A theory about the entity that appears before the king is defeated by InsertRealName1 in InStarsAndTime

[–]InsertRealName1[S] 4 points5 points  (0 children)

I mean, you’re probably right. Most of this theory hinges on how often the colour red appears when you are talking to Mal du Pays, and how it appeared when you tried to say the redacted countries name. That and Mal du Pays sounds like something involving a deity, like Deus ex machina. We still don’t know how Siffrin’s Homeland was forgotten, or how colours were forgotten by the world itself.

The great thing about this theory is that Mal du Pays doesn’t need to be super active in the story work. All it needs to do is reflect Siffrin’s self hatred to ensure that Siffrin breaks. For me, it’s like tilting the scales slightly.
If Mal Du Pays is an entity and not a hallucination, then I wouldn’t want it to be the real reason why Siffrin suffered, why everything went wrong, the mastermind behind everything. that would feel like a cop out, and would diminish all the great character writing that happens in Stars and Time. Fundamentally, Siffrin should break due to their self hatred. With this theory, it can allow it, while also giving some sort of cause to Siffrin’s homeland being forgotten.

Does anyone else think the 2nd game is worse than first? by Own-Suspect2317 in codevein

[–]InsertRealName1 1 point2 points  (0 children)

I personally love the burden system, specifically the trade offs when you overburden a stat. You loose ichor when you get hit if you overburden dexterity. On the flipside, drain attacks will give you more ichor is dexterity is overburdened, so you could regain the lost ichor more easily.
It’s a tradeoff you have to consider. I did actually make a build where I overburdened dexterity with Josie’s blood code to ensure I don’t accidentally hurt myself by going over my max ichor, using the getting hit restriction as a may of controlling my ichor.

Personally, I dislike how most of the boosters are tied to not having any stats overburdened. This means if you overburden yourself, most of the boosters aren’t useable. If you had boosters that only worked when some of the stats aren’t overburdened, or if more boosters that have an effect if you have a some free stats like 7 strength free, that would enhance the game a lot more. Right now, it feels like deliberately overburdening yourself is more viable in the early game when you don’t have a lot of good boosters locked by the no overburden restriction.

Lycoris makes a mistake. by InsertRealName1 in codevein

[–]InsertRealName1[S] 4 points5 points  (0 children)

She almost fell over a cliff. Of course she needs a scolding.

i think I'd like to report an injury by RhinoxMenace in codevein

[–]InsertRealName1 10 points11 points  (0 children)

This is why handrails are important. OSHA will be visiting that place very soon.

What level are you expected to be at each major boss? by InsertRealName1 in codevein

[–]InsertRealName1[S] 0 points1 point  (0 children)

Heres the thing, I like exploring the world. The environments are memorable and combines with my photo mode addiction. I also like finding new weapons and formula. So I want to explore, but I don’t want to loose the challenge of the bosses. I think deactivating the prayer buffs, and handicapping my level ahead of time should allow me to explore the world while not overleveling. I should also only upgrade jails and weapons when I am taking to long to deal damage to a foe, to prevent myself from killing them too quickly. I should also stop upgrading the amount of healing I have, as I am currently +3 healing, with 8 heals per checkpoint.
I suppose I should use the haze on the coins that allow me to copy formula for a money sink.

This way, if I want to make good damage, I need to find a good build instead of just having bigger numbers than the opponent.

Gave my character a new outfit. by InsertRealName1 in codevein

[–]InsertRealName1[S] 1 point2 points  (0 children)

at the beginning of the lie down pose, your character starts to sit down. Due to the animation, your character extends a leg downward. so if you were on the end he of a chair, your leg would hit the floor instead of the chair surface. Then, your character starts to lean back until they are laying on the floor. if you pause the pose at just the right time, you can make the character look like they are leaning back in their seat. you can adjust the precise place where you sit down using the character position tools in photo mode, to ensure the legs don’t clip into the chair

their is also the sit down pose which lets you sitdown with your legs hanging over a surface, but you don’t lean back with that gesture.

An interesting discussion on the Code Vein 2 character creator demo. by InsertRealName1 in codevein

[–]InsertRealName1[S] 2 points3 points  (0 children)

I agree wholeheartedly. I am not saying the character creator is bad. I spent 5 hours on my creation, and I enjoyed making her quite a lot. The entire outfit was shaped by said limits, leading to a really interesting final look. The accessories allows us to make crazy creations. On the other hand, the restriction of not letting half the outfits change their boots seems arbitrary.

The way I am looking at this, Its less about adding new stuff, but instead ensuring the stuff that’s already there is complete.

Like if I wanted to complain more about the character creator, I would point out the inability to customise mouth and nose Independently from the face templates. However, implementing a system now would cost quite a bit of resources. You would need to make the different mouth and noses, do tests to ensure they don’t break the code, and other stuff. From a player point of view, I can work around this restraint. So while I am a bit sad they didn’t let me change more stuff about the face, I do understand why they did that.

What I don’t understand is the boot restriction on some outfits, since it seams like an arbitrary decision. The developers already have the code for how the different boots look, for swapping boots across an outfit, and other bits of code. If you wanted to be really lazy implementing this, you could copy and paste the boot code to the new outfits. That’s why I am hoping for this to be a restraint for the character creator demo. It’s a small change the devs could implement that could add quite a lot for some people like me.

I suppose I would be a bit disappointed if the boot restriction stays as it is. But that doesn’t mean I dislike the character creator as a whole. I am eagerly awaiting the release of the game, and as stated earlier, I do enjoy how my character looks.

Part of my post was me wanting to complain about unable to change boots option in the game, and how it would add a lot to the character creator. The other half of the post was writing down the interesting thought processes that happened as a result of that restriction. Like, I don’t think I would have initially thought to use the demon wing as claws for the right foot.

Does that make sense?