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Post by LegallyBlindGamer on Oct 19, 2015 10:54:24 GMT -6
Since Miriam has the same curse as Gebel, why not implement a time management mechanic to create a sense of urgency? Now, this would be something for the inevitable Hard Mode you unlock after beating the game once. Perhaps there could be a "Curse Meter" that slowly fills as time goes on. Defeating bosses and otherwise advancing the story would reduce the Curse Meter. There could also be items dropped by normal enemies that do the same thing, but to a lesser extent. What are your thoughts on this?
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Post by Apollonian on Oct 19, 2015 11:36:17 GMT -6
Since Miriam has the same curse as Gebel, why not implement a time management mechanic to create a sense of urgency? Now, this would be something for the inevitable Hard Mode you unlock after beating the game once. Perhaps there could be a "Curse Meter" that slowly fills as time goes on. Defeating bosses and otherwise advancing the story would reduce the Curse Meter. There could also be items dropped by normal enemies that do the same thing, but to a lesser extent. What are your thoughts on this? I would be fine with that as long as it is a separate mode and not THE hard mode. They have never really had a good hard mode in the Igavania games and I feel like this wouldn't add "proper" difficulty. They came pretty close with the lvl.1 hard modes but they were done really lazy with no balance whatsoever and there were a few glitches with the save files too.
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Post by JeffCross on Oct 19, 2015 12:26:19 GMT -6
I wouldn't mind this being part of the normal game mechanic, kinda... I think beating normal monsters should lower the meter. you could also use it in a strategy, where certain powers can only be unleashed with a high curse gauge...
I know this is nothing like the original post but I just think a curse gauge would be awesome.
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Post by Apollonian on Oct 19, 2015 14:10:36 GMT -6
A curse gauge like Jeff said would be really cool. It could conversely be used as a gauge that increases enemy powers and movesets like in Bloodborne (aside from the fact that they barely used their own idea...). I just think, as it has been described thus far, there would be no sense of progressive urgency in trying to keep the meter from filling up. If it had an effect on events in the story that is a different...story, as it would be more than a forced farming gauge.
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Post by Artemisian on Oct 19, 2015 14:21:21 GMT -6
I don't think many people would like having to farm to reduce the meter since there was an idea posted before about farmable dyes and people didn't want to have to farm those.
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Post by LegallyBlindGamer on Oct 19, 2015 16:14:26 GMT -6
Well, we'll still most likely have to farm for money. Perhaps simply defeating enemies could slowly lower the gauge without the need for them to drop items. As for how to select this gameplay style, there could be a menu that appears upon starting a new game that asks whether you prefer to go at your own pace or if you want to feel a greater sense of urgency in the story.
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Post by JeffCross on Oct 19, 2015 18:15:55 GMT -6
I don't think farming would have anything to do with the gauge... I would think it would be harder to fill the gauge then lower it. maybe there could be a button that raises the meter... it could charge it or something...
in my opinion, I think the stronger she becomes (the higher her lv) the faster her gauge charges... but it should never get so bad that you have to farm enemies.
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Post by Apollonian on Oct 19, 2015 18:25:10 GMT -6
I don't think farming would have anything to do with the gauge... I would think it would be harder to fill the gauge then lower it. maybe there could be a button that raises the meter... it could charge it or something... in my opinion, I think the stronger she becomes (the higher her lv) the faster her gauge charges... but it should never get so bad that you have to farm enemies. The other post was referring to this: "Perhaps there could be a "Curse Meter" that slowly fills as time goes on. Defeating bosses and otherwise advancing the story would reduce the Curse Meter. There could also be items dropped by normal enemies that do the same thing, but to a lesser extent."
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Post by ghaleon on Oct 19, 2015 23:47:29 GMT -6
In a normal platformer... I could see it being ok... But we're talking about a spiritual successor to a game praised for its art, style, and exploration... and this is going to be 'Iga's biggest castle ever', with more pretty than ever due to the stained glass theme (hopefully)... It would be kind of a shame if players had to feel rushed thru that IMO... not to mention we already have a time attack mode!
Not to mention the whole custom dress-up mechanic would feel pretty silly... Miriam's life is draining away from a curse but she has time to play dress-up...Plus if you have to goto a designated room or whatever to use that feature (and many people seem to have wanted a Miriam's room!), going out of your way to use that feature would also kinda be put aside.
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Post by Goobsausage on Oct 20, 2015 0:08:33 GMT -6
In a normal platformer... I could see it being ok... But we're talking about a spiritual successor to a game praised for its art, style, and exploration... and this is going to be 'Iga's biggest castle ever', with more pretty than ever due to the stained glass theme (hopefully)... It would be kind of a shame if players had to feel rushed thru that IMO... not to mention we already have a time attack mode! Not to mention the whole custom dress-up mechanic would feel pretty silly... Miriam's life is draining away from a curse but she has time to play dress-up...Plus if you have to goto a designated room or whatever to use that feature (and many people seem to have wanted a Miriam's room!), going out of your way to use that feature would also kinda be put aside. I'd have to agree with these points. I'd much rather see IGA keep things simple and Bloodstained doesn't sound like the type of game that needs to be rushed or have some sense of urgency added to it. Plus, it's possible to do too much and have a game come out feeling like a mess or add that one feature that hold backs the experience (like drawing the boss seals in Dawn of Sorrow).
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Post by JeffCross on Oct 20, 2015 1:35:52 GMT -6
I don't think farming would have anything to do with the gauge... I would think it would be harder to fill the gauge then lower it. maybe there could be a button that raises the meter... it could charge it or something... in my opinion, I think the stronger she becomes (the higher her lv) the faster her gauge charges... but it should never get so bad that you have to farm enemies. The other post was referring to this: "Perhaps there could be a "Curse Meter" that slowly fills as time goes on. Defeating bosses and otherwise advancing the story would reduce the Curse Meter. There could also be items dropped by normal enemies that do the same thing, but to a lesser extent." Oh, got it ^^; ... yeah I don't like the "advancing the story" to reduce the curse meter though.
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Post by JeffCross on Oct 20, 2015 1:47:23 GMT -6
In a normal platformer... I could see it being ok... But we're talking about a spiritual successor to a game praised for its art, style, and exploration... and this is going to be 'Iga's biggest castle ever', with more pretty than ever due to the stained glass theme (hopefully)... It would be kind of a shame if players had to feel rushed thru that IMO... not to mention we already have a time attack mode! Not to mention the whole custom dress-up mechanic would feel pretty silly... Miriam's life is draining away from a curse but she has time to play dress-up...Plus if you have to goto a designated room or whatever to use that feature (and many people seem to have wanted a Miriam's room!), going out of your way to use that feature would also kinda be put aside. I'd have to agree with these points. I'd much rather see IGA keep things simple and Bloodstained doesn't sound like the type of game that needs to be rushed or have some sense of urgency added to it. Plus, it's possible to do too much and have a game come out feeling like a mess or add that one feature that hold backs the experience (like drawing the boss seals in Dawn of Sorrow). Iga said her curse will slowly consume her so I think he had some sort of curse meter in mind from the beginning... I don't think there will be "a sense of urgency".... but I do think it will be part of the gameplay.
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Post by JeffCross on Oct 20, 2015 3:43:37 GMT -6
..
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Post by Apollonian on Oct 20, 2015 4:42:16 GMT -6
Plus, it's possible to do too much and have a game come out feeling like a mess or add that one feature that hold backs the experience (like drawing the boss seals in Dawn of Sorrow). I noticed you mention this before and I was wondering what bothered you about this feature? There were only a few bosses and I had no problem remembering the drawing thing so it was a non-issue for me personally. JeffCross: I agree that it could imply a curse meter but at the same time he could be planning to do it through ingame progression as many games do. Reaching cutscene "x" could advance it to a certain stage, cutscene "y" would advance it further, etc.
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Post by JeffCross on Oct 20, 2015 10:02:22 GMT -6
yup I agree it could be anything... nothing is set in stone
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Post by Goobsausage on Oct 20, 2015 14:21:38 GMT -6
Plus, it's possible to do too much and have a game come out feeling like a mess or add that one feature that hold backs the experience (like drawing the boss seals in Dawn of Sorrow). I noticed you mention this before and I was wondering what bothered you about this feature? There were only a few bosses and I had no problem remembering the drawing thing so it was a non-issue for me personally. I felt like it broke the pacing of the boss fights, it was too hard to draw the patterns, and you had to keep fighting if you didn't get it right. It was especially frustrating for me with the bosses near the end of the game where I could only get it done through luck rather than skill. The whole boss seal thing felt tacked on just to show off the DS's touch screen capabilities, and I don't like how it was justified by the story (I prefer keeping story and gameplay separate as much as possible). "Yay, their health is almost gone... oh, I have to grab the stylus. Oh, I took too long and have to fight some more. Now I'm ready- oh, it didn't count the seal even though I did exactly what it wanted me to do. And now I'm dead because it was one of the bosses near the end and I had to use all my items to survive until I could draw the seal again." Dawn of Sorrow is still fun, but I think it would've been better off without the seals.
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Post by Maker on Oct 20, 2015 17:27:38 GMT -6
I gotta say, this would really hinder me in the "go explore... but keep an eye on this!" sort of way. When I'm dungeon crawling in a new game, prebuilt or random or whatever, even SotN. I very much dislike being nudged to go do something.
I feel like it doesn't have a place in the game.
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Post by crocodile on Oct 20, 2015 20:10:40 GMT -6
Yeah I'm not really a fan of this idea. A big part of the appeal of Igavanias is the exploration. I don't need some arbitrary mechanic breathing down my neck telling me to hurry up or farm items :/
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Post by Astaroth on Oct 21, 2015 11:48:09 GMT -6
actually, this would be a great idea for a speedrun mode, where you get endings based on how fast you complete it (similar to the CV2 endings), and if you become fully cursed the game doesnt stop but you get the curse ending and if you die while fully cursed you get a special game over, as a core mechanic though i dont want to be constrained to a time limit unless the game was initially intended to be that way and is built around that as THE core mechanic
as for the dyes i think the primary reason people didnt want it was twofold, that you then have to farm them for each change of color and each armor/costume change forces you to do it all over again, and that dyes limited you to x colors, and if those colors end up looking like shit people wont use them (i have this probem in eso and swtor, a lot of colors end up looking wrong with certain textures and armors, and theres no way to adjust it to look right), whereas a color wheel/slider allows you to pick that perfect shade of dark blue or watermelon pink/green
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Post by Apollonian on Oct 21, 2015 12:04:01 GMT -6
That was certainly a reason people didn't want the dyes but there are still those that didn't want to have to go through the actual effort of collecting them whether they were going to use them or not (and whether or not they were an unlimited item once collected) making the curse "debuff" items analogous.
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