• Dark Souls (PC/PS3/360)v2 - Prepare to Die edition.
    9,998 replies, posted
Fuck blowdarts fuck blighttown in general
[QUOTE=RainbowStalin;37494802]Fuck blowdarts fuck blighttown in general[/QUOTE] Dark Souls V. Complain about Blighttown about twice every page
[QUOTE=acds;37494714]Less static world (spawns, for example), possibly random drops (not like a skeleton dropping the Fury Sword, but smaller stuff) and possibly have enemies respawn after X amount of time, instead of every time you use a bonfire.[/QUOTE] No, no, and no. Spawns NEED to be static. It might not sound like a big thing but it's absolutely, incredibly vital to the Souls formula. The reason Souls games get easier as you play them is because you learn the position of enemies, memorize exactly where and when you can expect to be attacked, etc etc. Dynamic spawns or anything of the sort would ruin it. I'm not sure what you mean by random drops, but I think the current system is fine. (Maybe make drops more frequent to reduce farming.) Having enemies respawn after a certain amount of time would also suck incredibly, because it would put you on a constant timer. Nobody likes that.
[QUOTE=InUnAlt;37494827]Dark Souls V. Complain about Blighttown about twice every page[/QUOTE] But toxic arrows are bullllshiit
Rest of your points are pretty reasonable, though. I feel most weapons are viable with practice, but there are a few obvious stinkers (whips...) that just don't really have any place. Also useless upgrade paths. Who the hell upgrades to Raw anyways? Not sure what you mean by "more interesting" boss battles... the Souls series has easily the best bosses of any game I've ever played. I wouldn't mind a few more boss-specific weakpoints or whatever, since the whole "cut off tail, get weapon" is a little predictable after a while. Camera could use a lot of work, I've got to say. It tends to spaz out in close quarters and lock-on doesn't help at all against big enemies, since you usually end up attacking through their legs or something... As for explaining stuff, eh. That's what wikis are for. Experimentation is half the fun of Souls. [editline]1st September 2012[/editline] [QUOTE=RichyZ;37494909]while timing respawns are dumb as shit (see blighttown flys), dynamic spawn points would be nice, as the game gets piss easy on ng+ since you know exactly where every enemy is, and just run around to backstab them[/QUOTE] Yeah, but this is the point. Stages are polished and designed to a razor-sharp edge. It is literally impossible to have a tightly-designed game with random/dynamic spawns. But now that I think about it, it'd be pretty cool if on the first NG+, there were totally new enemy layouts and stuff. Still static, but new placements for enemies, more enemies, or different enemies, etc etc. [editline]1st September 2012[/editline] Oh, and I'm still having a ton of trouble with online features. I forwarded the necessary ports and let GFWL through my firewall, and in-game GFWL tells me that UPnP is enabled and NAT is open, but I still can't invade anyone. I wore the Darkmoon Covenant Ring for an hour with no results, then removed and and tried invading with the Blue Orb-thing and just got a bunch of "Invasion Failed" messages.
[QUOTE=Novangel;37494794]Jesus I remember that, when was that even?[/QUOTE] Back in March, when the PC version was just being teased.
[QUOTE=postmanX3;37494897]No, no, and no. Spawns NEED to be static. It might not sound like a big thing but it's absolutely, incredibly vital to the Souls formula. The reason Souls games get easier as you play them is because you learn the position of enemies, memorize exactly where and when you can expect to be attacked, etc etc. Dynamic spawns or anything of the sort would ruin it. I'm not sure what you mean by random drops, but I think the current system is fine. (Maybe make drops more frequent to reduce farming.) Having enemies respawn after a certain amount of time would also suck incredibly, because it would put you on a constant timer. Nobody likes that.[/QUOTE] Problem with static is, you get to repeat the exact same thing a lot of times. I guess one way would be to have bonfires very near bosses or other parts that can cause repeated deaths, but meh too many bonfires and fucked up placements. Timed would suck as well, because as you said you'd be on a timer. However, wading through the same exact thing 10 times sucks just as much. Also the game should become easier because you improve as a player and your equipment improves, not because you can remember all the bullshit deaths from extremely out-of-the-blue attacks and having memorized exactly how the enemies attack (which really is just exploiting the fact that the devs can only make a limited number of animations for enemies and therefore, a limited and easy to remember set of attack moves). Random drops would be something like shards, Souls, humanity, whatever to break the monotony of re-spawning enemies (would not work though, either it would change the games formula, or it'd be boring).
Fuck those Anor Londo archers, now I have to go all the way back and fight those electric pricks again. I hate them, jumping around like idiots when I'm trying to bury my axe in their brain.
[QUOTE=postmanX3;37494946]Rest of your points are pretty reasonable, though. I feel most weapons are viable with practice, but there are a few obvious stinkers (whips...) that just don't really have any place. Also useless upgrade paths. Who the hell upgrades to Raw anyways? Not sure what you mean by "more interesting" boss battles... the Souls series has easily the best bosses of any game I've ever played. I wouldn't mind a few more boss-specific weakpoints or whatever, since the whole "cut off tail, get weapon" is a little predictable after a while. Camera could use a lot of work, I've got to say. It tends to spaz out in close quarters and lock-on doesn't help at all against big enemies, since you usually end up attacking through their legs or something... As for explaining stuff, eh. That's what wikis are for. Experimentation is half the fun of Souls. [editline]1st September 2012[/editline] Yeah, but this is the point. Stages are polished and designed to a razor-sharp edge. It is literally impossible to have a tightly-designed game with random/dynamic spawns. But now that I think about it, it'd be pretty cool if on the first NG+, there were totally new enemy layouts and stuff. Still static, but new placements for enemies, more enemies, or different enemies, etc etc. [editline]1st September 2012[/editline] Oh, and I'm still having a ton of trouble with online features. I forwarded the necessary ports and let GFWL through my firewall, and in-game GFWL tells me that UPnP is enabled and NAT is open, but I still can't invade anyone. I wore the Darkmoon Covenant Ring for an hour with no results, then removed and and tried invading with the Blue Orb-thing and just got a bunch of "Invasion Failed" messages.[/QUOTE] Yeah some upgrade paths are pretty shit. As for boss battles, they are interesting in the sense that they are well done, however the actual player does little more than swing his weapon at the boss until it dies, you can't really affect the boss in any way other than whittling down it's health bar. Yeah new placement/enemies/stuff in NG+ would be great, maybe even just some enemy variations with new attacks/features.
Lightning Estoc + 5 First time Lighting weapon I know why it got a nerf now
[QUOTE=acds;37495365]Problem with static is, you get to repeat the exact same thing a lot of times. I guess one way would be to have bonfires very near bosses or other parts that can cause repeated deaths, but meh too many bonfires and fucked up placements. Timed would suck as well, because as you said you'd be on a timer. However, wading through the same exact thing 10 times sucks just as much. Also the game should become easier because you improve as a player and your equipment improves, not because you can remember all the bullshit deaths from extremely out-of-the-blue attacks and having memorized exactly how the enemies attack (which really is just exploiting the fact that the devs can only make a limited number of animations for enemies and therefore, a limited and easy to remember set of attack moves). Random drops would be something like shards, Souls, humanity, whatever to break the monotony of re-spawning enemies (would not work though, either it would change the games formula, or it'd be boring).[/QUOTE] ... Memorizing how enemies attack and such is not "exploiting" the fact that enemies don't have unlimited methods of attack. It's good game design. As for repeating the same the same thing several times, well, again, it's how the game works. I can't imagine any other way I'd want the game to be structured. You should probably watch this. Dark Souls is basically Castlevania in 3D. [media]http://www.youtube.com/watch?v=Aip2aIt0ROM&feature=showob[/media]
[img]https://dl.dropbox.com/u/8478604/Screenshots/Dark%20Souls/2012-09-01_00004.jpg[/img] [img]https://dl.dropbox.com/u/8478604/Screenshots/Dark%20Souls/2012-09-01_00010.jpg[/img] [img]http://puu.sh/110Kx[/img] This cute lil fella just jumped at me and attacked me from nowhere in Tomb of Giants. It dropped a humanity.
Is there a way out of blighttown that doesnt involve going back through the depths/lower burg? I'm at the bottom area with all the poison and need to get out and buy more poison herbs/get more humanity.
I was at Anor Londo earlier today and while fighting the 2 sentinels before the cunt archers, I saw a phantom running around with dual tower shields. For some reason I found that extremely hilarious
What/where are the DLC bosses, I'm level 62 at the moment and feel like killing some of them after I leave anor londo (I've killed the wolf + hydra, I think they're part of the dlc)
[QUOTE=RichyZ;37495646]they aren't really that good they never were (ok ok lightning spear at sens was pretty great if you didn't grind to success)[/QUOTE] i just had a normal estoc/ASS throughout the whole game and it was fucking PAINFUL to do anything, using lightning on weapons like the Estoc and Rapier turn them into godly weapons from the front and back rather than just being good for crits
[QUOTE=RainbowStalin;37496157]Is there a way out of blighttown that doesnt involve going back through the depths/lower burg? I'm at the bottom area with all the poison and need to get out and buy more poison herbs/get more humanity.[/QUOTE] [media]http://www.youtube.com/watch?v=fM93fMEntKQ[/media] This is the way into Blighttown, but obviously you can use the same way out. it leads to Firelink Shrine.
Just from my experience, but the shit damage of the rapier and estoc really put me off using them but now i love them even more, I haven't really bothered using the elemental upgrades since I used the black knight sword most of the time. [editline]1st September 2012[/editline] Automerge broken, rip
I'm trying to do a crit based run but holy shit the estoc is terrible. I ended up just switching to my beloved spear.
[QUOTE=postmanX3;37495938]... Memorizing how enemies attack and such is not "exploiting" the fact that enemies don't have unlimited methods of attack. It's good game design. As for repeating the same the same thing several times, well, again, it's how the game works. I can't imagine any other way I'd want the game to be structured. You should probably watch this. Dark Souls is basically Castlevania in 3D. [media]http://www.youtube.com/watch?v=Aip2aIt0ROM&feature=showob[/media][/QUOTE] I was considering posting this on the subject of enemy placement. Though I do have to say that some of his complaints about castlevania 2 could be leveled at dark souls. Albeit there's nothing that you actually have to buy to advance as far as I can remember, there is the loss of currency upon death and the backtracking (Which in all fairness gets cut down massively when you get the lordvessel). Multiple pre-set positions for enemies to spawn in, either randomly or on new game+ seems like it would be the best way to go when it comes to adding more variety.
I have a strange urge to build a character that dual wields shields.
Okay, just killed Bell Gargoyles. I also finally got summoned right after and helped a guy kill them. He also summoned brolaire <3 We basically raped the things in 2 minutes Quick question, should I go to the depths next then proceed to blighttown? Also, how do I get there aha, i'm terrible with directions
[QUOTE=DeeCeeTeeBee;37497086]I'm trying to do a crit based run but holy shit the estoc is terrible. I ended up just switching to my beloved spear.[/QUOTE] Read my above posts about making it lightning +5 and see how it rapes
[QUOTE=DeeCeeTeeBee;37497086]holy shit the estoc is terrible.[/QUOTE] You're a horrible person.
[QUOTE=DeeCeeTeeBee;37497086]I'm trying to do a crit based run but holy shit the estoc is terrible. I ended up just switching to my beloved spear.[/QUOTE] This has always confused all the stats that I have found say that estoc has a crit ratio of 100. So in theory the standard rapier should be better for backstabs/ripostes.
That fucking drake in Undead Burg is giving me too much damn trouble. Every time I manage to get some good damage done he suddenly changes his tactics and does an insta-kill firebreath instead of his usual pattern.
Eugh, my character is terrible at invading. I've essentially being going knight as an invincible immovable object, extremely heavy armour/shield. I take fuck all damage but I'm the slowest thing ever, guess I'll just stuck to being invaded and laughing at tiny thieves trying to stab at me.
[QUOTE=acds;37495417]Yeah some upgrade paths are pretty shit. As for boss battles, they are interesting in the sense that they are well done, however the actual player does little more than swing his weapon at the boss until it dies, you can't really affect the boss in any way other than whittling down it's health bar. Yeah new placement/enemies/stuff in NG+ would be great, maybe even just some enemy variations with new attacks/features.[/QUOTE] This is actually something I noticed when playing Demon's souls, in that you're still hitting it until it dies, but there's more variety in some of the bosses. Like the Old Monk, which can actually be a human player (I love this idea), the Storm King where you make a bum-rush to a sword lodged into the ground and then use it to shoot gusts of wind ala Drake sword to defeat the (airborne) boss and its minions, Garl Vinland which in practice is basically Havel as a boss, and the absolute final boss, which is more of a formality than an actual fight. The only bosses I can think of that bring anything truely different to the table are Pinwheel (albeit poorly executed), Priscilla for her invisibility, Taurus Demon for the use of the environment, and Moonlight Butterfly depending on how you look at it. Bed of Chaos is pretty unique too but I don't consider it a boss as it's completely based on trial and error.
[QUOTE=The very best;37498019]Eugh, my character is terrible at invading. I've essentially being going knight as an invincible immovable object, extremely heavy armour/shield. I take fuck all damage but I'm the slowest thing ever, guess I'll just stuck to being invaded and laughing at tiny thieves trying to stab at me.[/QUOTE] Get Inner Flesh, the Pyromance that makes you pretty much unstaggerable. Get a Ultra Greatsword Ultra Heavy armor Tank Everything
[QUOTE=n0cturni;37498144]This is actually something I noticed when playing Demon's souls, in that you're still hitting it until it dies, but there's more variety in some of the bosses. Like the Old Monk, which can actually be a human player (I love this idea), the Storm King where you make a bum-rush to a sword lodged into the ground and then use it to shoot gusts of wind ala Drake sword to defeat the (airborne) boss and its minions, Garl Vinland which in practice is basically Havel as a boss, and the absolute final boss, which is more of a formality than an actual fight. The only bosses I can think of that bring anything truely different to the table are Pinwheel (albeit poorly executed), Priscilla for her invisibility, Taurus Demon for the use of the environment, and Moonlight Butterfly depending on how you look at it. Bed of Chaos is pretty unique too but I don't consider it a boss as it's completely based on trial and error.[/QUOTE] I found DeS to have more boss variety in terms of how you fight them. DaS had some variety as you said, but not really as much or as interesting. Also I liked the "World X-Y" idea of DS.
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