JeffCross
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Post by JeffCross on Aug 3, 2015 9:42:02 GMT -6
These are my ideas for forging (I have said this in other threads): - There should be a room for forging (it should be in Miriam's room)
- There should be forge only weapons and armor and there should be unique that can only be found (or a monster drop)
- We should be able to forge costumes for our familiars
- We should be able to forge weapons for our familiars (I think the weapons should give familiars special moves)
- Some of Miriam's (and other playable characters) should have craftable costumes
and new things: - To forge better equipment you need to find better hammers
- Also you'll need better fire... this can be achieved by either finding monster fire cores, tame fire demons, or lv up your fire familiar
I saw somewhere that there will be 5-6 drops for each monster... or at least a drop for each bodypart (e.g. head, L hand, R hand, torso, L leg, R leg) (not 100% sure about that though... can someone confirm this?) Now for forgeable Items: - Enemy crystals are a thing, so I'm wondering if they will also be forgeable items
- Crystallized elements (maybe?) or
- Elemental parts (like in the fiery eye ball in the crafting part of the campaign)
- Shells, scales, bones (again like in the crafting part of the campaign... well only the shell)
- Blood (this can be used as hardening agent or for flexibility)
ok anything else peoples?
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Post by Goobsausage on Aug 3, 2015 11:32:34 GMT -6
I think people should be able to forge things whenever they want in order to prevent backtracking.
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JeffCross
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Post by JeffCross on Aug 3, 2015 11:37:14 GMT -6
I think people should be able to forge things whenever they want in order to prevent backtracking. yeah but the idea for Miriam's room is that it is not stationary... it moves like the save point.
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Post by Goobsausage on Aug 3, 2015 12:21:35 GMT -6
I think people should be able to forge things whenever they want in order to prevent backtracking. yeah but the idea for Miriam's room is that it is not stationary... it moves like the save point. My idea was supposed to be that Miriam's room WAS the save point and having it "move" would be the story explanation for the multiple save point locations. It doesn't actually move. Sorry if that seemed unclear. Also, keep in mind that the whole thing with Miriam's room is all fan speculation and people tossing ideas around whereas crafting is a confirmed thing. We're still getting crafting even if we don't get Miriam's room. With crafting, I don't care if there's multiple places to do it. It's something I'd rather do on the fly since it's more of a gameplay/weapon-based thing rather than a save mechanic. I don't want to have to go to another or the most recent save point area to combine items that drop and I don't care if it's in the same area as the save room. I know there's other members who feel differently about crafting, but that's how I feel about it.
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JeffCross
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Post by JeffCross on Aug 3, 2015 12:47:25 GMT -6
yeah but the idea for Miriam's room is that it is not stationary... it moves like the save point. My idea was supposed to be that Miriam's room WAS the save point and having it "move" would be the story explanation for the multiple save point locations. It doesn't actually move. Sorry if that seemed unclear. With crafting, I don't care if there's multiple places to do it. It's something I'd rather do on the fly since it's more of a gameplay/weapon-based thing rather than a save mechanic. I don't want to have to go to another or the most recent save point area to combine items that drop. hey that was my Idea too XD... but in my idea there are also regular save points. The regular save points just saves the game and restores everything. Miriam's room has a forge, weapons room (to display old weapons), living room (to checkout extras and bonus material), store (I think the store should have a schedule. so it won't always be open). oh and a bed to get a "rested" status (better then fully restored) I understand what you mean about forging... you want something akin to CoD, where the player could make weapons and/or armor at anytime... but IMO it would be cool to have a forge to go to, so players could use familiars as assistants, and upgrade fire...
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Post by Goobsausage on Aug 3, 2015 12:58:33 GMT -6
My idea was supposed to be that Miriam's room WAS the save point and having it "move" would be the story explanation for the multiple save point locations. It doesn't actually move. Sorry if that seemed unclear. With crafting, I don't care if there's multiple places to do it. It's something I'd rather do on the fly since it's more of a gameplay/weapon-based thing rather than a save mechanic. I don't want to have to go to another or the most recent save point area to combine items that drop. hey that was my Idea too XD... but in my idea there are also regular save points. The regular save points just saves the game and restores everything. Miriam's room has a forge, weapons room (to display old weapons), living room (to checkout extras and bonus material), store (I think the store should have a schedule. so it won't always be open). oh and a bed to get a "rested" status (better then fully restored) I understand what you mean about forging... you want something akin to CoD, where the player could make weapons and/or armor at anytime... but IMO it would be cool to have a forge to go to, so players could use familiars as assistants, and upgrade fire... Oh. My bad. Still, it's all good. We're all just tossing ideas around. I just thought it'd better not to get ahead of ourselves and act like Miriam's room is actually happening and keep ideas for one thing from spilling into another thread. But what I'm more concerned about than only crafting in certain areas is grinding. When I have to grind in order to get crafting material, I want to be able to make my items right then and there because of instant gratification. When there's a lot of grinding involved with crafting, I end up getting impatient. I'm getting older and I honestly don't feel like spending an hour killing enemies just to get one item that can be used to get another item, and then upgrade that item into another item.
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Post by Deleted on Aug 3, 2015 13:21:00 GMT -6
Guys I got some secret intel on what the forging will be like. Massive spoilers, obviously: k
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JeffCross
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Post by JeffCross on Aug 3, 2015 13:29:55 GMT -6
hey that was my Idea too XD... but in my idea there are also regular save points. The regular save points just saves the game and restores everything. Miriam's room has a forge, weapons room (to display old weapons), living room (to checkout extras and bonus material), store (I think the store should have a schedule. so it won't always be open). oh and a bed to get a "rested" status (better then fully restored) I understand what you mean about forging... you want something akin to CoD, where the player could make weapons and/or armor at anytime... but IMO it would be cool to have a forge to go to, so players could use familiars as assistants, and upgrade fire... Oh. My bad. Still, it's all good. We're all just tossing ideas around. I just thought it'd better not to get ahead of ourselves and act like Miriam's room is actually happening and keep ideas for one thing from spilling into another thread. But what I'm more concerned about than only crafting in certain areas is grinding. When I have to grind in order to get crafting material, I want to be able to make my items right then and there because of instant gratification. When there's a lot of grinding involved with crafting, I end up getting impatient. I'm getting older and I honestly don't feel like spending an hour killing enemies just to get one item that can be used to get another item, and then upgrade that item into another item. I know what you mean... and it's cool I won't down your Idea, its good. I just want to have a full forge in the game. I'm there with you, we shouldn't put the cart before the horse. and yes Miriam's room is not a thing... nor is how we craft. but it is so fun to talk about what it could be lol... see I like this kind of conversation (not a debate but a sharing of ideas). I can see the merit of your instant crafting idea and to be honest there will be times I would want that. but there is something in looking at the fires of the forge and watching the forging going on. Actually that would be cool if we could have both (if you have certain familiars with you) the player could have a mini forge (on the pause menu) to do some refining and some weapons (it should be limited to Lv) I personally would not like the forge to be used to refine items --> then use those Items to make another item ---> so it can be used in a component of an item ---> to be forged into a weapon. I kinda want a simpler kind of forging.... Maybe: - small components can be used to make weaker weapons/armor
- later we get stronger components but the smaller ones can be refined to make the stronger one (with a recipe)
- this will keep going until we reach a perfect item (the strongest component + purifying item = perfect item)
I think this will make it so the earlier weaker items/materials can still be useful... I hate going through a game where I have to throw away material cause it just doesn't matter anymore.
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Post by Canopus on Aug 7, 2015 22:34:20 GMT -6
Tiered armory and weaponry forging is always a plus. Maybe you'll need to sacrifice some of the powers you gather in exchange for new weapons? Or perhaps you need to bring back materials for a resident smith? Whether or not in Miriam's room, then certainly it should be in the castle armory!
In fact, I am in favor of a weapon-smith/ armsmaster in the armory aiding Miriam in exchange for... something. What that is, will be up to the developers.
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Post by purifyweirdshard on Aug 12, 2015 8:05:47 GMT -6
I don't know what the actual means of item crafting will be, but I don't think it will involve traditional blacksmith forging. Unless I missed something, I haven't seen anything about something like that. I love swords and the process of making them, but I don't think that's what we'll be doing here.
When I think "alchemy", I think of a meeting of science and mysticism/magic, in this case being in a Japanese fantasy game, probably leaning more on the time-saving magical side of things. The location this stuff goes on in will probably resemble more of a lab than anything, and items would be synthesized in a variety of ways combining real scientific techniques and a lot of flash/time skipping magic circles and spells. That's kind of how I'm picturing it, rather than Miriam slaving over a forge. Of course, some other NPC could be doing that.
So, on to the balance of items...I think this will be an important decision. A lot of the fun of an Igavania game comes from the discovery of items. I think the thrill of a rare weapon drop could be replicated in rare craft material drops/secret and hard-to-gather recipes, but there's a good balance to be found. Will actual complete weapons be dropped/bought, or just components of them? Are we making a whole weapon from scratch, then, or just adding enhancements/swapping chemical or physical attributes? Are their stats randomized/can they be on par with or better than what you can make at the time? I imagine the team will be looking at a lot of things like that...and for me, the most important thing is just finding the right amount of excitement in discovery. Igavania drops/finds and I imgaine historic alchemy were all about that for a lot of us: happening upon something new, often unexpectedly.
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Post by Lelygax on Aug 12, 2015 8:54:13 GMT -6
I think it will be similar to Dawn of Sorrow or Curse of Darkness. Who knows, maybe its even this new unnamed character or Johannes that forge things to us (probably Johannes since he is an Alchemist).
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Post by gunlord500 on Aug 12, 2015 14:41:20 GMT -6
One thing that would really make the roguelike dungeons worth doing is if they had special alchemy ingredients only to be found there, like what some of you guys are suggesting for rare drops
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JeffCross
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Post by JeffCross on Sept 16, 2015 15:04:22 GMT -6
One thing that would really make the roguelike dungeons worth doing is if they had special alchemy ingredients only to be found there, like what some of you guys are suggesting for rare drops (I know this is really a late response but... I'm away a lot ^^ but that is what I was thinking... there would be rare drops found in the "roguelike dungeons" that would be sweet!!! and since they've announced the ability to change Miriam (and crew... I'm assuming) looks with costumes, hair, skin color ...wouldn't it be cool to be able to make some of those costumes, wigs (maybe), hats ...etc. or even dyes for her skin pigments and costume colors.... I think this would be awesome edit: Oooh!... got an idea for forging things... what about "incubating" certain items like demon hearts, monster parts, unknown egg, unknown goo (or something like that)... and when incubated they become more powerful, unstable, or mature into something more useful (or in the case of the egg might just turn rotten) think of it ambiguous items become "known" or weaker monster parts become stronger... or even near dead, demon hearts become powerful ingredients (after breathing some life back into them)... or maybe you can take a weak sword and incubate it with the right conditions and they become something else.
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JeffCross
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Post by JeffCross on Sept 25, 2015 13:13:09 GMT -6
(again sorry for double posting)
What do you guys think of being able to name your own creations... Personally I think it would be cool to name your own weapons and/or armor even furniture... I think it would be really awesome if there were hidden bonuses for specific names.
what do you guys think?
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Post by Rigel on Sept 27, 2015 12:55:27 GMT -6
I think it will be similar to Dawn of Sorrow or Curse of Darkness. Who knows, maybe its even this new unnamed character or Johannes that forge things to us (probably Johannes since he is an Alchemist). Thats how I think it could be too.
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Post by Dan G. on Oct 27, 2015 14:13:29 GMT -6
Two very important things not sure if mentioned ( probably was mentioned)
One: I hope some enemies will drop special weapons or special armor or....special items themselves without relying completely on forging. Part of the fun of SOTN was that you'd fight a medusa and you'd get a medusa shield potentially. I don't want to find an enemy and get materials that can make different things but not something unique to that enemy. A mixture of forging and finding/item drop weapons would be great.
Two: I hope that you can't buy weapons that you make through forging. It would kind of ruin the specialness of forging if you can just buy it in the in-game shop. The weapons and how you get them should be separate depending on how you get them. So.... Weapons dropped by enemies separate from weapons made from forging separate from weapons you buy at shop. All unique.
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JeffCross
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Post by JeffCross on Oct 27, 2015 19:04:49 GMT -6
Yeah, I hope so too on both accounts... there should be "special" weapons and armor you cannot forge that are monster drops only (maybe they can be harvested for ingredients for stronger stuff)... and I like the idea of not being able to buy weapons you can forge (well maybe "normal" weapons like iron swords or something).
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Post by Silver6986 on Oct 31, 2015 6:01:10 GMT -6
Yeah, I hope so too on both accounts... there should be "special" weapons and armor you cannot forge that are monster drops only (maybe they can be harvested for ingredients for stronger stuff)... and I like the idea of not being able to buy weapons you can forge (well maybe "normal" weapons like iron swords or something). Yeah, maybe the Katana featured in Update 20 will be a 'special' weapon, because it reads as if we must earn it because it is so powerful. I just hope that if they go this route (unique weapons that are not able to be crafted) that there isn't anything completely unbalanced and thus limiting choice (unless your a masochist I guess). It would be a shame too since there will be quite a few weapon choices available to us from the looks of things so far. Silver
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Post by Kaius on Nov 7, 2015 7:20:58 GMT -6
Nothing to add, I agree !
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Post by Dragon_of_Dojima on Nov 8, 2015 10:56:44 GMT -6
If I had the mantle, I'd take forging items and run with it. Become the tinkerer or even inventor. Build a swagwago-I mean a vehicle for possible faster transport. You can even customize the look of it. I know what you are thinking, "Building such vehicles in this time period, INSIDE A CASTLE!? MADNESS!" Nay. FUN! It's very fun. I actually WOULD like to be able to forge motorized weapons and items. Building a chainsaw sounds like a ton of fun. I don't think ANY of this will happen, but I like the sound of it.
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