Board Thread:General Discussion/@comment-26463535-20150614033930/@comment-25555436-20150706003814

DE-Note wrote: http://rwby.wikia.com/wiki/User_blog:DE-Note/RWBY_Game_idea I'll respond to it here. Much simpler. (Note: writing this as I read it)

-Campaign.

While I understand up to 4 characters at a time, with single, dual and 4-online co-op capability....how would there be 8 players at a time? Not for gameplay reasons, but for story reasons. What, will RWBY and JNPR take every single mission together forever? I'd rather leave the campaign mode for 1-2 players, 4 online, with drop-in/out capability, but leave "8 players mode" for online-exclusive missions.

-Dificulty.

It may just be the SMT fan inside me speaking, but I'd rather not increase XP and Lien obtained based on how high the dificulty is. Reason: The enemies may have more HP, damage (but apparently not better defense....), "Aura" (though I doubt everyone out there has Aura unlocked, Grimm included), and better AI.

But, you also get more money and EXP. Which means, you level up and get stronger faster, along with getting more money to spend in items, upgrades and other things. Which means, the dificulty will barely change, or may even get easier, because enemies will be stronger, but you will get stronger faster, so while in X area you were Lv10 and enemies were 14, now you would be Lv16 and enemies will be just somewhat-stronger 14s. Not to mention having more potions, better weapons, more skills, higher stats.

If their defense doesn't increase either, it's worse, because then you get a kids-friendly SMT4. In SMT4 no one has Defense stat so everyone hits like a truck. But here, if one has defense stat and the oponents's defense doesn't get any better with dificulty, they will last even less than they used to in low dificulties. While the player's defense does increase.

Plus it could mean 2 things: Low-DEF characters become obsolete because they don't last and everyone uses the tanks, or everyone uses the glass-cannons because since their defense is still as bad as always, better to kill them quicker than they can kill you.

The only salvation here that does show better dificulty is the level Chaos. And only because of the No-Healing, No Buff-granting items can be used. Which means people will spend the money in the upgrades, leading to dealing higher damage and enemies dying quicker unless the AI is just that good.

-Gameplay Perks: I assume these are like Unreal Tournament's mutagens, altering the gameplay experience.

Brilliant Lights: And just what is Aura manifestation? I don't know if the challenge makes the game harder or still easy.

MDM: I was perfectly sure people already had infinite ammo (especially if it's Dust used like bullets) and could block bullets with any weapon in this show already. "Robots, androids and armored oponents are no longer resistant to regular bullets, but Virtually inmune to them". So they no longer resist them, they just still resist them but better? And wouldn't this make every actually-dangerous Grimm virtually impossible to beat? (looking at the White Beowulf, who trying to fight straight ahead in CQC is suicide).

Coexistence: So, exactly what has happened in the show (or rather, what hasn't happened, considering no Faunus has attacked a human or Vice-versa, main characters (and Cardin) not-counted)? And wouldn't this ruin some missions? Like, a WF vs VPD mission where you got right in the middle of the fight? It would turn into a boring staring match with no tension or drama.

CL: Finally one I can perfectly like.

-Versus:

Wait, so all fights must follow a Best-of-3, Tournament, or Round-Robin setup? I hope they can be modified, some people just want 1 round and be done with it. And depending on the gameplay, a single round can last looooong (looking at you Dissidia Final Fantasy).

Also, please add 2vs2 online capability, or battle royale. If there can be 4 player coop, why not 4 player versus? Or 8 player versus.

-Controls:

1-I'm perfectly sure people would have problems if the R-Stick is used to both control the camera and search through the Scroll/Dust/Ammo wheel. Better go the Kingdom Hearts route if you want that, use the R-Stick to move through a menu only from which to select each of those things. Camera controls, leave them to the sticks or bumpers.

2-So with a Xb1 you can quick heal with the D-Pad. Why not in the other consoles? You can easily do a diagonal move with the D-Pad, at least on the X360 (I know from experience, it helps in Tekken and Marvel vs Whatever).

3-Got a better idea: In Gun-form, Light Attack becomes Fire, and Parry becomes Reload. I've played games where one fires with the B/O button, trust me it doesn't feel nice or fun.

4-Change blocking with the RT. Make B/O be the block button. At the right time, you make a parry, no need to complicate things and separate them.

Also, I hope one can modify the controls to their liking.

-Stats (oooh, ACES)

1-....If all characters need to begin with 1000HP, then the enemies must hit like trucks. But, if that was the case, then why must Aura be so little? Yeah yeah, it increases eventually, but considering nearly everything wastes it, it would mean that by itself it wouldn't last long, especially if one uses Weiss. So everyone would instead go for HP, making Aura-increasing items a bit abandoned in comparison. It regenerates, but it doesn't sound like it can recover faster than it's depleted. Plus, it heals your HP when full making having less Aura better (it takes less time to reach 70 than 100).

2-It doesn't make much sense story-wise to use stamina for Semblances and Dust and stuff when Aura=-0. I mean, Semblance is the active use of Aura, basically Aura used actively. But if the Aura is down, how could you still use Semblance? Dust we know can be activated with Aura, but nothing has indicated it can be used like magic without Aura.

3-Crit-chance up to 3%? I hope the items give you so much more, because otherwise you just made Criticals nearly obsolete through sheer unlikelyness of happening.

4-Running takes 25xSec Stamina....in a game based on a show where everyone is always running....Endurance rules Stamina...Endurance doesn't increase....at 10 bars=1000....not counting stamina taken per every attack or (Ass Pulled) Semblance or Dust attack. In other words, you just turned RWBY into Dark Souls, 2 things so different they just can't work together that way.

Yes, it recovers when not doing anything, but this is RWBY. Stopping=Death. So it's either stopping forcibly, or being forced to stop or risk being stopped.

5-Remove the "dodge gunfire" part for Speed. One can already do that just by running or using skills/Semblance. Adding evasion of light attacks to it seems a bit unnecesary, but no true harm is done there.

Also, those "bars" mechanics......you are just overcomplicating things. You don't need to use "X per each bar" stuff to do everything you have done, with no real changes. (Max Endurance=1000 with the stat at it's highest, instead of Max Endurance=100xBar, with 10 bars, nothing changes).

-Experience System

1-Oh my god, you get EXP for killing enemies and completing missions?! My god! That is so unique and original, my mind is blown! (Seriously though, it's something so basic, you didn't have to point it out, better to focus in what is not so basic, such as getting EXP from achievements....which can lead to another issue).

2-If achievements are obtained once, and only once (like in every single X360 and PS3/XB1 and PS4 game out there), then does this mean that if you get an achievement in 1 playthrough, you wouldn't get any benefits in the next if you achieved the same things? Or do they give you an initial boost in a NG+, which by itself can be bad; it would make the early-game far too easy, making higher dificulties trivial when considering the other factors.

3-.....So everyone's stats grow the same way? You know, while it's not bad, it's not interesting either. It means everyone will stay the same way stat-wise forever. If you grabbed everyone at Lv1, and everyone at Lv100, there would be no difference at all from then and now when it comes to everyone's stat differences. You just destroyed the possibility of Magikarp Power and Crutch Characters, of characters becoming more versatile and better all-around to cover their weaknesses as they get stronger.

-Skill Points and Trees

1-So everyone gets EXP which allows them to Level up? (Again, something so basic, doesn't need to be pointed out, unless you did the contrary; EXP are an amount used to get skills, instead of directly leveling up and getting skill points).

2-Let's say there are 100 levels. Everyone would get 100, plus 13 for missions and training challenges. So you use 66 in every tree to get all skills, probably 3 more for the very last ones. What would you do then with the remaining 44 points? That seems like a very high amount to just keep, don't you think?

Unles you mean this is like in almost all generic MMORPGs, where each skill has multiple levels and all require 1 SP.

-HP/Aura System.....ah great, a damn wall...

1-First whole sentence is extremely obvious (everyone has HP and Aura), the 1st whole paragraph you already explained it in the Stat section.

2-So the less HP you have, the less Stamina and speed in percentage? When Stamina can already be spent quickly?

3-So the less HP, the more clothing damage. Alright, but what effect does it have on gameplay? It doesn't seem like it does anything negative or positive, so why would anyone with a sane brain waste money on bandages then? If it's just cosmetic, why waste money on it then?

4-So even when combat is over, no enemies around, and a character is incapacitated, you still need to use an EMT or wait 2 minutes? Result: 1: Everyone that is incapacitated will be left behind like in Warframe. 2: No one is going to wait that much and they will complain about it everywhere on the internet unless EMTs are cheap enough to always have some.

5-So mission is failed if everyone is incapacitated but not if everyone is down? So in a total party kill everyone must wait 20 whole seconds until retrying? Not fun.

-Stamina (Already said my opinion about this).

-Combat System

1-Yeah, I think we already know Weapon Damage varies betwen characters, no need to remind us the obvious (I mean, we saw the stats you know).

2-One thing about slashing or blunt weapon: The number of characters we've seen using blunt weapons can be counted in 1 single hand. Everyone else uses either slashing weapons or no weapons at all (Glynda). Also, what would arrows, spears and such count as? They are not blunt, but don't slash either.

3-You know, normally I would enjoy attack counters, if I was playing Bayonetta or DMC. But from what I've seen of this idea, it sounds more like a cheap add-on more than anything, just to give a false sense of Stylish Hack and Slash.

4-So Aura Manifestation only is lost after AS resets and 10 seconds pass, so if you hit someone at least once, the "time" resets? And it grants increases to Aura recharge rate? Congratulations, you just made Ruby, Blake, Emerald, Mercury, Ren and possibly Yang near-game-breakers. Or hell, even Weiss, who will become capable of truly being a mage.

-Dust:

1-Fire, Ice, Wind, Lightning....what about the other, not-main types? Earth for example, or the implied "gravity"? Or water? That's Dust racism.

2-Clasical status effects, how nice. One thing: If freeze ends when one is struck by anything, and this game, apparently, focuses on keep attacking enemies to keep the counter active.....you just made freeze completely obsolete in Brilliant Lights, and only useful in high dificulties not using that perk. Especially since Concussion and Electrocution do the same thing already and don't end when one is struck.

3-....So Bleed is just a poor Burn? I don't really see any gameplay difference, except when it's applied to the player. Unless you mean that Burn hits Aura first while Bleed ignores it, which would be ilogical, since Aura prevents injuries already so one shouldn't get any bleeding injury when their Aura is up.

-Semblance

1-I assume this means everyone's Semblance tree is different?

2-.....Okay, I already see 50+ cost for each use, when one has 100 Aura at the minimum level......you just made them so impractical....do some math please. Now everyone is forced to increase Stamina instead.

3-The way the Semblances work makes me worried. Ruby's sounds just like her Semblance, but here's the thing about Weiss: She uses Glyphs everytime she will do anything with Dust. The "air stepping" is only when she uses them with no Dust. Logically, this means she would use those precious 60+ Aura points everytime she uses Dust, which is the only thing she's good at.

4-Blake's seem kinda-there. Her Semblance should be a more-effective evasion move (because that's what it is), though Dodge-booster is not too off either. Yang's the one that seems less fitting of all of RWBY. Her flames so far haven't shown to be anything more than cosmetic so making them cause damage is a big assumption. And from what we've been told, her Semblance is passive, always active. So why make it a Buff skill instead of a Passive skill like it is?

5-Jaune's Semblance makes him a Game-Breaker. 90% Damage Reduction AND damage reflection (ALL damage, not even 50%, all). If the damage of enemies increases by multipliers with dificulty, TA-DA! You have ruined the game's dificulty entirely.

6-Wait, so Pyrrha's Semblance is throwing her shield? I thought it was Polarity.

-Ammo: Wait....so there's paid DLC for special ammo? Pay-to-win, sounds to me. If not Bribing Your Way To Victory.

Everything else seems minor or cosmetic, so I won't bother.

IMHO, I don't know what the hell is that. It has RWBY in the name, but doesn't sound like it at all. It sounds more like you couldn't decide whether to make Bloodbornne, Dark Souls, Monster Hunter, Devil May Cry, or RWBY, and ended up making some weird salad with overcomplicated additions to simple stats and mechanics, unbalance in certain areas, and other, more broken things.