Galamoth
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Post by Galamoth on Jun 29, 2015 16:08:14 GMT -6
I can definitely understand the concern about this being too easy with RPG elements, but that's what classic mode is for! A super ultra hardcore experience for undaunted! It's like biting into that hot, fresh pizza with an ice cold cola in the other hand; your game face is on- and nothing can stand in your way(๑و•̀ω•́)و Definitely. In addition to Classic Mode, I'm still hoping there's going to be a "Hard Mode Max Level 1" option for the main game.
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JeffCross
Shadow of the Night
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Post by JeffCross on Jun 29, 2015 16:48:11 GMT -6
I can definitely understand the concern about this being too easy with RPG elements, but that's what classic mode is for! A super ultra hardcore experience for undaunted! It's like biting into that hot, fresh pizza with an ice cold cola in the other hand; your game face is on- and nothing can stand in your way(๑و•̀ω•́)و yes, but I'm not saying we should completely take it out the RPG element (ie classic mode) this discussion supposed to be about how to work around, making the games too easy. some suggestions were better leveling balance, being able to turn off the exp while farming... so again we are not looking to take out the RPG element just modify it so we don't kill the main boss in 10 hits (without grinding) but that pizza and cola sound good (drool) love gamer food XD
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ChucklesTheJester
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Post by ChucklesTheJester on Jun 29, 2015 16:50:40 GMT -6
yes, but I'm not saying we should completely take it out the RPG element (ie classic mode) this discussion supposed to be about how to work around, making the games too easy. some suggestions were better leveling balance, being able to turn off the exp while farming... so again we are not looking to take out the RPG element just modify it so we don't kill the main boss in 10 hits (without grinding) Without grinding? Better leveling balance, certainly. With grinding? Impossible. That's sort of the "reward" for overleveling. I know you weren't talking about that but I felt like I should mention it anyway.
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Shadow of the Night
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Post by JeffCross on Jun 29, 2015 16:57:19 GMT -6
yes, but I'm not saying we should completely take it out the RPG element (ie classic mode) this discussion supposed to be about how to work around, making the games too easy. some suggestions were better leveling balance, being able to turn off the exp while farming... so again we are not looking to take out the RPG element just modify it so we don't kill the main boss in 10 hits (without grinding) Without grinding? Better leveling balance, certainly. With grinding? Impossible. That's sort of the "reward" for overleveling. I know you weren't talking about that but I felt like I should mention it anyway. yeah if someone wants to do that cool, the game was set up for that... the ability to overlevel. but if you go through the game without trying at all and still kill the boss in 10 hits... something is wrong. mind you I'm speaking hyperbole here but killing a boss... no "thee" boss with out a sweat when you didn't grind at all (or at least not on purpose) something is wrong.
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jim
Master of the Candle Skeleton
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[TI1]"Hey! But you.... Wait... No.. You can't!.. But I... And he....Bu.. I.. An... Just.... NOOOO
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Post by jim on Jun 29, 2015 19:05:50 GMT -6
Awww.... no one took my angle arm idea and ran with it...
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Galamoth
Ancient Legion
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Post by Galamoth on Jun 29, 2015 21:05:34 GMT -6
Awww.... no one took my angle arm idea and ran with it... I'm still interested in that. No worries. Wine?
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ChucklesTheJester
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Post by ChucklesTheJester on Jun 30, 2015 2:24:51 GMT -6
yeah if someone wants to do that cool, the game was set up for that... the ability to overlevel. but if you go through the game without trying at all and still kill the boss in 10 hits... something is wrong. mind you I'm speaking hyperbole here but killing a boss... no "thee" boss with out a sweat when you didn't grind at all (or at least not on purpose) something is wrong. Yeah, I know exactly what you're talking about. It took me more than ten hits, but when I was fighting Dracula in SotN, at level 51, wearing the walk armor and two of those +15 defense trinkets, which I just HAPPENED to find, he couldn't really do any damage to me. Which isn't much fun either.
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Galamoth
Ancient Legion
Eternal Guardian
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Post by Galamoth on Jun 30, 2015 8:10:39 GMT -6
yeah if someone wants to do that cool, the game was set up for that... the ability to overlevel. but if you go through the game without trying at all and still kill the boss in 10 hits... something is wrong. mind you I'm speaking hyperbole here but killing a boss... no "thee" boss with out a sweat when you didn't grind at all (or at least not on purpose) something is wrong. Yeah, I know exactly what you're talking about. It took me more than ten hits, but when I was fighting Dracula in SotN, at level 51, wearing the walk armor and two of those +15 defense trinkets, which I just HAPPENED to find, he couldn't really do any damage to me. Which isn't much fun either. Which "defense trinkets" are you referring to? You're not referring to the Ring of Varda, are you?
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ChucklesTheJester
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Post by ChucklesTheJester on Jun 30, 2015 8:12:03 GMT -6
Which "defense trinkets" are you referring to? You're not referring to the Ring of Varda, are you? No, the thing that drops from trolls, hang on, I'll go look up what it's called. EDIT: Nauglamir/Brisingamen
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Galamoth
Ancient Legion
Eternal Guardian
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Post by Galamoth on Jun 30, 2015 8:20:46 GMT -6
Which "defense trinkets" are you referring to? You're not referring to the Ring of Varda, are you? No, the thing that drops from trolls, hang on, I'll go look up what it's called. EDIT: Nauglamir/BrisingamenAh, okay. You mean that necklace of dwarvish make. Now I remember. It is indeed dropped from Cave Trolls. (Which I believe are found in the Reverse Caverns; Correct me if I'm wrong)
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ChucklesTheJester
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Post by ChucklesTheJester on Jun 30, 2015 8:22:45 GMT -6
You're right. I was at the stage of the game when I was going back and forth, trying to uncover every piece of map I could, refusing to look up a map or a guide on the internet, and I just happened to get like three of the dwarven necklaces as I was trying to find a way to map those hard-to-reach corners. And I wouldn't exactly call that grinding. I was just playing the game for the first time, trying to go for 100% exploration. And I STILL didn't make it. I finished on about 194.5%.
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Jun 30, 2015 8:30:03 GMT -6
You're right. I was at the stage of the game when I was going back and forth, trying to uncover every piece of map I could, refusing to look up a map or a guide on the internet, and I just happened to get like three of the dwarven necklaces as I was trying to find a way to map those hard-to-reach corners. And I wouldn't exactly call that grinding. I was just playing the game for the first time, trying to go for 100% exploration. And I STILL didn't make it. I finished on about 194.5%. While it isn't necessarily an RPG element...IGA will definitely include tons of hidden rooms. (Breakable walls hiding those rooms, for the most part, and likely less common alternative methods) Anyway...so you didn't try slashing at every wall or ceiling/floor surface on your first playthrough, eh? The very first time I played SotN, as soon as I found my first hidden room via destroying a portion of a wall, I actually tried doing this on almost every wall or floor I could find. My most recent playthrough of SotN (without using any map guides) ended up with me getting exactly 200% (not the extra .6%)
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ChucklesTheJester
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Post by ChucklesTheJester on Jun 30, 2015 8:35:18 GMT -6
Yeah, I tried swinging at spots where I thought there SHOULD be a secret room, and sometimes when I remembered, at random spots as I was passing by.
In hindsight, I should probably go back to that save and backtrack through the whole place with the fairy equipped. But hey, there you have it. My genuine first time blind playthrough of SotN (minus the fact that there was a second castle, because uh, I only played it for the first time during the Kickstarter campaign, and at that time, that fact was about as easy to miss as the ground when falling off a cliff.) ended at a not perfect, but solid, 194.5%
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Post by iggyg85 on Jun 30, 2015 10:05:39 GMT -6
Yeah, I tried swinging at spots where I thought there SHOULD be a secret room, and sometimes when I remembered, at random spots as I was passing by. In hindsight, I should probably go back to that save and backtrack through the whole place with the fairy equipped. But hey, there you have it. My genuine first time blind playthrough of SotN (minus the fact that there was a second castle, because uh, I only played it for the first time during the Kickstarter campaign, and at that time, that fact was about as easy to miss as the ground when falling off a cliff.) ended at a not perfect, but solid, 194.5% Yay, I wasn't the only one who hadn't played before the KS. I've had it downloaded to my PS3 since 2009, but I bought so many other things at the time that it fell to the wayside. I think my finishing was 197% (roughly). Fortunately, I had played older games on the NES so I knew I liked the series and really enjoyed SotN back in May. Better late than never!
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kdfukuyama
New Blood
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Post by kdfukuyama on Jul 1, 2015 8:07:52 GMT -6
I have an idea to deal with lvling up. Could be a way to active an option (yes, should be an option, not a standard) which the enemies lvlup depending on your lvl. I ill try to explain it below:
Let´s think about a standard enemy with lvl 10 and you´re lvl 6.
2) Miriam is lvl 6 --> Enemy is lvl 10.
2) Miriam lvlup to 10 --> Enemy is lvl 10.
3) Miriam lvlup to 11 --> Enemy is still lvl 10.
4) Miriam lvlup to 12 --> Enemy is still lvl 10.
When Miriam´s lvl becomes exactly 6 lvls more than the lvl of the enemy (in this case, she is lvl 16), the enemy starts to increase his lvl +1 (in this case to lvl 11). So:
5) Miriam´s lvl 16 --> Enemy´s lvl 11.
6) Miriam´s lvl 17 --> Enemy´s lvl 12.
Why the gap of 6 lvls? Because sometimes you want to be stronger than the enemy or boss, but not a lot more. (of course, the gap could be lower, like 2 or 3 lvls)
And why it should be an option? Because other people as myself really like to lvlup A LOT to kill without mercy "that annoying god damn boss or enemy", lol. Otherwise, it can be frustrating to play the game for this type of gamer like me.
What do you think guys?
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Motoko
Shardbinder
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Post by Motoko on Jul 1, 2015 8:14:57 GMT -6
I have an idea to deal with lvling up. Could be a way to active an option (yes, should be an option, not a standard) which the enemies lvlup depending on your lvl. I ill try to explain it below: Let´s think about a standard enemy with lvl 10 and you´re lvl 6. 2) Miriam is lvl 6 --> Enemy is lvl 10. 2) Miriam lvlup to 10 --> Enemy is lvl 10. 3) Miriam lvlup to 11 --> Enemy is still lvl 10. 4) Miriam lvlup to 12 --> Enemy is still lvl 10. When Miriam´s lvl becomes exactly 6 lvls more than the lvl of the enemy (in this case, she is lvl 16), the enemy starts to increase his lvl +1 (in this case to lvl 11). So: 5) Miriam´s lvl 16 --> Enemy´s lvl 11. 6) Miriam´s lvl 17 --> Enemy´s lvl 12. Why the gap of 6 lvls? Because sometimes you want to be stronger than the enemy or boss, but not a lot more. And why it should be an option? Because other people as myself really like to lvlup A LOT to kill without mercy "that annoying god damn boss or enemy", lol. Otherwise, it can be frustrating to play the game for this type of gamer like me. What do you think guys? Maybe if they implemented an currency based system such as Bloodborne's "insight" where enemies get powered up based on how much insight you have. Maybe something along those lines? Just an idea..
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kdfukuyama
New Blood
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Post by kdfukuyama on Jul 1, 2015 8:48:24 GMT -6
I have an idea to deal with lvling up. Could be a way to active an option (yes, should be an option, not a standard) which the enemies lvlup depending on your lvl. I ill try to explain it below: Let´s think about a standard enemy with lvl 10 and you´re lvl 6. 2) Miriam is lvl 6 --> Enemy is lvl 10. 2) Miriam lvlup to 10 --> Enemy is lvl 10. 3) Miriam lvlup to 11 --> Enemy is still lvl 10. 4) Miriam lvlup to 12 --> Enemy is still lvl 10. When Miriam´s lvl becomes exactly 6 lvls more than the lvl of the enemy (in this case, she is lvl 16), the enemy starts to increase his lvl +1 (in this case to lvl 11). So: 5) Miriam´s lvl 16 --> Enemy´s lvl 11. 6) Miriam´s lvl 17 --> Enemy´s lvl 12. Why the gap of 6 lvls? Because sometimes you want to be stronger than the enemy or boss, but not a lot more. And why it should be an option? Because other people as myself really like to lvlup A LOT to kill without mercy "that annoying god damn boss or enemy", lol. Otherwise, it can be frustrating to play the game for this type of gamer like me. What do you think guys? Maybe if they implemented an currency based system such as Bloodborne's "insight" where enemies get powered up based on how much insight you have. Maybe something along those lines? Just an idea.. Insight? Is it a skill or something?
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Motoko
Shardbinder
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Post by Motoko on Jul 1, 2015 8:50:48 GMT -6
Maybe if they implemented an currency based system such as Bloodborne's "insight" where enemies get powered up based on how much insight you have. Maybe something along those lines? Just an idea.. Insight? Is it a skill or something? Right here XD bloodborne.wiki.fextralife.com/Insight
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ChucklesTheJester
Ancient Legion
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Post by ChucklesTheJester on Jul 1, 2015 8:58:36 GMT -6
Not a fan of level scaling in general.
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kdfukuyama
New Blood
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Post by kdfukuyama on Jul 1, 2015 9:16:14 GMT -6
Thanks! The system is interesting, but looks like that only Insight lvl 1 worth, no? BTW, Bloodborne is so hard as people say? I never played Demon Souls or Dark Souls. I heard that those 2 games are really hard to beat.
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