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Post by kurslash on Jan 7, 2019 15:29:42 GMT -5
i mostly made this post to voice my grievance with double tap to dash, it's just cumbersome and unresponsive imo, but i would also like to see more momentum than what currenty seems like a lot of "zip and stop" movement (especially the airdash), stuff like angeled stomping with cancellable landing animation is appreciated, i'm thinking deep fun movements, try asking some igavania speedrunner what they would like added they probably know best. i saw the scanlines video option showcased in the christmas update and i was hoping to see this expanded to a bigger level with screen distortion on the border to emulate CRTs and color bleeding à la Fight'n Rage. i really dislike how in some igavanias you could just stock up on healing items and cheese all the bosses especially with how much extra money you have later in the game so i was hoping a strict healing item limit could be implemented, either limiting how many you can carry or something more creative like a "fullness meter" preventing you from spamming them (as seen in muramasa the demon blade) or any combiation of the two. in this same vein i would also like to see a system put in place to prevent level grinding, perhaps the max level would be capped until you defeat a boss or trigger a story event. This is copy pasted from 4chan but it's how i feel : "but I kinda worry about how Bloodstained will turn out. Not because of hired studios shit, but because Igarashi is at the helm. I have noticed, throughout all games since SotN, a tendency to rely increasingly heavily on "RPG elements". While some sort of leveling system is fine and dandy, I think modernvanias are too fond of making shit random drops and then expecting you to sit there and whack monster until RNG decides you've done enough grinding. I heard some people say it's supposed to add to replayability, but this is complete and utter bullshit. If you want to add to replayability, you give things early on and allow player to choose among them freely, because simplistic RNG in those games can simply decide that you won't get that soul/item without grinding across all 10/20/30 walkthroughs, and let's be honest, hardly anyone replayed modernvanias this much, as they appeared in age when games started to become more and more numerous. So, my fear is that Bloodstained will have way too fucking much of this shit. Grind for weapon, grind for ability, grind for money, grind for exp, or enjoy fighting against the game that expects you to do all that instead of simply going through castle at your pace."
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Post by Esco on Jan 7, 2019 18:43:14 GMT -5
Kurslash: do not spam my forums. Next time instead of making three threads + 2 more posts, edit your original one.
I combined them all into one this time. Next time I will just delete them. Thanks.
-Esco
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Post by oyyy on Jan 8, 2019 0:17:05 GMT -5
My idea for items is that, once in the menu and you pick for example, a potion, and use it - you'll go back out of the menu, drinking animation starts, then there is this delay before the "healing" takes effect, much like in SotN. And you can only drink ONCE per set time so you wont be overdosed. I think this will FIX the same sentiment OP stated in this thread.
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I am modding PS2 and the games here too!
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Post by PitNata on Jan 8, 2019 15:40:23 GMT -5
Normally, you can't actually spam Potions whenever you go, as well as you can't actually get a lot of potions, because you need money to do that, and you'd save that money for a Duplicator.
However, due to what SOTNH is becoming, and the difficulty rise, making limits aren't going to help. It's an RPG game, and you can't literally get 99 potions unless you invest alot of money, or cheat your way by glitching.
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Post by Lepstadder on Jan 9, 2019 10:37:23 GMT -5
Concerning your healing item problem, we could turn it into a health flask of some sorts. Make healing free, but limited. The only time you can refill your health flask is when you reach a save point. This also opens room for the possibility of upgrading the amount of times you can heal and how strong the heal is. If you don't get what I mean, I am actually talking about a system that is similar to Dark Souls' Estus Flask system. Personally, I think Alucard should stop and stand still for half a second to drink his health flask. Gives you sort of a risk and reward situation in boss fights. You're on a downtime with the risk of getting hit just to drink some juice.
Capping the amount of healing you can do is sort of a poor design choice and doesn't fit Alucard's character. Well, I just can't imagine Alucard being full, really. He's not really portrayed as a blood-hungry dude, let alone. I think money would serve a better purpose like buying a larger flask and upgrading the potency of his concotion. We could keep healing items like Steaks, Hamburgers, Parfaits and other silly food but give Alucard stat bonuses. It restores a small amount of HP just in case your flask runs out, or we could completely remove the health restoring attribute and make food serve as buffs to Alucard.
To address your concern about Bloodstained being too "RPG", most of the items you want are completely optional. In my experience, since I have completed EVERY IGAVania, I personally just use whatever the hell I think is good in my inventory and deal with it. It's also a challenge, if you prefer skipping the grind and making way for the bosses immediately. It's a chore, yeah, but absolutely worth the challenge. Bloodstained is the closest thing we have to a new Castlevania, so let us be positive about it, you and I.
In order to relate my previous paragraph in this topic, I'm sure Esco will ask us to help him with the game balance. I want SOTNH to be well balanced without too much grinding. Or, we could just drop the level up system to be honest. I'm more for upgrading weapons and gear to be honest. With money or with materials, perhaps both. I wonder if crafting/upgrading will be a thing for SOTNH.
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Post by xombiemike on Jan 9, 2019 11:04:04 GMT -5
Bloodstained is the closest thing we have to a new Castlevania, so let us be positive about it, you and I. Amen!
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Post by kurslash on Jan 11, 2019 13:03:40 GMT -5
you'd save that money for a Duplicator. i hope that item is relegated to post game tbh
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Post by Esco on Jan 19, 2019 16:32:44 GMT -5
Thanks for the submittal. But I already handled this issue long ago. I even showed off Alucard's drinking animation in the Christmas vid.
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Post by kurslash on Jan 21, 2019 18:23:20 GMT -5
so i saw this video recently
around 11:30 if the link doesn't work
he mentions how the progression in SOTN isn't as rewarding as it could be because all the rewards feel samey, and i think this is mostly due to the hegemony of swords in that game, aside from the occasional shield you rarely see the other weapons used so i was hoping to see the daggers and knuckles balanced so there would be more incentive to use them, maybe differentiate the rods from the words a bit more, maybe try playing with the range, specials and attributes (poison and stone are fun!) more so they would have a significant enough effect to where it wouldn't just come down to what has the best offensive stats.
the later games solved this by adding overhead weapons and lances (and some fun stuff like guns too!) but i feel like properly implementing those may take too long if the focus is making the swordplay as deep and rewarding as possible, instead i suggest making a more varried selection of less deep but still useful secondary weapons that enrich the combat and would make you second guess using a two handed sword for that extra damage (chakram anybody ?), my idea would be that subweapons would instead fall into this category because i don't think anybody likes the antiquated way they work in the vanilla game (works well for classicvania but not igavania), having all the subs you encountered be available at all times is better for strategizing puzzles and bosses since you won't have to backtrack.
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Post by enkeria on Jan 24, 2019 13:59:22 GMT -5
I loved the food thingies I could eat to gain health. They was such a stupid fun way to get more out of the game.
Potions are fine too, but the food, Gee.. I am hungry now just by thinking on it. Peanuts man! haha Peanuts!
A bit off-topic, but Bloodstained have more things to do other than grind, you can buy stuff and use it to either salvage or craft more stuff, like food. The food also gives you + in passive skills, which you keep. Its like a "taste bonus" once you've eaten the food once. I suggested to get a +1 for every 10th or 100th of same food, but never got any answer.
Back to topic: I hope food is in the game, if not I am fine with it. Health-potions is more magical anyways.
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Post by Aether on Feb 26, 2019 0:32:17 GMT -5
Concerning your healing item problem, we could turn it into a health flask of some sorts. Make healing free, but limited. The only time you can refill your health flask is when you reach a save point. This also opens room for the possibility of upgrading the amount of times you can heal and how strong the heal is. If you don't get what I mean, I am actually talking about a system that is similar to Dark Souls' Estus Flask system. Personally, I think Alucard should stop and stand still for half a second to drink his health flask. Gives you sort of a risk and reward situation in boss fights. You're on a downtime with the risk of getting hit just to drink some juice. Capping the amount of healing you can do is sort of a poor design choice and doesn't fit Alucard's character. Well, I just can't imagine Alucard being full, really. He's not really portrayed as a blood-hungry dude, let alone. I think money would serve a better purpose like buying a larger flask and upgrading the potency of his concotion. We could keep healing items like Steaks, Hamburgers, Parfaits and other silly food but give Alucard stat bonuses. It restores a small amount of HP just in case your flask runs out, or we could completely remove the health restoring attribute and make food serve as buffs to Alucard. To address your concern about Bloodstained being too "RPG", most of the items you want are completely optional. In my experience, since I have completed EVERY IGAVania, I personally just use whatever the hell I think is good in my inventory and deal with it. It's also a challenge, if you prefer skipping the grind and making way for the bosses immediately. It's a chore, yeah, but absolutely worth the challenge. Bloodstained is the closest thing we have to a new Castlevania, so let us be positive about it, you and I. In order to relate my previous paragraph in this topic, I'm sure Esco will ask us to help him with the game balance. I want SOTNH to be well balanced without too much grinding. Or, we could just drop the level up system to be honest. I'm more for upgrading weapons and gear to be honest. With money or with materials, perhaps both. I wonder if crafting/upgrading will be a thing for SOTNH. This. Absolutely this. I like the idea of popping a healing item with an actual drinking or eating animation. I'm down for that. I immediately thought of Dark Souls AND Bloodborne with its blood vial system. What if you could also get "blood drunk" if you pop a blood item too much, limiting your stats temporarily? Or something of a debuff if you overchug or eat, giving you more of a purpose to fight aggressively. Just a thought from the many things rattling around in my head. :3
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Post by reapone on Jun 10, 2019 22:19:00 GMT -5
I like the flask from Dark Souls.
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