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Post by Galamoth on Nov 8, 2015 18:53:26 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. These ideas, nonetheless, sound interesting.
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Post by allooutrick on Nov 8, 2015 20:15:46 GMT -6
I generally don't mind seeing something happen for the sake of fun (like crafting on the go) but in response to this thread I am in support of a specified location. Having a dedicated crafting location would make each new item feel more worthwhile. Though my support of a dedicated crafting space may change depending if it's something that benefits the player (Dawn of Sorrow's weapon crafting) or a feature that greatly affects the experience.
What I hope to see is items require an increasingly diverse list as we advance closer to end game items instead of just farming from a specific area to get the next tier. To clarify, low grade items would only need stuff found at the start of the game, mid game items would require a mix of the ingredients for the low grade and some new materials, end game would require a mix of all of the above, without going crazy (like twenty of eight different items found throughout the game).
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Post by caer on Dec 23, 2015 22:15:48 GMT -6
I'm not a big fan of crafting in general, because of 2 reasons:
1) finding a "useless" item that might be useful for something later will never be as fun as finding an actual piece of equipment.
2) you now need to get several drops from several different enemies for the same result as one drop from one enemy earlier. This increases grinding, which is something I would like to avoid.
Because of this, I second that it's really important to still have a wide variety of equipment that can be found directly.
I also think that it is incredibly important to always have access to a list of what can be crafted. Not a complete one from the start, but maybe have it show you what a certain crafting item can be used to make. That way you get some gratification immediately in seeing that you are getting closer to some crafting goal.
I would also prefer to be able to craft anywhere, because it becomes old really quickly to have to backtrack (AND then return to where you were actually going) every time you want to make something. If crafting is featured heavily, having only one place will result in a lit of people only going there rarely, making lots of things at the same time. Making several weapons, only being able to use one and therefore missing out on playing around with the others.
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Cale
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Post by Cale on Dec 24, 2015 21:15:01 GMT -6
I'm not a big fan of crafting in general, because of 2 reasons: 1) finding a "useless" item that might be useful for something later will never be as fun as finding an actual piece of equipment. 2) you now need to get several drops from several different enemies for the same result as one drop from one enemy earlier. This increases grinding, which is something I would like to avoid. Because of this, I second that it's really important to still have a wide variety of equipment that can be found directly. I also think that it is incredibly important to always have access to a list of what can be crafted. Not a complete one from the start, but maybe have it show you what a certain crafting item can be used to make. That way you get some gratification immediately in seeing that you are getting closer to some crafting goal. I would also prefer to be able to craft anywhere, because it becomes old really quickly to have to backtrack (AND then return to where you were actually going) every time you want to make something. If crafting is featured heavily, having only one place will result in a lit of people only going there rarely, making lots of things at the same time. Making several weapons, only being able to use one and therefore missing out on playing around with the others. Would you be opposed to "finished" items to be found off enemies, or in certain rooms, but crafting counterparts be stronger and take longer to make? In other words regular items are readily available without crafting, completely viable to beat the game, but crafted items be far stronger or have unique abilities? As for crafting on the go, what about different levels of crafting? Regular crafting can be done anywhere, Rare crafting requires an additional material but can be done anywhere, and Epic crafting requires let's say a recipe and you to be in a specific forge room? This way people who hate crafting don't have to use it, people who like instant gratification can expend a purchasable item to craft slightly better items anywhere, and hard core grinding fans will have to put effort and time into items with cool backstories.
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Post by caer on Dec 24, 2015 22:20:44 GMT -6
That's an interesting idea. Different levels of crafting could be quite fun.
As a slight twist to that, maybe have "normal" equipment found regularly, and then give you a chance to upgrade the weapon with your instant crafting. Maybe you could add fire element to an existing weapon as an easy example. Having that would make it easier to deal with having a lesser amount of special "unique" equipment you can only make with the right stuff in the right place. (I'm still hoping for at least a couple of those special things being findable though).
Also, sorry for reiterating things, but the more I think about it the more I want some way to instantly check the progress of possible crafting goals. Would people here consider it a spoiler to have access to some basic info (maybe just name and type) about an item that you only have some of the ingredients for? I know I would just be printing out a guide if it wasn't available in game, and would much rather get that sense of progress and achievement from within the game.
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Post by Cale on Dec 24, 2015 23:33:46 GMT -6
Also, sorry for reiterating things, but the more I think about it the more I want some way to instantly check the progress of possible crafting goals. Would people here consider it a spoiler to have access to some basic info (maybe just name and type) about an item that you only have some of the ingredients for? I know I would just be printing out a guide if it wasn't available in game, and would much rather get that sense of progress and achievement from within the game. Might I suggest Features you'd love to appear (Submitted). Now it is already done but I think some suggestions you mentioned have already been passed along to Iga and his team. A personal quote from myself: Relevant item bolded. 1. Visual changes to character when equipping items. 2. Button input spells. 3. Transformations. 4. A secret castle. 5. Bestiary. 6. A spell Grimoire of some sort. 7. Item compendium.8. Basically anything that reminds me of SotN. Edit: 9. And most importantly I want cute female monsters. ex: Alura Une, Harpy, Medusa, Succubus, etc.
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Post by ghaleon on Dec 27, 2015 3:06:07 GMT -6
I'm not a big fan of crafting in general, because of 2 reasons: 1) finding a "useless" item that might be useful for something later will never be as fun as finding an actual piece of equipment. 2) you now need to get several drops from several different enemies for the same result as one drop from one enemy earlier. This increases grinding, which is something I would like to avoid. I'd also add that in games with limited inventory space, knowing what to keep and what to dump when you don't know what 99% of it is for without having a guide on a 2nd monitor somewhere or whatever at all times is not fun at all. I completely sympathize with your sentiments, but I don't think those are flaws of crafting in general, I think those are the problems that arise when a crafting system is implimented less than perfectly. I'm no expert, and I've never really played such a game, but I think a game could have crafting that has all the benefits it currently has, without those drawbacks being so severe by greatly reducing the variety of craftable materials that can drop, and by increasing the amount required... kinda like how games often drop gold, and lots of things need gold, but lots and lots of it... I think crafting materials should have a similar system. Where early enemies maybe drop 1 material 'A' or 'B', and later on you may get 2, and a material 'c'.. and midgame they might drop up to 4 of each material, as well as a 'D'.. and by endgame, they drop maybe like 10 of said materials, as well as 'E'.... that's just a basic outline, but I mean make it so you don't need an effing unique drop for half the items in the game and you're left not knowing what this is for... with 'my' system, even if you don't know exactly what matrial 'c' is for to a tee, you DO know it's useful for a lot of things, and can approximate its value fairly easily even as a first time player.
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Post by Cale on Dec 27, 2015 13:43:26 GMT -6
If you have an "infinite" inventory space, I see no problem with just collecting items you don't know when or if you'll need ("useless"). What if there are separate tabs like "Weapons" "Armor" "Crafting Materials" "Relics" "Key Items"? That way you can save mats and forget them. And what about item recipes dropping, or let's say you spend gold to learn from Johannes (who is currently speculated to be the person crafting for you). I half agree with ghaleon with his method for materials dropping. As long as mats aren't scaling I think it would work. As an example let's say mats are like gems from Diablo 3, where you could have 3 of tier 1 gem, then upgrade it to a tier 2 gem, then you need 3 tier 2 gems to get to tier 3... That to me is a pointless grind. Exponential growth of needed materials doesn't add to quality gameplay, it just adds hours to gameplay. I enjoy area specific enemies dropping different materials. That way you aren't stuck in one part of the castle all game.
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Post by Zechs on Dec 27, 2015 20:47:40 GMT -6
Back on the PSX, there was a game called Vagrant Story. It had a decent craft method. Only for weapons and armor but each area discovered had a workshop, later that can be warped between for reasons I won't go into. But the game also had a secondary save feature to save inventory in a storage to maintain personal inventory. It saved the game and items and could be used as a save all it's own (when loading).
So perhaps that is an idea for inventory control as well as multiple work shop flow.
Though it might be closer to Megaman Zero 4's crafting. Look for recipes and components or wing it and just start combining. Though locating recipes can be tedious and buying them almost a waste of story item slots. While recklessly combining items to form good and bad items can be a waste of time and items. Cannot imagine selling junk will be profitable in Bloodstained like it is in any other game.
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Post by abbadon on Feb 26, 2016 10:48:11 GMT -6
You could craft potions anywhere, but weapons and armor takes a special area. Potions take a recipe and 2-3 common drops. Weapons are more customizable. Base Weapon + Elemental Component + Extra Component= New Weapon. Base weapon contributes attack patterns and skills. Elemental Component contributes elemental effects and extra skills. Extra Component adds additional effects like being effective against certain enemy types, draining HP or MP, passive stat bonuses and other things like that.
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purifyweirdshard
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Post by purifyweirdshard on Apr 11, 2016 12:41:12 GMT -6
I had just put this in Galamoth's attributes thread, but it more belongs here, really...
What I can see happening with the weapon system is this, basically:
The unique look/animation weapons that we're used to from games like SotN, if not found outright as "pre-made" weapons, will be in the game at the very least by way of us making them. Say, you have a standard rapier, it may or may not have a multi-hit special attack. After a while, you gather up some drops like blessed silver, wolfsbane, a hunter's journal, etc. The journal itself may contain recipes, one of which being to use your silver/wolfsbane to upgrade your rapier to the Werebane. Different weapon appearance and attack/special attack animation wise.
So, I don't think we're looking at simple +atribute, +attack enhancements...doing just Lightning Rapier +3. Instead, there may be branching unique paths per weapon class depending on the items and combinations you have.
The same could be done to synthesize "legendary" katana that probably shouldn't be there. A Masanune, Murasame, Muramasa? Find a good base regular katana in the castle, gather up some legendary smithing items and documents of the know-how, and near end-game you should be able to have your own mythical sword. This could also be an alternative path to getting a late (or very hard to acquire) weapon earlier, and at the time you obtain the premade version, you can break it down for components that could perhaps improve the one you have or use for something completely different. It's overall a perfect opportunity to travel down a path of crafting a legendary relic in a time/place where it being there is best explained by some incredible alchemic work.
The "premade" weapons that are dropped or found could be possible with creation or completely unique, but I don't think there being item creation necessarily limits their number. So long as we're talking about named weapons with special attacks/animations, I think we're all good.
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Galamoth
Ancient Legion
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Post by Galamoth on Apr 11, 2016 13:03:04 GMT -6
^This is a great idea, if you ask me.
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Post by abbadon on Apr 12, 2016 21:37:27 GMT -6
How does a Atelier-like system seem?
Different parts have different effects that can be fused onto weapons. A Vampire Fang gives a Blooddrainer ability, allowing Miriam to drain HP with attacks and skills. A Thunder Soul gives the weapon an electric property.
For fusion, just use...
Base weapon (determines animations) + Part (additional effect.)
Special combinations of parts and weapons give Unique weaponry with special stats, effects and skills.
And why hasn't anyone thought Miriam could brew potions to use?
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Astaroth
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Post by Astaroth on Apr 14, 2016 17:03:26 GMT -6
i would say that something akin to vagrant story would be awesome, you find prebuilt weapons during the course of the game, and if you wanted to you could break these down into mats for the crafting system (if youre ocd like me, ng+ is a godsend here because you can always wait till your second playthrough to do this), and by combining parts and buff/debuff crystals you can fine tune your weapon to be exactly how you want it. want a dagger with 1atk but +99lck and call it a luck blade? sure, want a weapon with insane atk but tanks your def for a more glass cannon feel? go right ahead
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Post by m0nkf15h on Jun 24, 2016 8:12:54 GMT -6
I think that the ability to break down existing weapons into components for forging other stuff is a great idea, i'd also like to see excess shards from demons either used as a raw material for crafting or as a way to enhance a weapon with certain affinity or aspect. I do think there should be some equipment that are only found as rare drops and cannot be forged (but can be broken into component parts if the player wishes). There could also be an exp cost for forging to balance that the player has access to more powerful gear and so it does not break the difficulty curve of the game.
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Galamoth
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Post by Galamoth on Jun 24, 2016 8:52:54 GMT -6
I think that the ability to break down existing weapons into components for forging other stuff is a great idea, i'd also like to see excess shards from demons either used as a raw material for crafting or as a way to enhance a weapon with certain affinity or aspect. I do think there should be some equipment that are only found as rare drops and cannot be forged (but can be broken into component parts if the player wishes). There could also be an exp cost for forging to balance that the player has access to more powerful gear and so it does not break the difficulty curve of the game. Ooh, you mean similarly to "Weapon Synthesis" in Dawn of Sorrow? You could use captured Souls of enemies to create new weapons in that game. Other than that, it does seem that the crafting system in Bloodstained will be somewhat similar to Curse of Darkness (some enemies will drop crafting materials, likely unique to them, for Miriam to use). That's as far as my impression goes from concept-art on the Kickstarter page.
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Post by m0nkf15h on Jul 1, 2016 3:05:04 GMT -6
I think that the ability to break down existing weapons into components for forging other stuff is a great idea, i'd also like to see excess shards from demons either used as a raw material for crafting or as a way to enhance a weapon with certain affinity or aspect. I do think there should be some equipment that are only found as rare drops and cannot be forged (but can be broken into component parts if the player wishes). There could also be an exp cost for forging to balance that the player has access to more powerful gear and so it does not break the difficulty curve of the game. Ooh, you mean similarly to "Weapon Synthesis" in Dawn of Sorrow? You could use captured Souls of enemies to create new weapons in that game. Other than that, it does seem that the crafting system in Bloodstained will be somewhat similar to Curse of Darkness (some enemies will drop crafting materials, likely unique to them, for Miriam to use). That's as far as my impression goes from concept-art on the Kickstarter page. Seems like an interesting idea to fuse the two systems, but that might get complicated. Perhaps have it similar to Vagrant Story where you could insert jewels into the grips of weapons for various effects. Another alternative would be after collecting X amount of the same shard you could go to a crafting room and forge those 20 - 30 shards into an axe blade or sword hilt or something depending on the shard type and the number of shards you own.
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BloodyTears92
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[TI1]It is time for darkness. It is a blood banquet.
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Post by BloodyTears92 on Jul 1, 2016 16:28:19 GMT -6
I mentioned this elsewhere but if we're going to have a Crafting thread I can expand here too. There are a lot of things I find appealing about the idea of a DoS style system where you fuse weapons with shards to get stronger weapons:
1. It frees up the team needing to come up with dozens and dozens of powers. Some enemies might not drop a shard that gives Miriam a new power, but they drop important crafting materials, and thus the creature is still valuable in terms of the grinding economy.
2. It helps the Castle itself feel less cluttered with gear. There don't need to be 12 whips scattered around, just 2 or 3, and you use the materials to upgrade them into unique, powerful weapons. >Examples: -Leather Whip+Evil Plant Essence=Thorn Whip. Thorn Whip+Fire Demon Essence=Inferno Whip -Old Whip+Steel=Chain Whip. Chain Whip+Pure Crystal=Crystal Whip That feels more dynamic to me that just having a leather, thorn, chain, crystal and fire whip scattered in corners/enemy drops. It also makes actual gear found/dropped feel more valuable since there isn't as much of it.
3. It just generally makes the game's loot feel more diverse. What will this new enemy drop? A new power? important reagents? consumables? new gear?
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Post by JeffCross on Jul 1, 2016 17:54:41 GMT -6
These are all awesome ideas, but my favorite one so far is purifyweirdshard 's system... I just hope the way we collect enemy items is not like CoD where you need to make the enemy fall, move or flinch a certain way before you can get their items... I just want it to be through a drop rate system. I hated having to hit the flying bird guy in the air, jump again and steal from them at the right time before I can get that one Item I need.
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Post by LeoLeWolferoux on Jul 27, 2016 10:32:14 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. 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. I kinda feel like it'll be a do on the fly thing as well. I mean the idea is that Miriam is a trained alchemist, so why wouldn't she be able to do alchemy right there on the spot? And if that isn't the case, maybe there'll be an item that allows her to do her Alchemy on the spot? :p
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