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Post by Dvv on Nov 18, 2015 13:08:05 GMT -6
Dvv, I think your accusations of Goob having ABSOLUTELY NO SENSE. is disrespectful... Reading comprehension my friend. I said that specific STATEMENT made no sense, not that Goob himself having no sense. Stop trying to feel offense for other people, especially when nothing offensive was said and the other person obviously didn't care. Congrats my friend you've just found out the meaning of "making a mountain out of a molehill. how would you like it if I said "please use a brain before posting an opinion"? I wouldn't care? Who is actually so thinskinned that a comment like that actually bothers them? Frankly I think it's pretty sad that people these days think they need some kind of reward for playing a game on a harder difficulty Rewards for completing a hard mode or accomplishing a hard feat are as old as video games themselves. This isn't something new. how arrogant do I have to be to think EVERYONE should enjoy things for the same reason as me? And did I say that? Not to mention how unfair would it be if one player's fave costume was costume #3, which you get for getting a few drops from some zombies, a wolf, and the 2nd boss, and another player's fave costume was obtained only via finishing nightmare mode? Let's make player #2s tastes *WAY* harder to obtain because damn their tastes! And? These are video games we're talking about. Not being able to unlock a cosmetic won't ruin the whole experience. It's fine if someone doesn't unlock everything in every given game. You're actively complaining against hard unlocks, a staple in video games, and even something Castlevania itself liked to do. It isn't fair you say? That's life, not everything HAS to be fair. I'm sick of this recent trend in the world in general that if EVERYTHING isn't fair to EVERYONE then its no good. All you're doing by further discussing something that is already dropped is further derailing this thread more off-topic then it was already getting.
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Post by ghaleon on Nov 18, 2015 15:14:03 GMT -6
I know you meant his argument, not his person, but it's still a pretty lame method of argument to make accusations like that. Being thick-skinned or thin isn't the issue, point is that's just a disrespectful way to argue, telling people they need to toughen up when you can't debate productively isn't the solution.
Just because games have rewarded for completing hard mode in the past doesn't mean it's a good idea. frusterating escort quests have been around even longer and nobody seems to think THAT is a good idea. I also never said not being able to unlock a cosmetic would ruin the whole experience, funny you say that immediately after a cheeky 'did I say that' which wasn't even addressing you but a 'what if'. Also, I'm not actively complaining, I'm trying to argue why I think it's a bad idea, there's a difference.
"life isn't fair" is also a dumb cop-out of an argument. Games are supposed to be fun and challenging, not to emulate the crappier elements of life being unfair. And what I'm doing is trying to let you know that people MAY want to contribute to such a discussion, and maybe even future discussions you might bring up, but your method of debate is a major turn off. I don't think it's possible to be ON topic while you're so disrespectful in your response...
Also, I'm not making a mountain of a molehill, if I was I'd be insulting you and/or using the report button or whatever, but I'm not. Frankly I think you're using hyperbole far more than I.
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Post by Dragon_of_Dojima on Nov 18, 2015 16:58:49 GMT -6
Some games where they lock out endings and story details in difficulty modes are Max Payne 1 and 2 and Allan Wake from Remedy Entertainment. I get what they were trying to do, but that was a dick move especially for the former since those games are already games that adjust to how you play by making them as hard as it deems you good. You get 3 kills? Well good for you, here's instant death! I kid, but it really is something like that. The weird thing is, all of those games have difficulty modes too in addition to that system. Difficulty modes that seem to be a nightmarish term for gamers who want a REAL CHALLENGE. I have no idea how Iga is going to handle Nightmare Mode. If it were me making this game, this mode would be a joke. You know how if you pirate Serious Sam 3, an invincible Pink Scorpion will chase you forever? I'd probably make it so that a demon like Mara or Lilith or Freddy Krueger chase you endlessly and there wouldn't be any save points or safe rooms.
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Post by Dvv on Nov 18, 2015 18:30:33 GMT -6
I know you meant his argument, not his person, but it's still a pretty lame method of argument to make accusations like that. Then your argument hold no grounds if you know the difference, as its not a personal attack like you're making it out to be. Nor is saying "Putting in an easy and a hard way to unlock something makes ABSOLUTELY zero sense" a "method of argument to make accusation" like you're making it out to be. If thats all I had to say then sure you would be right, but I had way more to say then just that. I pretty much just said "I think that makes no sense and here is why....". There is no accusations, there is no insult, there is no disrespect, there is literally zero reason for you to be offended at this like you are. Remember my friend, offensive is never given, it is only taken. Try to relax a bit. Once again all you're doing is derailing this further then it already is. We're here to talk about potential aspects of a game, not you getting upset on how someone worded something. So I kindly ask for you to drop this and to stick to talking about game ideas. These kind of conversations are things that should be kept to PMs, so if you absolutely MUST continue this do it that way. Just because games have rewarded for completing hard mode in the past doesn't mean it's a good idea. Just because you dislike it doesn't mean its a bad idea either. It's completely subjective. I'd probably make it so that a demon like Mara or Lilith or Freddy Krueger chase you endlessly and there wouldn't be any save points or safe rooms. Well damn, now I just can't get the image out my mind of a bunch of Fleeman equivalents to Freddy Kruger just chasing you around. Like a bunch of Chois from KoF.
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Post by gunlord500 on Nov 19, 2015 6:29:14 GMT -6
Yes, I'll agree with Dvv here. Try to avoid personal attacks, and if something is really rankling you then handle it via PM rather than publicly. If someone's worded a post in a way you feel is poor, contact them personally to advise them about it. That has the added virtue of being less likely to draw other people in your argument, which makes it harder to make points Now, what I'd like to see in Nightmare difficulty mode...hmm. Honestly, just buffing the enemies isn't really appealing to me, for the reasons dvv said above. I'd rather see wholesale changes in level design and enemy placement. One great example of this would be the differences in the last boss fight between Dracula X and Rondo of Blood. In Rondo, you fought Dracula on a flat plane, making him almost trivially easy. In Dracula X, however, you fought him in a room full of pillars you could fall from, making the battle much harder. Dracula Chronicles added a whole new third phase to the fight, which also worked. Still, that's pretty difficult and consuming of resources, so I can understand if they don't want to do that.
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Post by Dvv on Nov 20, 2015 0:32:01 GMT -6
Now, what I'd like to see in Nightmare difficulty mode...hmm. Honestly, just buffing the enemies isn't really appealing to me, for the reasons dvv said above. I'd rather see wholesale changes in level design and enemy placement. One great example of this would be the differences in the last boss fight between Dracula X and Rondo of Blood. In Rondo, you fought Dracula on a flat plane, making him almost trivially easy. In Dracula X, however, you fought him in a room full of pillars you could fall from, making the battle much harder. Dracula Chronicles added a whole new third phase to the fight, which also worked. Still, that's pretty difficult and consuming of resources, so I can understand if they don't want to do that. Thats actually pretty neat and I didn't think of that. Perhaps some bosses could have little remixes like that? Something different and unexpected to spice things up.
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Post by Kaius on Nov 20, 2015 12:11:02 GMT -6
Basically, for a Nightmare Mode, I don't think it just needs to make monsters stronger where you will only need to farm and XP until you beat their terrifying level. I think they got to have harder AI so you HAVE TO learn to dodge their attacks correctly, know their weaknesses, use a thinked strategy and not just "go in and smash until it's dead". Well, a REAL change, that is all.
Medusa's Heads are annoying. To me, a zone full them was too much but if you put one or two in a melee it can supports other monsters and be a real pain to your life gauge, if you are stonned in middle of dangerous monsters.
Only attacking monsters is pretty predictable. If they have tank monsters like knight armors, with medusa's to stone you while skeleton snipers shoot at you in the same time, it can make a difference. Monsters names are only exemple and this is only one situational possibility.
Well, from what I see usually in difficulty modes, it's only makes monsters stronger, tougher, more numberous with better loots. In Devil May Cry 3 for instance, bosses use more skills (more dangerous and / or powerful ones), are stronger, faster and are less predictable if you pick a higher level of difficulty.
We could see environment dangers too (spikes, lava, poison clouds, etc...). Well, you get the idea.
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Post by Dvv on Nov 22, 2015 17:23:32 GMT -6
Medusa's Heads are annoying. To me, a zone full them was too much but if you put one or two in a melee it can supports other monsters and be a real pain to your life gauge, if you are stonned in middle of dangerous monsters. So the Death hallway from CV1?
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Post by ghaleon on Nov 23, 2015 0:06:23 GMT -6
death hallway is not bad. That last room before dracula though with the fleaman flying in on rocs. omg rage... I suppose that's ok though since it IS like the final non-boss room in the game though.
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Post by Silver6986 on Nov 24, 2015 5:58:42 GMT -6
Hopefully the Nightmare difficulty is essentially as simple as this; all enemies fight harder (health/resistances/blocking), faster (quicker/more attacks/increased reaction time), and smarter (give me a reason to back dash :-) ).
I dislike the idea suggested to tie the story to difficulty as not everyone has the time nor inclination to want to play or even appreciate the sometimes frustrating repetitive nature that evolves from a higher difficulty setting.
Nor would I want to see random drops tied to a higher difficulty level, be that costumes or powerful crafting artifacts, it should be an 'even' playing field in that regard (random chance is random and not influenced by difficulty).
Let the higher difficulty be there purely for the joy that comes to those few of us who beat the game on a higher difficulty. I just hope it's worth it and is a real challenge!
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Post by khelarald on Dec 1, 2015 6:51:34 GMT -6
New attack patterns, spells and so on, so the same enemy could surprise us again! Also, more aggressiveness, toughness and exclusive rewards. Being possible get REAL powerful only in Nightmare mode. Power-leveling feeling.
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Post by caer on Dec 22, 2015 2:49:52 GMT -6
I'm in the same camp as Silver. Make everything hit harder and be faster/attack more often. That's the important stuff. Increased rate of attack makes it more likely to get hit if you're over eager, and increased damage output makes every hit you take count.
Increase in enemy health, especially for bosses is a given. No need to go overboard with it though.
I'm pretty sure we were already promised new attacks and placements for new game+, so I could see it be some synergy between the two there. Harder enemy placements is probably the best and most interesting thing for me.
Igavania games, in my opinion, don't really have an "AI" in them in the sense that some are talking about it here. It's just mobs who either have a preset path or aggro at a set distance and then attack at a certain rate. They're not really reacting to your actions more than that, nor should they. It's not really that type of game. I think fiddling with parameters for aggro distance, and speed of attack would serve the purpose. The enemies that have several attacks should probably also do the stronger ones more frequently.
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Post by Clear on Dec 23, 2015 15:24:11 GMT -6
My suggestion is an idea that basically tries to completely set apart Nightmare difficulty mode from the others. Something similar to a rank system seen in STGs where, while in-game, the difficulty adjusts based on some player metrics. For example: Easy --- Normal --- Hard --- Nightmare From left to right, we would expect an increase in difficulty based mostly off of certain enemy and player stats. And we would know pretty much what we're getting into when we start a game in either Easy, Normal, or Hard mode. However, Nightmare mode wouldn't work similarly. If we say that the difficulty factors for Easy, Normal, and Hard are 1.0, 1.5, and 2.5, respectively, we can correctly assume that those values will not change throughout entire playthroughs within Easy, Normal, or Hard. But Nightmare has the possibility to range between 2.5 and, say, 10.0 (!) from around the beginning of the game to the final boss (or true final boss maybe ). Easy --- Normal --- Hard --- NightmareWhile in general there's a predictable linear spike in difficulty from Easy to Hard, Nightmare on its own has a dynamically-changing difficulty, a mechanism that no other difficulty setting in Bloodstained has. The difficulty actively changes during gameplay while playing in Nightmare. My example of ideas for this new mode are that, in Nightmare mode (while playing as Miriam): Difficulty increases - Heavily when Miriam defeats a set number of enemies and mantains a health level of above 90% all within a certain timespan any time during gameplay.
- Moderately when a boss is defeated.
- Lightly when Miriam uses special weapons (like Axe, Dagger, Holy Water, etc.) and tends to replenish hearts/MP at a fast rate (assuming that hearts/MP are not regenerative and are only replenished by item drops).
Difficulty decreases - Heavily when Miriam dies and restarts from her last checkpoint OR experiences a massive health decrease throughout a short time duration (such as going from 100% to 10% health within 0-4 seconds).
- Moderately when Miriam's health is less than 20% and sustains a high hit-to-miss ratio for a certain time period (hit-to-miss meaning able to hit enemies' damage collision boxes just about every time Miriam attacks or uses a special weapon and having hardly any where she whiffs an attack).
- Lightly when Miriam's health is under 10% and manages to avoid taking damage for a set period of time.
NOTE: At any point of a run, the difficulty factor never goes below Hard level of difficulty AND caps at a certain point. Higher difficulty may mean more enemy spawns per a given area, enemies fire more projectiles, enemy projectiles/attack patterns/attack animations are faster, enemies hit harder... Nightmare difficulty mode can truly be a nightmare (This suggestion is mentioned assuming that a player can only be able to set the difficulty level once during a playthrough around the time the game starts and not be able to change difficulty settings once initially set and at any time mid-game.)
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Post by crocodile on Dec 27, 2015 13:32:58 GMT -6
Suggestions in this thread I've liked:
- Changing enemy placement
- Introducing enemies seen later in the game earlier
- Improved Enemy AI
- Slightly modified Castle layout with new traps
- Remixing or changing the boss fights (new patterns, extra attacks, super mode)
- Making higher tier items/weapons/armor/etc. exclusive or more easily obtainable in Nightmare Mode
- Not just buffing enemy HP, Defense or Attack and calling it a day
- Restrictions on your abilities as an option (toggle a setting; enter a code; name your character _____ to get Level 1 Mode, reduced or no magic, etc.)
Suggestions in this thread I've disliked:
- Rank system - IMO it works say the Zero series w/ individual stages that you can easily replay to up your rank but not for an interconnected castle
- Remixing or changing the boss fights (adding bottomless pits to boss fight areas)
- Making new and important Story content exclusive to completing Nightmare Mode (Having new Story content tied to New Game+ that can be done in Regular OR Nightmare Mode seems fine though)
- Restrictions on your abilities as the default (Level 1 Mode, reduced or no magic, etc.)
I think this thread is set to be written up as a review request though I may wait a bit for others to offer more opinions before doing so.
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Post by purifyweirdshard on Dec 29, 2015 9:00:10 GMT -6
crocodile, I pretty much agree entirely. I also like the idea of something story related being tied to New Game+ in either Normal or Hard/Nightmare modes. I want to reiterate how I think it is necessary to reward the player with something in Nightmare. It doesn't have to be a huge deal. If the gameplay experience is different enough in itself, then that would be sufficient, but like I said earlier, it would be unfortunate if all of our input and the team's work implementing it went to waste by the average player writing this off as "the same thing, but more annoying to get through". Also, I'm not really a fan of dynamic difficulty adjustments. I like for things to be consistent. It seems like an arbitrary, breaking of the fourth wall type thing for enemies to ease up on you when you're about to die/just took a lot of damage. Why should they do that? It's also not cool to me how the game can decide to amp things up exponentionally when you're playing well. If I'm doing well, I'm doing well. The game has to hold that. If I'm getting hit for a lot of damage, I should die. I think most that play higher difficulties are looking for that balance of risk/reward in it - you want to learn what to do and do it better, having an easier time when you do as opposed to having an easier time when you don't.
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Post by Dvv on Jan 10, 2016 19:39:13 GMT -6
Also, I'm not really a fan of dynamic difficulty adjustments. I like for things to be consistent. Thats kind of the point though. Consistency is predictable, and in the end easy once you know what to do. Shaking up the consistency is always nice, as long as it doesn't go too overboard of course.
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Post by vmt8 on Jan 11, 2016 22:02:35 GMT -6
I hope there are curse aspects, like draining life, reversed controls, no jumping, no secondary weapons, cannot stay in place for more than 2 seconds or else you start petrifying, frog curse, etc
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Post by purifyweirdshard on Jan 12, 2016 8:21:15 GMT -6
Also, I'm not really a fan of dynamic difficulty adjustments. I like for things to be consistent. Thats kind of the point though. Consistency is predictable, and in the end easy once you know what to do. Shaking up the consistency is always nice, as long as it doesn't go too overboard of course. I'm down for the AI getting smarter in games, adjusting to what you do (so long as it's not just input reading or popping up behind you) -- that makes for a fun, almost fighting game-like experience. When it goes the other way and the AI eases up on you because you got knocked down or slip up, it's...a lot of things I don't like: awkward, unnatural, patronizing? If I messed up, let me legit mess up and do it right. If I'm doing it right, I'm doing it right, so don't 2x speed/spawn the enemies, give the AI instant reactions to essentially shoryuken me on the first frame or something, etc.
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Post by Dvv on Jan 16, 2016 0:45:21 GMT -6
Thats kind of the point though. Consistency is predictable, and in the end easy once you know what to do. Shaking up the consistency is always nice, as long as it doesn't go too overboard of course. I'm down for the AI getting smarter in games, adjusting to what you do (so long as it's not just input reading or popping up behind you) -- that makes for a fun, almost fighting game-like experience. When it goes the other way and the AI eases up on you because you got knocked down or slip up, it's...a lot of things I don't like: awkward, unnatural, patronizing? If I messed up, let me legit mess up and do it right. If I'm doing it right, I'm doing it right, so don't 2x speed/spawn the enemies give the AI instant reactions to essentially shoryuken me on the first frame or something, etc. Sorry then, I completely misunderstood what you originally said.
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Post by spideryfingers on Jan 16, 2016 6:38:32 GMT -6
Another element that could be infused into Nightmare Mode is the lighting. Sounds stupid? Well, actually not. Here's what I'm getting at...
As we all know, Castlevania had candles, torches and light bulbs that were smashed to get hearts, money etc ... but the light never got dimmer! And so, in Nightmare Mode, if lights get accidentally/intentionally broken, logically, it's gonna get dark. Imagine fighting a boss in an area of the castle where there's lighting inside but with moonlight outside. Should all interior lights get damaged, you've only got eerie moonlight to fight in. But what if there's no moonlight? ... then fighting a boss will be an utter nightmare unless you've obtained an item (torch, glow crystals, flares, etc) that brings light.
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