigans it lets you get up to rather than direct automated assault. I think that all of the familiars have their own niche already. - Carbarose points out secrets and can use healing items automatically.
- Bloodbringer the familiar powers up the Bloodbringer sword.
- Silver Knight has a screen nuke at high levels, and can block projectiles at any level.
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Post by gunlord500 on Jul 14, 2019 23:32:28 GMT -6
Hmm, this is a good thread, but it sounds like a suggestion sorta thing, so I moved it here
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JeffCross
Shadow of the Night
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[TI0] Die monster!!!!!!
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Post by JeffCross on Jul 15, 2019 1:09:59 GMT -6
I understand what you mean about making them more useful... like giving the fairy more shots the higher level or maybe even more spells... BUT these are not small tweaks the other suggestions are cool so thanks for the post
I also have something to add... please add a "load" feature in the option menu. it sucks having to go all the way to the title screen because "alchemic bounty" didn't work (I know its a form of cheating but). loading a game should be easier imo...
and thanks gunlord500 I was not sure where to post this.
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Post by Squirrel Taskmaster on Jul 15, 2019 10:32:49 GMT -6
My main concern with Carabosse is that her skillset means she's intended to be left out all the time but has very poor reaction time on her actions and only situational use for her non-combat functions. If nothing else, speeding her up would go a long way to improving her. With Bloodbringer, it loses its worth as an equipped weapon during Nightmare because it's Lv1 just like you. You'd have to either very carefully change and rebalance it, or give it some kind of conditional Nightmare-only boon. The problem is that these familiars have to compete against one that can rapidly attack anywhere in the player's field of vision, hit for respectable damage, and hit five times in a go. And that's the other solution, of course; hard-nerf the heads. I'd much prefer that they be enhanced before dullahammer head gets nerfed, should the devs decided to reach for parity between familiars if they adjust things in the game down the road.
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anonthemouse
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Post by anonthemouse on Jul 15, 2019 11:55:56 GMT -6
I'd say that the solution might be to let familiars level up in Nightmare mode, just at a slower pace, but that only increases the issues with Dullahammer Head, since you get it so early. However, changing the behaviours of familiars on Nightmare does seem like a viable option, honestly. Enemy patterns are changed on Hard and up, so it's not as though it would be unprecedented. Letting Carabosse be faster and Bloodbringer maybe actually absorb blood to empower itself on Nightmare doesn't seem that bad to me.
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Post by 4blackout on Jul 15, 2019 15:02:15 GMT -6
Letting familiars level up in Nightmare mode is not a good idea in my opinion. It reintroduces the option to grind, if only for familiar levels. It's better to change up their behavior, or to let their level be improved through forging them.
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Post by L.A.N. on Jul 15, 2019 15:16:02 GMT -6
Here are some suggestions: Health bars for bosses This has been missing on all Metroidvania-style Castlevanias and I don't see why as most other Castlevania games have it (and most other games, too) . I understand that this may be a deliberate design choice so that players won't know how much health the boss has left, so perhaps it could be an optional feature?
Bestiary number in enemy name display This is something I've thought about for Metroidvania-style Castlevania. I think it would be a useful little feature when you need to quickly look up a new enemy. Could be optional.
So for Aello, it would look like [Aello • 004]
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anonthemouse
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Post by anonthemouse on Jul 15, 2019 20:33:48 GMT -6
Here are some suggestions: Health bars for bossesThis has been missing on all Metroidvania-style Castlevanias and I don't see why as most other Castlevania games have it (and most other games, too) . I understand that this may be a deliberate design choice so that players won't know how much health the boss has left, so perhaps it could be an optional feature? There's an item in the game that lets you see enemy health, so having boss healthbars would take away from its functionality. On the other hand, I'm not keen on how it currently works. Which is replacing the damage numbers with health remaining numbers. It also comes a bit late into the game, IMO. If the effect of the Gauge Glasses was changed to showing health bars, and they were relocated nearer to the start of the game, I think that would do a better job of satisfying people's desire to see boss health.
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Post by LANutti on Jul 16, 2019 15:56:30 GMT -6
There's an item in the game that lets you see enemy health, so having boss healthbars would take away from its functionality. On the other hand, I'm not keen on how it currently works. Which is replacing the damage numbers with health remaining numbers. It also comes a bit late into the game, IMO. If the effect of the Gauge Glasses was changed to showing health bars, and they were relocated nearer to the start of the game, I think that would do a better job of satisfying people's desire to see boss health. Yeah, that nonsense was in Order of Ecclesia as well, where it was called L. Eye of God. I don't think it's an adequate substitute for traditional health bars; it also takes up an equipment slot. I definitely think the developers should add optional boss health bars in a future patch. It's been discussed here on Steam as well.
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JeffCross
Shadow of the Night
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[TI0] Die monster!!!!!!
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Post by JeffCross on Jul 16, 2019 16:13:12 GMT -6
There's an item in the game that lets you see enemy health, so having boss healthbars would take away from its functionality. On the other hand, I'm not keen on how it currently works. Which is replacing the damage numbers with health remaining numbers. It also comes a bit late into the game, IMO. If the effect of the Gauge Glasses was changed to showing health bars, and they were relocated nearer to the start of the game, I think that would do a better job of satisfying people's desire to see boss health. Yeah, that nonsense was in Order of Ecclesia as well, where it was called L. Eye of God. I don't think it's an adequate substitute for traditional health bars; it also takes up an equipment slot. I definitely think the developers should add optional boss health bars in a future patch. It's been discussed here on Steam as well.
yeah, I don't like things taking up my inventory I wouldn't have minded getting this ability as a yellow shard so we can rank it up so we feel like we've earned the heath bar.
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Post by LANutti on Jul 16, 2019 23:24:48 GMT -6
Yeah, that nonsense was in Order of Ecclesia as well, where it was called L. Eye of God. I don't think it's an adequate substitute for traditional health bars; it also takes up an equipment slot. I definitely think the developers should add optional boss health bars in a future patch. It's been discussed here on Steam as well. yeah, I don't like things taking up my inventory I wouldn't have minded getting this ability as a yellow shard so we can rank it up so we feel like we've earned the heath bar.
If it's a shard, I think it should be a skill shard you get at the beginning of the game, which is unmissable. The question, then, is where to put the health bar on the screen. I think center top would be a good position. Here's a rough conception of what it'd look like. The boss name could be changed to something else, removed entirely or the normal name display could be turned off for bosses (or kept on). The color of the bar could be different, too.
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JeffCross
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[TI0] Die monster!!!!!!
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Post by JeffCross on Jul 17, 2019 1:27:24 GMT -6
yeah, I don't like things taking up my inventory I wouldn't have minded getting this ability as a yellow shard so we can rank it up so we feel like we've earned the heath bar.
If it's a shard, I think it should be a skill shard you get at the beginning of the game, which is unmissable. The question, then, is where to put the health bar on the screen. I think center top would be a good position. Here's a rough conception of what it'd look like. The boss name could be changed to something else, removed entirely or the normal name display could be turned off for bosses (or kept on). The color of the bar could be different, too. well, there can be a life bar above the enemy's "heads" many games do it... you know, one that floats above their head. I know it will look tacked on but it will be right? oh and I will not do a mockup hahaha (its a cool mockup though)
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Post by LANutti on Jul 17, 2019 15:28:06 GMT -6
If it's a shard, I think it should be a skill shard you get at the beginning of the game, which is unmissable. The question, then, is where to put the health bar on the screen. I think center top would be a good position. Here's a rough conception of what it'd look like. The boss name could be changed to something else, removed entirely or the normal name display could be turned off for bosses (or kept on). The color of the bar could be different, too. well, there can be a life bar above the enemy's "heads" many games do it... you know, one that floats above their head. I know it will look tacked on but it will be right? oh and I will not do a mockup hahaha (its a cool mockup though)
You could have both, couldn't you? Field health bars for enemies and bosses and HUD health bars for bosses (and possibly enemies). All could be turned on or off and you could also choose to show the bars above or below the enemies. So the options would look something like: Health Bars - EnemiesField - Above / Below / Off HUD - On / Off Health Bars - BossesField - Above / Below / Off HUD - On / Off
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JeffCross
Shadow of the Night
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[TI0] Die monster!!!!!!
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Post by JeffCross on Jul 17, 2019 17:16:56 GMT -6
well, there can be a life bar above the enemy's "heads" many games do it... you know, one that floats above their head. I know it will look tacked on but it will be right? oh and I will not do a mockup hahaha (its a cool mockup though)
You could have both, couldn't you? Field health bars for enemies and bosses and HUD health bars for bosses (and possibly enemies). All could be turned on or off and you could also choose to show the bars above or below the enemies. So the options would look something like: Health Bars - EnemiesField - Above / Below / Off HUD - On / Off Health Bars - BossesField - Above / Below / Off HUD - On / Off
I see what you mean but this is for tweaking remember no big programming should be involved so adding an option like that might be too much you know what I mean? What if there are two shards... one can be an initial shard and one can be created from the first shard through alchemy. The first shard can see the enemy's health and from that, we can create a boss health bar shard. once the shards get to level 9 they can be turned into white shards that can replace the options cause all you have to do it turn the shard on or off when it becomes a white shard.
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Post by LANutti on Jul 17, 2019 18:58:47 GMT -6
You could have both, couldn't you? Field health bars for enemies and bosses and HUD health bars for bosses (and possibly enemies). All could be turned on or off and you could also choose to show the bars above or below the enemies. So the options would look something like: Health Bars - EnemiesField - Above / Below / Off HUD - On / Off Health Bars - BossesField - Above / Below / Off HUD - On / Off I see what you mean but this is for tweaking remember no big programming should be involved so adding an option like that might be too much you know what I mean? What if there are two shards... one can be an initial shard and one can be created from the first shard through alchemy. The first shard can see the enemy's health and from that, we can create a boss health bar shard. once the shards get to level 9 they can be turned into white shards that can replace the options cause all you have to do it turn the shard on or off when it becomes a white shard. Well, I think that would actually entail more programming than my suggestion. I don't think it'd be a major programming/design chore to add what I suggested to options—professional developers know how to insert small quality-of-life features into games, it's an everyday practice and their actual jobs. It would require some work, of course, but it would not be all too strenuous. What requires real work is new content. Let's hope that someone connected to the game sees this and brings it to the development team for consideration.
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anonthemouse
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Post by anonthemouse on Jul 18, 2019 0:50:54 GMT -6
So, to get onto other minor suggestions...
I've mentioned this before, but it would be nice if when you looked at items in the Bestiary that you've gotten out of a blue chest, it would tell you what areas you've found them in before, and what the drop rate from chests for each area is.
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