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Indivisible Gameplay Discussion

Dat grammar though. Your argument is noted, but invalid.

You can at last state why my argument is invalid...

And sorry for my grammar... english is not my first language.
 
And NO... I'm not telling to the game not have challenges. I'm telling to the game has challenges who not need so hard. A lot of games prefer not putting some "all perfect moves challenge" in the main game and create a "challenge" mode. The "sequence break points" can be really challenge too. But make 100% (a common secondary objective in almost every metroidvania) cannot be this hard. I'm fine if this one is less punishing, and I can think others ways to do it with the others tools (the lance can minimize the punishing and can make some platforms to help some parts, per example). Can be hard? Yes! But make a average player lost 2 hours trying can be frustrating and make a player stop playing all the game.

(and each player has different fingers dexterity... I lost 2 hours, Ryin lost 25 minutes... but the challenge can be made to has different solutions, for different players).

EDIT: And sorry, Mod... stopping to talk about the mechanics....
What's wrong with rewarding more skilled players with better times?
 
What's wrong with rewarding more skilled players with better times?

No, but can be wrong punish a AVERAGE player only to backtrack a single room... this is my complain.
 
No, but can be wrong punish a AVERAGE player only to backtrack a single room... this is my complain.
I'm sure there are plenty of average players who will find it rewarding, not punishing, to finally the nail the perfect jump and earn their secrets.
Plus you mentioned earlier using other tools like the spear to make it easier, it may be the case that you could backtrack with these items and still be able to access the room, in which case you still get the reward, but players with more determination get the reward earlier in the game.
 
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I'm sure there are plenty of average players who will find it rewarding, not punishing, to finally the nail the perfect jump and earn their secrets.
Plus you mentioned earlier using other tools like the spear to make it easier, it may be the case that you could backtrack with these items and still be able to access the room, in which case you still get the reward, but players with more determination get the reward earlier in the game.

Yes. A good player can make this backtrack soon and get some rewards soon. An average player can use others tools and backtrack later. This is perfect to me. If I want get the rewards soon, I can "suffer" trying make the perfect jump, but I can dont do it and back later.

Of course this is a prototype. The only way to go up this pit is with the few tools. I'm not fell rewarded losing 2 hours to go up a pit to go find a secret after. The main game can not have this "problem".

And I dont mind about a hard room to get a good reward (or even an incarnation, even the worst one). But I really pissed to lost so much time only to backtrack a room. And because to do it I need not one or two perfect moves, but a bunch of then and need restart over for any little error. If this "going out the pit" has more "secure points", can be less "boring", even if still need a lot of perfect hits (and I think the way to save this game can resolve this point).
 
No, but can be wrong punish a AVERAGE player only to backtrack a single room... this is my complain.
It's a secret, it's optional, it's meant to be hard. And you still chose to do it. If you consider difficulty as punishment then I don't know what to say.
Also, @Meow-Professor, I think it would be better to move the posts.
 
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There. I didn't think the conversation would go on for long so I didn't bother as it isn't a big deal, but it was crowding up the original thread.
 
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I personally don't get the gist of how the gameplay of Indivisible isn't even more in-depth and advanced. It was great the PS4 release of the prototype is here, but it was flat-out short. And Razmi sounded like Cerebella because of Cristina Vee, am I right?
 
I personally don't get the gist of how the gameplay of Indivisible isn't even more in-depth and advanced.

When you say even more, you are comparing it to something. I don't see what you are comparing it to. Do you mean you don't see the depth and advanced elements in the gameplay?

If so, the in-depth and advanced part comes from the small decisions you make to make fights more optimal. For example, in the beginning of a fight it maybe more useful to attack before the enemy attacks so you build meter to block. Another example is when to use heal. Say you have 2 bars and all your ATB bars are full and you want to heal this turn. If you attack first, you run the risk of building 3 bars and spending it all to heal and none left to block. If you heal first, you heal less, but have meter to block from attacking after.
 
I personally don't get the gist of how the gameplay of Indivisible isn't even more in-depth and advanced. It was great the PS4 release of the prototype is here, but it was flat-out short. And Razmi sounded like Cerebella because of Cristina Vee, am I right?

Mike and Peter have mentioned before that there are further combat features that are planned to be implemented in the final game, including:
Rewards for long combos and rewards for juggling such as possibly causing monsters to drop items.
Team members placed in the back position being less likely to be attacked and having higher defenses while building meter slower.
Equip-able items to augment character stats such as raising attack damage while lowering defense.
Iddhi Specials with more functionality than just large damage or healing, similar to some of the planned DLC chars for skullgirls like Molly.

Furthermore, if it gets funded their planning on having a regularly updated betaish build that showcases new incarnations and areas for feedback, much like the Skullgirls endless beta.

It's a prototype, being short is fine. We're lucky we got one at all. Voices aren't final either.


Edit: actually, it would probably be worth adding this information to the indiegogo, I can't see anything mentioning combat features that didn't make it into the prototype but are planned for the full game in the combat section of the IGG. I know alot of people don't read the info but still.
 
Also enemies being able to block in the final game, adding strategy for guard breaks and COMMAND GRAB CHARACTERS IN AN RPG

C'mon
 
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Welp, the good news is, I'm enjoying it so far! It's like I'm playing Valkyrie Profile with a lot of anime goodness. Can't wait to play the full game! If the campaign didn't make it, then I'll be very sad.
 
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So this dude made a video. It's interresting.


I wonder what @Mike_Z thoughts on this would be.
 
i'm getting the feeling like this guy is expecting too much from the prototype. what do you expect for something made in 3 months?
 
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So this dude made a video. It's interresting.
I wonder what @Mike_Z thoughts on this would be.
Okay, I'll just respond right here, and if it's possible to direct him here you can do that.

Ey, this video is pretty good, and thorough. I'm impressed.

He was indeed treating it like it is a full game, though, completely missing the point of "prototype". A prototype is not a demo, it is a proof of concept. There certainly is lots missing, and there are hella bugs, cuz we made it all from scratch in 3 months! That's why we want to make the whole game. :^) He repeats, a lot, that he expected more from us. I expect more too, and the fact that he missed the entire point is sort of weird to me given that we are currently running a crowdfunding campaign to, y'know, actually make the game.

Juggles do nothing extra, moving enemies does nothing, why bother allowing position to matter for missing with things?
In the prototype, yes, all they do is look cool. In the full game, juggles are planned to give proportionately more meter as they get longer, and OTGs are planned to give a small amount of Action bar. As well, allowing enemies to recover from hitstun once you have hit them will cause them to block until your turn finishes, so dropping a combo will negatively affect you.
With those and other planned features, having position matter...matters.

You don't fill your entire Action bar before an enemy attacks at the start of battle:

You can if you hit the enemy, because your bars fill faster if you get the initiative. If they hit you they get a speed boost for their first turn, and if you just run into them neither is true. There's no visual effect that indicates this (besides your bars filling faster) because "prototype", but it's a fairly standard RPG feature. In Indivisible, as a bonus, hitting them to start the fight also deals actual damage.
A thing I want to experiment with is having player-advantage battles start as if that was your first attack, with everyone having full Actions so you can go right into a combo from there.

Can't tell which attacks hit where, single vs multitarget:
Zebei's Down attack is a horizontal spread, so it will hit enemies that are beside each other. His neutral and Up attacks are not horizontal, but they both have a bug where if the target dies from one of the shots, the other arrows will occasionally switch targets in mid-flight. It's a thing I didn't get to fix. Melee attacks and magic are not subject to this. Arrows also physically travel, so if there is an enemy in the way, that enemy will get hit instead. I don't know whether to count that as a feature or a bug yet. :^)

No incentive not to wait for entirely full Action bars before attacking:
With the HUGE number of people who strongly insist there is NO incentive to wait for more than 1 bar, the fact that he insists the opposite is kinda funny to me. :^P
Reasons to attack earlier include:
- Being an impatient player. (You have no idea!)
- Building just a little bit more meter so you can do a higher-level super earlier, rather than waiting.
- Reducing the cooldown from supers and from multiple normal attacks; try supering from 3 bars vs from 2.95 bars, you wait about half as long before your cooldown ends when supering from 2.95 bars.
There are others, but in general I did intend to waiting better than not, because the vast majority of people do not want to wait.
(There are also incentives not to mash your attacks - frequently in your clip you mash Tungar's U attack and cut it off before the final hits, which do the majority of damage. Hee hee.)

Can't tell what the downside is to using high damage attacks vs not, can't see any relationship between damage/meter/AoE/cooldown:
Higher damage or large AoE attacks slow down your Action bar until the next level fills, and they stack.
For example, an Up attack with Tungar/Ajna/Razmi fills your next bar at 70% speed. Using 3 Up attacks refills your bar at ~34% speed (.7*.7*.7=.343) until the next level is filled. Perhaps this difference is not enough to be noticeable in the heat of battle, but I felt 3x longer was a lot! Of course, this is a thing that will be tweaked in the full game.
(Ajna's Down attack with bare hands fills your next action at 110% speed, and THAT stacks too. This is intentional because it looks weak so most people don't use it or examine it, hehe.)

Attacks that are multitarget have a downside of either dealing less damage (Razmi U, Ajna hands U or axe N) or building much less meter (Tungar U). Attacks that do more damage have the downside of a much higher fill rate penalty. Like I said, perhaps it's not ENOUGH, but over multiple turns it makes a large difference - using UUU with Tungar or axe will deal much less damage per enemy turn over the course of an entire battle than using axe D/N or Tungar D/N.

Just because you weren't able to figure out which attacks are better or worse immediately does not mean there are not reasons to use different attacks...

No perfect blocks etc:
Prototype! :^) Things like this are planned for the full game...but I should point out that most people who ask for perfect block or timing-based benefits DO NOT HAVE GOOD ENOUGH TIMING to actually make use of those benefits if they are kept to fighting-game-sized windows. This is a really common thread I've noticed...people want skill-based stuff without the skill to use it. :^P

Already, though, since characters hold the block pose for a minimum amount of time even if you let go of the button, but Iddhi drain stops the frame they are touched, perfect blocking already gives you the benefit of nearly double the meter gain as opposed to holding down the button for the entire time.

Fleeing is not dynamic or beneficial:
Damn right! Fleeing is not something to be encouraged, and I'm curious why he'd think it would be otherwise. It should be a last resort, and dangerous. I'm not averse to items like the Spikefish Flute that make fleeing easier, but all the time? No way. As my first tweak for production I will probably allow individual-character blocking while fleeing, but it'd still drain your Actions.

Also, fleeing was only even included in the prototype because there are buggy situations where your only option is to flee. Otherwise I'd have skipped it entirely at the prototype stage of development. :^P

Didn't notice Razmi's slow did anything, didn't seem to have much of an effect when he found out what it did:
Razmi's slow changes the enemy color and SLOWS DOWN THEIR IDLE ANIMATION TO BELOW 1/4 speed. It ain't my fault you don't notice.
The slow is a 33% speed reduction and stacks to up a 75% reduction, meaning you can delay enemy turns for 4x as long. Ain't my fault you didn't notice this either.

Now for the infuriating bits:

"I never played Valkyrie Profile [but] as far as I know there is no notable iteration on its' formula present in Indivisible":
This is a contradictory statement, either you don't know enough to judge or you do.
VP is a full game, not a prototype. And VP is strictly turn based so there is no ATB, there is no manual blocking, there is no attack choice except what you set up before the fight, there is no balancing meter use at ALL, Indivisible has so much different that you can't even really compare...you know what, screw it.

"You're not taking damage because you made incorrect decisions generally, you're taking damage because you have no alternative to taking damage."
You can manually block, rather than hoping the computer blocks/dodges for you. That's the largest "correct decision" that it is possible to provide, and way more than most RPGs give you. I am genuinely curious which games he would place on the good side of this statement. If he meant being able to cast Reflect and completely avoid magic damage or things like that, then, again, "prototype".

"Maybe I was expecting the wrong things; maybe there is something important I'm missing about the game that makes it really fun"
I think he is missing the fact that you're judging a prototype as if it's a complete game. That might be a thing that would help.
Also, he didn't find or fight the cat. That might've helped, too. (^.^)

Overall, like I said, it was a very well-thought-out and VERY well put together video. It's aggravating that he calls out all these things he thinks are missing as if the game is COMPLETE, though, which ultimately kinda ruins it. :^S In three months, I am happy we made a combat system that he was able to find things to complain about! :^)

I'd be curious to see a similar analysis of the full game, though, because it IS a good analysis.
 
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I'm upset that he hasn't figured out the effects of the different attacks.

Dammit Mike addressed it before me. Well I'm a continue anyways.

He mentioned stronger shield and perfect blocking. The perfect blocking is a complete no from me. It's something that I can't see being used often by the average player. Also there's enough timing in blocking itself. Perfect blocking may actually take away from other defensive options that can be a reason for choosing an incarnation over the other. The stronger shield I can definitely see a buff like that happening in the future.

That statement of "You're not taking damage..." sounds really odd/interesting to me. I see Razmi's down attack as an alternative to avoiding damage. Well potential damage. Also a lot of RPGs don't even let you block manually anyways which is what Mike said. I'm actually angry at the boss in Bravely Default that does a 300 damage coin toss and nearly or does install kill my character. I rqed because of that guy and now I have a poor opinion about the game but I knew that the way I approached that boss was wrong. In the same case it's not a bad design decision, but I see it as a necessity for difficulty. That's how difficulty is usually displayed in a lot of games. Big offense/defense and overcoming it with tactics and strategies. Besides...Iddhi heals you after battle anyways. What do a few scratches really mean?

I hope this makes sense. It is waaaaay past my bedtime.
 
BTW! About perfect blocking and stuff, that was a question answered on the AMA and I don't feel like retyping it, so here
Ay. Just start pointing these people to Millia Blocker. Then ask 'em if they still want perfect blocking.
 
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Ey, this video is pretty good, and thorough. I'm impressed.

He was indeed treating it like it is a full game, though, completely missing the point of "prototype". A prototype is not a demo, it is a proof of concept. There certainly is lots missing, and there are hella bugs, cuz we made it all from scratch in 3 months! That's why we want to make the whole game. :^) He repeats, a lot, that he expected more from us. I expect more too, and the fact that he missed the entire point is sort of weird to me given that we are currently running a crowdfunding campaign to, y'know, actually make the game.

I'm used to developers who don't listen and don't change much from being conditioned to not expect such things. The thing I was expecting from the crowd funded development was more content, not so much fixed core systems. That and to be fair, I totally weasel-worded a lot of things with "presently" or "as it's currently implemented". I'm glad you're impressed by how thorough it is, even if I ultimately missed information because honestly practically all the interesting decision-making stuff about this game is really damn subtle and easy to miss if you ask me. (and I like to think that I'm fairly good at picking up on subtle things, given how thorough I was, but hey, I could be a fraud)

Juggles do nothing extra, moving enemies does nothing, why bother allowing position to matter for missing with things?
In the prototype, yes, all they do is look cool. In the full game, juggles are planned to give proportionately more meter as they get longer, and OTGs are planned to give a small amount of Action bar.

Cool. Minor worry: people might just end up repeating the same combos they looked up online that are optimal. OTGs regen meter? Just repeat this sequence that triggers OTGs over and over to get the maximum damage combo. The common person doesn't really like practicing fighting game combos, though of course these are a lot more lenient. Desync in characters' charge rates and compelling reasons to attack with less than full ATB would lead to needing to improvise more often though, as well as probably punishing the maximum damage combos in other ways.

As well, allowing enemies to recover from hitstun once you have hit them will cause them to block until your turn finishes, so dropping a combo will negatively affect you.

This is what I like to hear.

You don't fill your entire Action bar before an enemy attacks at the start of battle:
You can if you hit the enemy, because your bars fill faster if you get the initiative. If they hit you they get a speed boost for their first turn, and if you just run into them neither is true. There's no visual effect that indicates this (besides your bars filling faster) because "prototype", but it's a fairly standard RPG feature. In Indivisible, as a bonus, hitting them to start the fight also deals actual damage.
A thing I want to experiment with is having player-advantage battles start as if that was your first attack, with everyone having full Actions so you can go right into a combo from there.

I was marking that down as a positive feature, but knowing that if you hit them outside of battle triggering the battle increases your initiative. That's pretty cool, cooler than what I originally thought even, though also really subtle. It might be important to communicate this in some way, because I didn't pick up on the trend. A lot of the cool things in this game are really subtle. In this case, there's no visual indicator connecting hitting/being hit to ATB advantage in battle.

Can't tell which attacks hit where, single vs multitarget:
Zebei's Down attack is a horizontal spread, so it will hit enemies that are beside each other. His neutral and Up attacks are not horizontal, but they both have a bug where if the target dies from one of the shots, the other arrows will occasionally switch targets in mid-flight. It's a thing I didn't get to fix. Melee attacks and magic are not subject to this. Arrows also physically travel, so if there is an enemy in the way, that enemy will get hit instead. I don't know whether to count that as a feature or a bug yet. :^)

Goddamn that's weird. I think I noticed some collision weirdness with Ajna's up kick in fist mode on my first playthrough which I didn't have footage of for this, or I missed that part when scrubbing for examples.

No incentive not to wait for entirely full Action bars before attacking:
With the HUGE number of people who strongly insist there is NO incentive to wait for more than 1 bar, the fact that he insists the opposite is kinda funny to me. :^P
Reasons to attack earlier include:
- Being an impatient player. (You have no idea!)
- Building just a little bit more meter so you can do a higher-level super earlier, rather than waiting.
- Reducing the cooldown from supers and from multiple normal attacks; try supering from 3 bars vs from 2.95 bars, you wait about half as long before your cooldown ends when supering from 2.95 bars.
There are others, but in general I did intend to waiting better than not, because the vast majority of people do not want to wait.
(There are also incentives not to mash your attacks - frequently in your clip you mash Tungar's U attack and cut it off before the final hits, which do the majority of damage. Hee hee.)

It seemed obvious, you gain more meter from long combos than individual attacks, meter seemed to charge at the same rate regardless (because ), and enemy meter I can't tell how long it takes to charge, I'd guess it charges at the same rate regardless, so you get off the same amount of damage per second both ways, but only waiting will grant more iddhi meter. Unless I'm mistaken in my reasoning because there's some aspect of the system I missed.

Compelling reasons, all of which eluded me. The second reason should have occurred to me within what I knew about the game. The third one, supers have less cooldown at higher levels? Also isn't that kind of an extension of the second reason if I'm reading you correctly? (the language is a bit difficult to parse here, I misinterpreted it at first as overwriting the cooldown delay by doing an attack as soon as you get charge).

Got me on the mashing. Nice touch. And the number popups make this a bit easier to notice than a lot of these other things.

In general the idea is, there's gotta be reasons to choose both, either through the attacks' physical properties, the properties they confer to you after they complete, situational advantages, or other factors.

Can't tell what the downside is to using high damage attacks vs not, can't see any relationship between damage/meter/AoE/cooldown:
Higher damage or large AoE attacks slow down your Action bar until the next level fills, and they stack.
For example, an Up attack with Tungar/Ajna/Razmi fills your next bar at 70% speed. Using 3 Up attacks refills your bar at ~34% speed (.7*.7*.7=.343) until the next level is filled. Perhaps this difference is not enough to be noticeable in the heat of battle, but I felt 3x longer was a lot! Of course, this is a thing that will be tweaked in the full game.
(Ajna's Down attack with bare hands fills your next action at 110% speed, and THAT stacks too. This is intentional because it looks weak so most people don't use it or examine it, hehe.)

That's all really cool, but also really difficult for the player to notice, given that there's no indicator that it's happening. I certainly noticed that sometimes the cooldown was slower, but it's hard to connect that to the attacks that are being performed without some type of indicator reinforcing it. Do you think most players are going to pick up on this without a little prodding? Do you think it'll be easy to determine whether your charge is slowed or not if you use a bunch of random attacks? Most casual players hate memorizing framedata or even doing so much as looking at it, I don't expect people to be able to identify what attacks cause what refill rate reductions just by looking at the meters, I think there probably needs to be a visual indication, like an icon, that helps out here.

Attacks that are multitarget have a downside of either dealing less damage (Razmi U, Ajna hands U or axe N) or building much less meter (Tungar U). Attacks that do more damage have the downside of a much higher fill rate penalty. Like I said, perhaps it's not ENOUGH, but over multiple turns it makes a large difference - using UUU with Tungar or axe will deal much less damage per enemy turn over the course of an entire battle than using axe D/N or Tungar D/N.

Just because you weren't able to figure out which attacks are better or worse immediately does not mean there are not reasons to use different attacks...

I assumed there were reasons to use the different attacks, but it's difficult to pin down why exactly. When I heard there were different refill rates, I honestly skimped on trying to work out the potential consequences of that.

Estimating DPS calculations isn't something that is particularly intuitive for most people, who look up skill rotations for whatever class/build they play in MMOs. If you want people to be more conscious of that,

Though as is, what's the purpose of using high damage moves if lower damage ones get better DPS due to their better fill rates? Seems like they're only good for situations where they'll push an enemy over the edge where a normal attack wouldn't now, which doesn't come up too frequently.

No perfect blocks etc:
Prototype! :^) Things like this are planned for the full game...but I should point out that most people who ask for perfect block or timing-based benefits DO NOT HAVE GOOD ENOUGH TIMING to actually make use of those benefits if they are kept to fighting-game-sized windows. This is a really common thread I've noticed...people want skill-based stuff without the skill to use it. :^P

Already, though, since characters hold the block pose for a minimum amount of time even if you let go of the button, but Iddhi drain stops the frame they are touched, perfect blocking already gives you the benefit of nearly double the meter gain as opposed to holding down the button for the entire time.

I only noticed that after I finished recording and editing the video (and screw going back to redo lines), so I was only able to include it as an annotation. Yes, you're correct that blocking at the last moment means maximum Iddhi gain with minimum drain. Given that ties back into healing, then it's probably not a real issue.

And hey, I play Melee. Power shielding to reflect a projectile is a 2 frame window, and I land a lot of powershields. :P

Fleeing is not dynamic or beneficial:
Damn right! Fleeing is not something to be encouraged, and I'm curious why he'd think it would be otherwise. It should be a last resort, and dangerous. I'm not averse to items like the Spikefish Flute that make fleeing easier, but all the time? No way. As my first tweak for production I will probably allow individual-character blocking while fleeing, but it'd still drain your Actions.

Also, fleeing was only even included in the prototype because there are buggy situations where your only option is to flee. Otherwise I'd have skipped it entirely at the prototype stage of development. :^P

Totally fair that it's unfinished.

And I watched your Pacifist run live, the whole thing. I'm glad I was able to catch you finally get Rodney down there and use him to get past the boss. It frankly sucked how frequently you would end up with too low health to continue, and have to just kill yourself to get back to retrying, or how you might get caught in combat, and not have enough health to flee successfully.

Didn't notice Razmi's slow did anything, didn't seem to have much of an effect when he found out what it did:
Razmi's slow changes the enemy color and SLOWS DOWN THEIR IDLE ANIMATION TO BELOW 1/4 speed. It ain't my fault you don't notice.
The slow is a 33% speed reduction and stacks to up a 75% reduction, meaning you can delay enemy turns for 4x as long. Ain't my fault you didn't notice this either.

I only noticed the enemy color getting changed in the animation where they're damaged, the tint afterwards was too slight for me to notice, and youtube videos are pointing out there is a slow effect, which they probably only learned by word of mouth too. I didn't notice the idle moving slower, I didn't think to watch for something like that. And it's hard to notice how long enemy turns get delayed for because their ATB isn't visible, and presumably their ATB doesn't charge during your attacks, so keeping an internal clock for their ATB is even harder.

Having them tinted a bit more blue, and maybe having a status symbol above their head, 1 per debuff, or just the debuff symbol with x2 x3 and so on to indicate stacked debuffs would go a long way.

"I never played Valkyrie Profile [but] as far as I know there is no notable iteration on its' formula present in Indivisible":
This is a contradictory statement, either you don't know enough to judge or you do.
VP is a full game, not a prototype. And VP is strictly turn based so there is no ATB, there is no manual blocking, there is no attack choice except what you set up before the fight, there is no balancing meter use at ALL, Indivisible has so much different that you can't even really compare...you know what, screw it.
It was a stretch, and a comment from ignorance, you can feel free to ignore it. I'm sorry for stepping over my bounds there. You're totally right on this one.

"You're not taking damage because you made incorrect decisions generally, you're taking damage because you have no alternative to taking damage."
You can manually block, rather than hoping the computer blocks/dodges for you. That's the largest "correct decision" that it is possible to provide, and way more than most RPGs give you. I am genuinely curious which games he would place on the good side of this statement. If he meant being able to cast Reflect and completely avoid magic damage or things like that, then, again, "prototype".

Okay, this is a bit of a weird statement on my part, and probably indicates a type of extremism from me. I don't like how nearly ALL RPGs are about unavoidable attrition. I like the few games, like the Mario RPGs, or Undertale, where you can negate attrition, which I recognize isn't a matter of decisionmaking in those games (tiny bit in undertale), it's more a matter of mechanical/executional skill. I actually don't like most JRPGs in the first place, except like SMT 3 Nocturne or Digital Devil Saga, or things in the vein of Mario RPGs that have tiny realtime skill components.

If you can totally negate attrition, then the game might be hard, but you can literally overcome anything if you play perfectly. This is what enables comebacks from no health in street fighter, you always have a way to escape attrition, unless you're knocked down and about to get chipped out. Or beating Dark Souls on NG+7 at SL1. Or beating Ninja Gaiden Black, like at all. In most RPGs, you go out from whatever base you have, and essentially spend HP and healing items as a resource to get where you're going, and player skill determines if you spend more or less, but because you need to spend them, you have limitations on how strong monsters you can fight, reinforcing the need to battle repeatedly to level up, or the ability of leveling up to wreck the difficulty curve with the enemies. Here Razmi and the Iddhi meter create a closed loop that allow healing in the combat system rather than reliance on a place of recovery, which is kind of different, and I can't immediately iterate the effect of that.

That and occasionally you get to low life, you see you won't be able to get enough meter to heal before you're attacked again and it's like, "Oh, I guess I'm just screwed." And that's kind of lame.

As for decisionmaking, it doesn't feel like there is any sort of countermeasures you can take versus specific enemy actions. It doesn't feel like the different enemies you encounter in the game are particularly different, except in the damage they output to you, and which party members they do it to. This is the case with a lot of RPGs, which is why type weaknesses are so common. You don't get things like attacks beat throws, beat blocks, or jumping beating fireballs at certain timings, or the dark souls dynamic of blocking/dodging/whiff punishing where doing the wrong one at the wrong time can get you screwed up. SMT3/DDS were cool in that buffs were such a big deal and the press turn system made turns a resource that could be spent or conserved, so you had to manage buffs/health/turns/damage output as these things fluctuated from turn to turn, and type weaknesses being connected to turns as a resource meant that in different battles, different party members would be the turn earners versus some of the enemies. Here, yeah you have a lot of different factors pulling on you, but it feels like they're all strictly about optimizing damage output/iddhi gain, and it's something that can be theoretically optimized, that lends itself to an ideal of optimization, rather than playing based on heuristics for whatever seems like a compelling choice for the current situation.

Though yeah, I screwed up in connecting that aspect to avoiding damage.

The boss's kick is intentionally just 15f, which sounds "kinda slow" in fighting game terms but is basically unreactable in the prototype.

That sounds like how fast overhead attacks typically are in fighting games. Average human reaction time to something they are specifically expecting and have a prepared response to is around 15 frames, according to human benchmark. When the action to be reacted to is unanticipated (like the boss essentially blindsiding you), reaction time goes up. When the correct response isn't known, reaction time goes up. This is why people in traditional fighting games get hit with ridiculously slow 18f or longer overheads.

"Maybe I was expecting the wrong things; maybe there is something important I'm missing about the game that makes it really fun"
I think he is missing the fact that you're judging a prototype as if it's a complete game. That might be a thing that would help.
Also, he didn't find or fight the cat. That might've helped, too. (^.^)
Damn that cat is hidden well (though it's not gonna make me change my mind about the combat system).

Overall, like I said, it was a very well-thought-out and VERY well put together video. It's aggravating that he calls out all these things he thinks are missing as if the game is COMPLETE, though, which ultimately kinda ruins it. :^S In three months, I am happy we made a combat system that he was able to find things to complain about! :^)

I'd be curious to see a similar analysis of the full game, though, because it IS a good analysis.

Thank you. I'm trying to push forward the practice of game analysis in general, and I felt this would be a good opportunity to get SOMETHING out in video format while the indiegogo is still running and the game is still topical, because it was easy to capture footage for and edit for various reasons. (have another video idea on backlog that I need to rerecord lines for and I'll need footage from like a dozen games that I'm not even sure which games to actually pick for all of it and blah)

I'll consider another analysis of Indivisible when and if the full game is released.
 
Ay. Just start pointing these people to Millia Blocker. Then ask 'em if they still want perfect blocking.

If you telegraph something far enough ahead, and the telegraphing builds up or moves into position at a rate that you can estimate when it will reach you exactly, then you can time out when to act within intervals smaller than your reaction time, which is why Dark Souls has less than 15 iframes (divided by 2 because 30fps), and why people are able to hit notes perfectly in DDR even though the frame windows are tight there too. Or able to parry fireballs in 3rd Strike even though the window there is 7 frames, which is faster than any human can react. Parries in DMC3/4 are 5 frames and some people royal guard the crap out of bosses.

In fighting games you're allowed to go below 15 frames of startup on things because humans can predict other humans. That 15~ frame reaction window is effectively a blind spot in our perception. During that time, you can't see what the other person is doing. Humans can't predict RNG computers, so people need to either know in advance what is going to happen so they can time it, or be given an appropriate reaction window.

The Millia blocker example is a bit different than being able to time things within certain narrow windows when you can see them coming at you in advance, it's about being able to read what is happening and performing the correct response (which is one of those things that increases reaction time), rather than see that a thing is going to happen, and timing a single response (which falls outside the domain of reaction time).

I've never seen anyone do a good breakdown of reaction time in general, I'm not advocating for or against perfect blocks at this point. I just want the data to be known.
 
So far my only issue with the prototype is the meter management. Or, specifically, supers. It feels like the heal far outstrips the use of the other supers. Against bosses or tough enemies i find myself just saving up Razmi's super and using that unstead of Ajna or anyone else's. Zebei is great for damage, but since the bosses hit as hard as they do, even making a so for mistake instantly makes the heal far superior to the extra damage. Hopefully this'll be ironed out in the full game, or some form of out of battle healing (like maybe regening based on distance traveled without being in a fight)
 
staying at 3 meter and just saving it up for whenever you might or might not need a heal is pretty wasteful, considering you don't gain any more meter from any attack you do while having 3 meter
you can easily dish out those 3 meter in a round and gain >1 meter back by attacking the next round, and you'll still have a heal
if 1 meter heal is not enough you can just use it at the end of your next round for a 2 meter heal

but I get your point, it's not necessary to do that, it's an easy fix though, one could give some enemies a defense modifier that decreases with regular attacks and increases with super attacks
 
Well yeah, but in a lot of the hectic battles I find myself popping lvl 1/2 heal and building lvl 3 heal when low. Tbh I don't see enough damage in Anna's axe super or Tungar's super to warrant use. Especially since it seems his super doesn't hit nearly as wide as some of his other attacks and you get an easier output with his down and up attacks.
 
Pretty sure Tungar's super does the most damage to a single enemy of any super and it hits all enemies in a row. Zebei's does the highest damage if there are three rows of enemies but otherwise it is the weakest and then Ajna's (axe) falls in between them. They do all have an appropriate time for use.

About heal being the best super. This seems to come up a lot and I think it might just be because people are perhaps playing a lot more cautiously than they could, perhapsdue to still getting used to the blocking and the mentality in most RPGs that, unless you can quickly beat the enemy, it is better to be cautious. I think that if you have confidence in your ability to block that the heals become far less important, still important, but not vital. And then, once you no longer need to save meter for heals, you can start dealing more damage with the other supers.
 
and then Ajna's (axe) falls in between them.
What are the advantages to using Ajna's super over any of the others? It doesn't do as much damage and is single target IIRC, so I don't see why you wouldn't just use Tungar's instead. I feel like I'm missing something, could someone explain this to me?
 
I think Ajna recovers super quick from her super and pushed the target back the least.

As far as super damage, I guess I may have been playing to cautiously. I dunno. I still feel like something could be done in the full to offset the need to he from meter and supers. I'll have to play with my combos to see what kind of decent damage output I can get. It just always looked like super damage was kinds low. Might just be me expecting too much
 
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What are the advantages to using Ajna's super over any of the others? It doesn't do as much damage and is single target IIRC, so I don't see why you wouldn't just use Tungar's instead. I feel like I'm missing something, could someone explain this to me?
the punches are single target, her axe swings (up to 3) are AoE
I think in terms of single target damage, Ajna has the strongest super
Zebeis super is good for when enemies are bunched up close to each other
Tungars super does high damage in a straight line, there aren't many encounters like that though
 
Cool. Minor worry: people might just end up repeating the same combos they looked up online that are optimal. OTGs regen meter? Just repeat this sequence that triggers OTGs over and over to get the maximum damage combo. The common person doesn't really like practicing fighting game combos, though of course these are a lot more lenient. Desync in characters' charge rates and compelling reasons to attack with less than full ATB would lead to needing to improvise more often though, as well as probably punishing the maximum damage combos in other ways.

I don't think there is anything wrong with repeating a combo they looked up online that is optimal. I think the problem comes in when people decide to not experiment themselves. That happens in Skullgirls because of Undizzy and IPS. Those two systems kind of enforce optimal combos unless you're a casual player. Then difficulty is the only thing that enforces optimal combos. I think we need to take in consideration that there will be vast variety of teams. Therefore a vast variety of combos and maybe a low chance of other people having the same team posting combos. I imagine that most people will make their own combos over time.

EDIT: Also we need to consider the fact that since different attacks cause different charging times. Are you going to wait until all of you're party members are at full ATB? What if one takes significantly longer than the other?

Since you found out about enemy blocking right after this, you probably can't even do good damage combos if you just want to trigger OTG constantly. Also that's lame. Who wants do short combos triggering OTG constantly? Everyone wants to do relatively long combos.

That and occasionally you get to low life, you see you won't be able to get enough meter to heal before you're attacked again and it's like, "Oh, I guess I'm just screwed." And that's kind of lame.

I see that you like having you're heals readily available, but this is what making good decisions is about. This is what you mentioned before about taking damage except well its dying. You are "screwed" because you are making poor decisions affecting your meter such as blocking too early, spending it on damage supers when you're low on life or don't have any left to block, etc.

I guess you're a fraud for not finding the subtle things or the cat :P

Edit: Adding more because I like this discussion.

Though as is, what's the purpose of using high damage moves if lower damage ones get better DPS due to their better fill rates?

How about hitboxes? Things like launching and picking up OTG. The fact that it will continue juggling you're enemy and have better meter gain. Or even the fact that it has faster start up. Zebei is a prime example of this. Only his normal attack will help juggle enemy in the air, but it does less damage then his other. It hits 3 times. His up attack can hit 4 times, but it has poor startup since it takes time for him to jump up.

EDIT: I don't think DPS is a measure that fits in this game at all. Things like Total damage for x amount of ATB spent sounds more fitting. Then again...I never worried about the amount of damage I dealt since this isn't a fighting game.

To be honest all the regular monsters don't really push you make good decisions. You can up attack all of them and just heal whenever you feel threatened. The boss and the Cat I feel are the ones that actually do the pushing here.

MORE EDIT:

The second reason should have occurred to me within what I knew about the game. The third one, supers have less cooldown at higher levels?

Just tested this out with 2 bars. He means ATB meter. Here's an explanation of what happened for me. If you spend 2 bars of meter healing when you have 1.95 ATB bar, the time it takes for the ATB bar to refill is about halved. This is because after doing that action, you actually have about half a bar of ATB left. Not .95. The charge rate is the same, but you need only need to recharge half a bar of ATB.
 
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the punches are single target, her axe swings (up to 3) are AoE
I think in terms of single target damage, Ajna has the strongest super
Tungars super does high damage in a straight line, there aren't many encounters like that though
Ajna's Lv3 super does the highest damage of anything usually possible; Tungar's super does only slightly less damage but means Ajna doesn't have any cooldown, or that Ajna can be in bare hands rather than axe; by "usually possible" I mean that if you can get all arrows from Zebei's super to make contact with a single enemy, it does more.

It just always looked like super damage was kinds low.
Supers let you get 4300/4500 by using only one action. The highest normal attack damage is well under 2k. I dunno, in practice it might be a bit low, but that's something that'd get actual balance if it weren't a prototype!

Alright, lots of stuff to respond to from Evilagram...I wanted to respond to more but I felt I should cut myself off because it would devolve into a full-on rant. :^)
Perhaps I can get into the game specific things later.

If you telegraph something far enough ahead, and the telegraphing builds up or moves into position at a rate that you can estimate when it will reach you exactly, then you can time out when to act within intervals smaller than your reaction time, which is why Dark Souls has less than 15 iframes (divided by 2 because 30fps), and why people are able to hit notes perfectly in DDR even though the frame windows are tight there too. Or able to parry fireballs in 3rd Strike even though the window there is 7 frames, which is faster than any human can react. Parries in DMC3/4 are 5 frames and some people royal guard the crap out of bosses.
Correction - the parry window in 3s is 12 frames if you release the stick in under 7f, and 7f if you do not.
And people are able to hit arrows in DDR because it's in rhythm. People are able to have sub-frame-window perfect timing for entire songs in Beatmania because it's in rhythm, and it's the same pattern every time. This not equivalent or related to any of the other examples - you do not play a 10- or 19-foot song in DDR on your first or second try, because it's memorization. It's not reactions or telegraphing.
I kinda can't believe you're explaining this (with errors!) to someone who has publicly discussed reactions and timing for 3 years while creating a fighting game. But I guess it's good practice to always start with "Is it plugged in?"
Perhaps you'd do better here if you stopped assuming things about me or Lab Zero. :^)
The Millia blocker example is a bit different than being able to time things within certain narrow windows when you can see them coming at you in advance, it's about being able to read what is happening and performing the correct response (which is one of those things that increases reaction time), rather than see that a thing is going to happen, and timing a single response (which falls outside the domain of reaction time).
^ this is the essence of fighting games, and the definition of "reaction time" that fighting game players use. Not just "can you react in a specified way to a single stimulus" but also "can you determine and apply the appropriate reaction to one of a group of stimuli". That's why reaction time tests often include sections like "click when you see a yellow dot but NOT when you see a green square" or whatever.
I've never seen anyone do a good breakdown of reaction time in general, I'm not advocating for or against perfect blocks at this point. I just want the data to be known.
This post and the links in it are pretty thorough:
http://shoryuken.com/2015/05/21/hum...hting-games-or-why-blocking-isnt-always-easy/

I'm used to developers who don't listen and don't change much from being conditioned to not expect such things. The thing I was expecting from the crowd funded development was more content, not so much fixed core systems.
OK, I have a serious question: What can we do, say, or present differently so that people don't think this? I REALLY want to communicate that a prototype is a PROTOTYPE, which just proves we can do the things we think we can, and nothing else. Judging the full game from this prototype is the equivalent of playing Super Metroid up through getting Bombs, or playing FF4 until you meet Rydia, and then deciding you know everything about it.
Skullgirls had an open Beta for the entire 2 years of DLC character additions, which resulted in a vastly different game than the one that shipped as SG 1.0. We iterate on everything, we do not have an ivory tower development philosophy. I'm sorry that from your accounting other devs seem to not do this, but that doesn't mean we're the same.

That and occasionally you get to low life, you see you won't be able to get enough meter to heal before you're attacked again and it's like, "Oh, I guess I'm just screwed." And that's kind of lame.
That's YOUR OWN FAULT though, for getting into that situation, since ALL the things that got you there were under YOUR CONTROL. You can block any hit, you can generate meter to heal, you decide when you attack and when you spend meter. Every bit of that is up to the player, and ONLY the player! I mean...this is the exact definition of all the stuff you said you liked about being reliant on skill previously, and yet you complained about it because you don't realize you did it to yourself? That's infuriating, straight up.

I like the few games, like the Mario RPGs, or Undertale, where you can negate attrition, which I recognize isn't a matter of decisionmaking in those games (tiny bit in undertale), it's more a matter of mechanical/executional skill. [snip]
If you can totally negate attrition, then the game might be hard, but you can literally overcome anything if you play perfectly.
There are lots of attacks in Mario RPG that you can't defend against via timed defense at all, though...so...this is wrong? And healing is ultimately based on nonrenewable resources, so it is completely possible to find yourself in an unresolveable situation.
That's not the case in the Indivisible prototype, though. You escape attrition in the Indivisible prototype by healing, which does not require consumable items or nonrenewable resources. The prototype does not have "leveling" in the regular sense because you don't get stronger, and yet you can beat the boss and the cat which both initially seem impossible for most people. To me that says it's skill-based...avoiding attrition does not always mean entirely eliminating damage taken, it means being able to choose to avoid a situation in which defeat is certain. Look at white health in Vampire Savior, for example. That's completely the case in Indivisible, even in the prototype. I guess I'd assume you would like it, then. Go figure.

This is what enables comebacks from no health in street fighter, you always have a way to escape attrition, unless you're knocked down and about to get chipped out.
"You can always escape attrition, except when you can't."

honestly practically all the interesting decision-making stuff about this game is really damn subtle and easy to miss if you ask me. (and I like to think that I'm fairly good at picking up on subtle things, given how thorough I was, but hey, I could be a fraud)
I guess I moderately think you're a fraud, then, considering other players noticed a lot of it just fine. For example:
http://skullheart.com/index.php?thr...-upcoming-action-rpg.7880/page-89#post-326822
or
http://skullheart.com/index.php?thr...ng-secrets-discussion.8255/page-5#post-322586 (notice this post is from day 2 of the campaign! edited to link to the correct post, was wrong before)

Nitpicking something ("I can just do random moves, so just go for the highest damage") without knowing everything about it (like cooldown rates) does not make you correct, just uninformed? :^) To me it's the equivalent of calling something "cheap" in a fighting game - you just display your ability to make decisions based on incomplete information.
I mean...the fact that you assumed higher damage moves didn't have some sort of downside means you didn't even give the designer enough credit to wonder WHY other moves might exist! If we're going to build a prototype in which each character has 3 moves available at any time, then if one move was just the all-around-best all the time that would make us pretty bad designers, hey? Which is what you're saying, implicitly, by assuming that's the case. Like something that's super obvious to you was not at all even noticed by us. :^|

I like games with subtle nuances rather than games that smack you in the face with everything. I like figuring things out, and feeling myself getting a deeper understanding of a game's systems. Maybe this is why I like fighting games, or why I can't stand the vast majority of modern mainstream games, who knows...like, dash-shot from the Megaman X games doing 2 damage is a really nice touch that the majority of people won't notice by themselves, which adds a lot of finesse to the game when you use it intentionally.

I felt this would be a good opportunity to get SOMETHING out in video format while the indiegogo is still running and the game is still topical
Feel like doing an educated version? (^.^) While I agree that the video is well made, if you want my honest opinion, what I got from it is that you are certainly ABLE to make a video discussing game design in a knowledgeable and informed manner, and I'd like to see one; not that that video specifically is that, about Indivisible, because it's not.
 
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uhhhhhhhhhh...

I don't know where to post this but it's a bug?

I mean if a mod makes a bug thread or something idk... Should I make the bug thread? sigh... what ever I'm post this just to make sure Mike knows about this. (I'm pretty sure he knows though, he's pretty good at spotting stuff like this in the code)

build 10/23

 
uhhhhhhhhhh...
I don't know where to post this but it's a bug?
Thanks! I'm not super interested in prototype bugs, though, cuz we know it has lots. :^) It isn't like SG where the Beta was going to be what got released.
 
Thanks! I'm not super interested in prototype bugs, though, cuz we know it has lots. :^) It isn't like SG where the Beta was going to be what got released.
Okay... Just thought you would like to know about so it won't pop up in the actual game.

;-)

we gonna make it man. I believe.
 
What can we do, say, or present differently so that people don't think this?
I'm not being asked but I'll reply aswell, since I've been reading comments on most of the websites where people talk about Indivisible.

Instead of trying to communicate that the prototype is a prototype you should try communicating what isn't a prototype, if that makes sense.
I mean if people judge the prototype as a full game, it just means they have no concept of what the full game actually is, that difference between full game and prototype is not understood by most. Man this is really hard to get across well.

I mean you say what you guys want to add to the game, but few people actually read that stuff or can visualize anything from it, in general people have extremely short attention spans, I don't think many even bothered to read through all of the IGG page. I think a "quick" photoshop mashup of, for example, a crude concept for an Ajna super with her actually changing her form instead of a palette swap, or the juggling mechanic with some flashy effects photoshopped onto the enemy, maybe using the concept enemies that you guys have on your IGG page as a concept bossfight or something. I think a few of those would be handy. Maybe some cutscene "footage", like a screen with dialogue between characters, it doesn't have to run in-engine or anything, it's just concept art after all. I think people would be a bit more forgiving if they were to be actually shown both what the full game will be, but also what the prototype isn't.
I know that it's work to get those concepts in check and actually put them together to something you could realistically provide with the full game, but that's just my 2 cents.

So in a more cryptic tldr: don't communicate that the prototype is a prototype, but rather communicate that the prototype isn't a full game. And show what the difference is, even if it's just a quick "lie" under the premise of "work in progress". And with lie I mean like a crude idea that won't be exactly like that in the full game, but you still use it for convenience because it's quick and cheap.
 
Instead of trying to communicate that the prototype is a prototype you should try communicating what isn't a prototype, if that makes sense.
That makes a LOT of sense, thank you!
 
I think that whate makes hard to some people to see it as a prototype, is that is too good for a prototype.

Like, in the sense, that normally a prototype wouldn't have so many art assets inside the game already, like animations, and such, is weird that people is seeing this game in a negative way because you guys did way more than what would be "normal".

Like, if the characters had sketchy animations, and the platforms were like in the VR thing, people would understand that it is a prototype.

Of course, this wouldn't get as many backers.
 
OK, I have a serious question: What can we do, say, or present differently so that people don't think this? I REALLY want to communicate that a prototype is a PROTOTYPE, which just proves we can do the things we think we can, and nothing else.
I think a single screen saying as much, that appears right before the start screen, that'd do it.

Something simple and personal, like:
Untitled.png
 
I think a single screen saying as much, that appears right before the start screen, that'd do it.

Something simple and personal, like:

YES! This! And make them not skip it for like 5 seconds. MAKE THEM READ IT! They are getting this shit for free to check out, so the least they can do is read. So..... FORCE THEM? Lol. Just joking. *sigh* I wish i wasn't though.
 
sigh... it's okay glueman. Uh Kai? you wouldn't mind if I took that image and used it in the beginning of an Indivisible video I'm doing?
 
sigh... it's okay glueman. Uh Kai? you wouldn't mind if I took that image and used it in the beginning of an Indivisible video I'm doing?
Well, I wrote it from LZ's perspective, so you using it without them actually having said it themselves... would be an issue. Feel free to reword it so that it's you saying it, sure, there's no problem with that.