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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Sat Aug 02, 2014 5:48 pm |
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| I'm trying to think of human-scale knight types in Demon's that don't react after you've hit them a few times with a powerful weapon and can't come up with anything. Same for Dark Souls. But the problem is one of visual language (why is a knight that's the same size of me made of adamantium? (part of the problem with the undead knights from earlier on in the DLC)), uninteresting contextual level design (you fight them in vacuous box rooms or hallways surrounding square structures), and simple lazy enemy design (we're not going to come up with interesting behavior, combinations, or placement; we're just going to give you a standard humanoid enemy that switches between single-handed and two-handed wielding and has a billion poise). |
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UtilityFrog
Joined: 07 Apr 2014
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Posted: Sat Aug 02, 2014 6:33 pm |
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| Yeah, those knight enemies were very irritating. From memory, with my +10 mace and 30 strength, it usually took at least 4 one-handed hits to stun them, and it's a very short stun at that. They also don't react in any way to bouncing off your shield, which makes it hard to impossible to find a safe opportunity to strike. Most of my kills against them were by backstabs. |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Sat Aug 02, 2014 6:58 pm |
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| UtilityFrog wrote: |
| They also don't react in any way to bouncing off your shield |
Yup, there is this too. Dumb. |
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mauve

Joined: 07 Dec 2006
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Posted: Sat Aug 02, 2014 7:06 pm |
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yeah the pve enemy design is lazy as fuck this time around. whole lotta humanoids. supposed to be tough? okay infinite poise or a shield that doesn't care about anything you do even while it's attacking.
the end of the brightstone path, where you're fighting the horde of spiders from every direction, is probably one of the most actually interesting areas in the game.
edit: also after doing low level arena stuff for awhile i now understand why people are saying katanas are really good. it doesn't show as much on my high level char due to more available strategies, but i didn't realize they both buffed the damage _and_ left the 150(!) counter damage on several katanas... trading is essentially not a viable strategy and that shuts a lot of character types down. _________________ twit |
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Talbain

Joined: 14 Jan 2007
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Posted: Sat Aug 02, 2014 8:37 pm |
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Silver Knights in Dark Souls 1 could be stunned but my general experience with them is that they also had a billion poise. They do have a stun animation from hitting your shield though. There were knights in Demon's Souls that were the same way, if I recall. The no shield reaction is more damning to me than an enemy with a ton of poise.
That all said, it's been a long time since I've used a shield in Dark Souls 2. It doesn't seem like the game was designed for it. Rolling is just an exceptionally better option. _________________
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Sat Aug 02, 2014 10:28 pm |
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Analogos and I chatted about DS2 for a bit today.
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Gorgeous Ratworld: did you know martinet voiced the smooth and round birds
Lower-class Woodland Dracula: Please stop trying to ruin the game for me
Gorgeous Ratworld: you had to find out sometime
Lower-class Woodland Dracula: Hoo HOO !!!!!!!!!!!
Gorgeous Ratworld: smHOOth
Lower-class Woodland Dracula: yah yah
Gorgeous Ratworld: oh yes very yes
Lower-class Woodland Dracula: tho thmooth
Gorgeous Ratworld: yes very so so
Gorgeous Ratworld: pls add "YAH YAH" to list of "HELLO" "I'M SORRY" soundstones
Lower-class Woodland Dracula: "MEESA SOOOOOOO SORRY"
Gorgeous Ratworld: okay sorry you crossed the line
Lower-class Woodland Dracula: is your h8 4 me divine ?????? |
No, wait, this is the real thing.
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Gorgeous Ratworld: well i haven't played the dlc yet or even looked up videos or anything
Gorgeous Ratworld: and i guess it applies even before the dlc
Gorgeous Ratworld: but when i try to take your criticisms of bosses/enemies/encounter design at face value what happens is that it just makes it more difficult for me to put into perspective what it is that actually constitutes good examples of this anymore more than it makes everything else seem better by comparison
Gorgeous Ratworld: not sure how to explain it in a way that doesn't make it sound like it's erasing any room for criticism
Gorgeous Ratworld: but i guess i see "i can't even share physical space with this disc anymore" in response to thing having poise and can't find my way back to reasonable middle ground
Lower-class Woodland Dracula: That was mostly a reaction to the terrible boss fights and several parts of the lead-ups and my realization that there was really nothing about the game that made me want to play it anymore
Gorgeous Ratworld: i mean i got that i think
Lower-class Woodland Dracula: After putting about 200 hours into it I just needed some truly bad "epic challenge" design for me to finally cut all ties
Gorgeous Ratworld: that makes sense
Gorgeous Ratworld: i guess i'm saying that i feel like souls' mechanics are walking such a tight rope in the first place that whatever it seems to require to constitute being Truly Bad simply doesn't seem that far away from whatever it is most of the time, if not also when it's at its theoretical best
Lower-class Woodland Dracula: Sure, I agree
Gorgeous Ratworld: and/or its best can't be that good if that's what it takes to be truly bad
Lower-class Woodland Dracula: I mean, the trio fight is terrible largely because there is just one more opponent
Lower-class Woodland Dracula: I think part of what the DLC has made me realize is that there isn't a whole lot of room for the series to grow unless some drastic changes are made
Lower-class Woodland Dracula: unless the series is over with, in which case, okay, good
Gorgeous Ratworld: i had some suspicions along those lines, yeah
Gorgeous Ratworld: i feel similarly
Gorgeous Ratworld: i was wary enough of a dark souls 2 to begin with in significant part for that reason
Lower-class Woodland Dracula: And the DLC was a prompt for that partly because it tries to augment the challenge but its attempts are very unsympathetic to the mechanics
Gorgeous Ratworld: how differently do you think you'd potentially feel about specific enemy types and bosses if this DLC wasn't just Box World?
Lower-class Woodland Dracula: I'd feel better about the world but my complaints about the enemies mostly have to do with their numbering and hardiness
Gorgeous Ratworld: i guess i'm asking if there's a narrative or aesthetic device that you could conceive of justifying Epic Difficulty-style design
Gorgeous Ratworld: or is it just fundamentally too dumb
Gorgeous Ratworld: or, alternatively, what comes closest to pushing those buttons without going over the edge?
Gorgeous Ratworld: "this is just hard enough"
Lower-class Woodland Dracula: I think they could at least justify the enemies having 9999 poise by making them bigger, but, blurgh
Gorgeous Ratworld: in game where you can just number past things and/or circle strafe or w/e
Lower-class Woodland Dracula: No major justifications come to mind. And you can still run past most things, although here the design seems to encourage it, which is another problem
Gorgeous Ratworld: i meant an example from the series that you think hits that sweet spot well
Lower-class Woodland Dracula: I usually prefer to engage the challenge because some of that helps me to understand the design of the world and also it lets me utilize the combat mechanics, but here it's like I just want to skip all of that to get the bullshit bosses done with
Gorgeous Ratworld: i kind of like the idea of human sized 9999999 poise enemy in theory, if there's some imaginatively engaging reason why
Gorgeous Ratworld: not to say i don't imagine these particular guys are dumb and annoying
Lower-class Woodland Dracula: Hm, I dunno. It's hard to think on parts of the past games that were really hard because those initial experiences are old
Gorgeous Ratworld: yeah
Gorgeous Ratworld: well that's the thing, to me, in part
Gorgeous Ratworld: first encounter and NG+3334 two years later aren't even the same game almost
Lower-class Woodland Dracula: All I know is that I've never had experiences resembling the ones I've had with the DLC's bosses and some of its enemies, aside from the Maneaters
Gorgeous Ratworld: yeah i was wondering where you stood on them
Lower-class Woodland Dracula: This is just pure frustration and boredom that I'd press a button to skip if I could. There is no interest to engage it
Gorgeous Ratworld: mmm
Gorgeous Ratworld: thanks for NOTHIN'!!!!!!
Gorgeous Ratworld: i just don't know how anyone knows how to talk about difficulty in this game
Gorgeous Ratworld: i do know that a million human sword enemy types is pretty boring though yeah
Lower-class Woodland Dracula: Eh.
Lower-class Woodland Dracula: On the one hand I want to say that the games are "difficult" because they're large and you can die very easily, which means that you'll probably have a dozen or so deaths to an area, and some of those will be due to a couple of surprise hazards.
Lower-class Woodland Dracula: I know that a lot of my difficulties were mostly about familiarizing myself with the layouts not so much that I could get better at dealing with enemies but so there wasn't any sort of anxiety about what might be next and I could act on the confidence lent by that information
Gorgeous Ratworld: that seems to ring true
Lower-class Woodland Dracula: I'm not sure if that's what people mean when they say "Once I did it I had no idea why I ever had a problem"
Lower-class Woodland Dracula: The process of overcoming difficulties in the DLC seems to be outside of that precedent
Gorgeous Ratworld: if spatial awareness-based confidence is one hand, then straight up intuitive command of how things physically interact with each other generally is the second hand, i guess.
Gorgeous Ratworld: i feel like the actual specifics of a given enemy type is the smallest piece of the puzzle
Gorgeous Ratworld: hm
Gorgeous Ratworld: right, i can see how just cranking up internal numbers would flip that dynamic entirely
Lower-class Woodland Dracula: Now it's more like "kite a bunch of things until they're all dead because now things aggro in packs"
Lower-class Woodland Dracula: The harder emphasis on combat just highlights the combat's limits, rather than drawing their particulars out in new ways
Gorgeous Ratworld: i always tended to try to avoid systematically kiting through areas to success
Gorgeous Ratworld: i'm curious to see what it would take to make me convinced i have to do it
Gorgeous Ratworld: but i can also see how that would very quickly become a turn off
Lower-class Woodland Dracula: Yeah, that's why you'd probably want to run past all of the stuff in this DLC because you can't really deal with groups of enemies that don't react to your hits
Gorgeous Ratworld: maybe there's something to be said for that too?
Gorgeous Ratworld: but then you hate the bosses too so idk
Gorgeous Ratworld: what kind of character are you playing, anyway?
Lower-class Woodland Dracula: There might be something more to say for it if it weren't just "couple or trio of undead knights tries to slam you on rock path" forever
Lower-class Woodland Dracula: I'm using a character with a +10 falchion
Lower-class Woodland Dracula: I've never invested much thought into the idea of builds, just typically go with swords or spears I like and then upgrade armor that doesn't make me cringe when I put it on
Gorgeous Ratworld: not a lot of poise break there!
Gorgeous Ratworld: hm
Lower-class Woodland Dracula: It's pretty reliably worked out
Gorgeous Ratworld: having some vague pre-conceived notion of a character and then working within its boundaries is pretty fun to me
Gorgeous Ratworld: i would probably get really bored if i just always picked comfortable well-rounded whatever i feel like using character
Gorgeous Ratworld: but i'm not super serious about it
Lower-class Woodland Dracula: Bring it on.
Gorgeous Ratworld: mostly it's just surprising to me relative to how much time you've put into these games
Gorgeous Ratworld: i remember being really turned off by the idea of just always having a bow to aggro enemies on every character forever
Lower-class Woodland Dracula: Yeah, that's just an indication of what I get out of them, probably
Lower-class Woodland Dracula: I'm really weirded out by the idea of investing time into a specific build
Gorgeous Ratworld: well like i said i'm not super serious about it. i don't use that big planning sheet stat generator thing and carve out a route
Lower-class Woodland Dracula: I once did a dragon bone fist thing though......
Gorgeous Ratworld: it's mostly improvized, but i'll have set rules/goals from the start
Lower-class Woodland Dracula: Like "win videogame"
Gorgeous Ratworld: sometimes it's just because the idea itself sounds fun for its own sake
Gorgeous Ratworld: but it's admittedly also just because being good at everything feels icky to me
Gorgeous Ratworld: okay mid roll pyromancer with havels spear and crossbow and shield and
Lower-class Woodland Dracula: It's clear to me now that Dark Souls 3 will be a gigantic hallway full of Havels and Velstadts
Lower-class Woodland Dracula: Prepare to Die!!!!! For real!!!!!!!
Gorgeous Ratworld: praise the fun
Gorgeous Ratworld: get it
Gorgeous Ratworld: lmao XD
Lower-class Woodland Dracula: What rhymes with die but is a meme
Lower-class Woodland Dracula: Prepare to I Wanna Be The Guy
Gorgeous Ratworld: oh sh************t
Lower-class Woodland Dracula: But I get it. I get what you're saying. The DLC is actually world record epic because you can kill all of the bosses once you make a build that, within two hours, can cast hexes that do 2,000 damage per cast. I get it . . . .
Lower-class Woodland Dracula: Hopefully the next DLC will include an aggro mod.
Lower-class Woodland Dracula: But it aggros the whole world's enemies onto you into Majula.
Gorgeous Ratworld: all enemies have aoe nashandra curse ghost drain effect
Gorgeous Ratworld: with infinite poise and no backs
Lower-class Woodland Dracula: It's the only way to get to the hearts of a core gamer.
Lower-class Woodland Dracula: Yes, core gamers have more than one heart.
Lower-class Woodland Dracula: There is the regular heart… and then there is the G4M3R H34R7
Lower-class Woodland Dracula: Sustained only by the heat of true battle
Gorgeous Ratworld: i almost _do_ want to argue that "oops falchion r1 r1 r1 doesn't coast me thru entire series this is bs" is maybe not the worst thing
Lower-class Woodland Dracula: I tried R2 once, though.
Gorgeous Ratworld: dang are you okay |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Sat Aug 02, 2014 11:00 pm |
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| Talbain wrote: |
| Silver Knights in Dark Souls 1 could be stunned but my general experience with them is that they also had a billion poise. |
Even though I'm as close to certain as I could be about anything that the silver knights have less poise than the drakeblood knights, the silver knights did have the advantages of being larger than you and representing something more profound than "oh okay more knight guys because boss lead-up." Maybe this is my answer (or one of my answers) to what analogos was asking me about in our conversation -- their hardiness bolstered a part of the current and historical narrative, while being informed by it, since they were representative of Gwyn's and Gwynevere's lineage, vestiges of departed and important powers, similar to what the encounters with the black knights represented. But, yes, it's also important that their hits reacted to a raised shield, that they didn't immediately react after the recoil, and that this provided windows for regular attacks or backstabs. The drakeblood knights are constantly moving, they have complete disregard for physical objects, and I have no idea how their design was let loose. An enemy to run past and never bother with.
There are a lot of shields, with more variety in their uses than ever, and a new general use for them in the form of the guard break, so I don't know how anyone could conclude that the game was not designed with them in mind (especially when, you know, the tactic for going no-shield is "don't get hit"; that sure shuts out a huge portion of the playerbase). It seems more reasonable to just say that the game was designed with a greater emphasis on stamina management -- so, if you are going to use a shield, you need to be conscious about when to lower it to let your stamina recover, since enemy attacks tend to take off more stamina than before and bar recovery is slower. |
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Talbain

Joined: 14 Jan 2007
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Posted: Sat Aug 02, 2014 11:56 pm |
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I actually feel like "don't get hit" is actually kind of the opposite mantra Dark Souls 2 takes. There are a ton of healing items throughout the game such that getting hit almost seems perfectly fine (later in the game, casting infinite spells also seems like something the game inherently accepts given the fact that you can buy spell use recovery items). I would say the game attempts to teach the player to figure out recovery and thus when healing items can be used. There are very few enemies that kill you outright, and a lot that knock you down 100% of the time and thus you spend a lot of time on the ground. But being on the ground for as long as you are after those hits gives you a lot of time to think about what happened when you were hit. Similarly, it gives you a chance to recover, heal, and maybe even take another hit (if you have the health) in the process. I would say the game expects you to get hit and gives you a ton of healing options to essentially opt out of Estus being the only recovery method.
As for the narrative argument for Silver Knights and their relative size, I don't see them as being significantly larger than the player, and the fact that you can backstab them seems more proof of that than anything that they are humanoid-type enemies. Also, I'm not saying that they definitely have more or less poise, just that I don't feel the difference is significant while fighting them.
I agree that shields should feel more significant than they actually do, but that's my problem with them; they don't feel like they were supposed to be in the game. So many of them are bad, seemingly intentionally, that it's hard for me to figure out why they would do that unless their intent was to encourage the player to not use them at all. _________________
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analogos bravely default crying fairy

Joined: 10 Jun 2007
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Posted: Sat Aug 02, 2014 11:59 pm |
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what I'm trying to figure out is: if Souls' challenges can be so frequently characterized by affecting a sense of difficulty until they suddenly just don't (i know what to expect now / i get the pattern / i have this piece of equipment / i've gotten to soul level X) how do you iterate upon that in a way that could even begin to possibly register for an experienced player? when i try to entertain the premise and mindset of some of these criticisms of souls' mechanics i feel like the only conclusion i can really come to is that the frictions derived from combat are too ephemeral to be that interesting beyond early playthroughs anyway, so it's hard for me to hold attempts at more X-TREME variants of this against it when it's working within the constraints of these design philosophies in this engine to begin with.
someone just tell me what a Good souls enemy/boss/whatever is and why, and then tell me why it's still good after i aggro circlestrafe backstab it 1,000,000 times in my sleep.
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why is an enemy (or even an entire specific location denoted by presence of said enemy) designed more around performing as an ambient irritant than another thing to comfortably kill and be rid of necessarily a bad thing? i wonder if its being paid dlc makes feeling inclined to rush through it especially frustrating.
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"you can tell something's strong because it's big" seems like a pretty restrictive aesthetic rule.
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there is a much higher on average frequency of shields in DS2 that are in the 90-95% damage reduction range, which is a pretty significant change from the previous two games. you have to make it a decent ways into the game before you can sit comfortably behind a shield without specializing in heavier equipment and/or AGI/ADP (which is also a big change to defensive dynamics). you don't need a shield to perform guard break, and playstyles designed around expectation of blocking are only more susceptible to being guard broken themselves. dual wielding and increased granularity of weight classes both encourage abandoning shields outright. |
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mauve

Joined: 07 Dec 2006
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Posted: Sun Aug 03, 2014 2:22 am |
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tbh the real problem with ds2's combat is that it is _too_ codified, it's almost afraid of going outside of certain boundaries, which is why you have zillion poise knights instead of more creative/oddball enemies that were in previous games. rather than comparing to silver knights, where are the demon imps from the same area? is anything actually like the old painting guardians? who can forget mini-phalanx? or the harpies? etc.
There's nothing like, say, Storm King, or Gaping Dragon, or Four Kings, or whathaveyou. Even Gwyn required more of a strategy adjustment than basically any boss in DS2. I don't think _difficulty_ should really be the goal of the pve game but keeping you switching it up so you can't settle down too easily on any random pattern. DS2's bosses fall into three categories: Three hits and then OPENING, one big hit you have to evade, and whole bunch of dudes/adds. Freja is probably my favorite boss because there's a lot keeping you on your toes without feeling like you have to just wait for an opening to do something.
ds2 seems to have a bit of a "lol this game is hard" fetish going on there but it seems to be a very specific kind of hard it's going for, one that I think simplifies the overall pve game.
as far as shields go, while small/mid shields are worse, greatshields got a massive buff this time around because they no longer weigh 300 pounds. it is entirely viable to make a pvp-worthy build out of one _________________ twit |
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Talbain

Joined: 14 Jan 2007
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Posted: Sun Aug 03, 2014 4:03 am |
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I definitely agree that enemy variety needs work in Dark Souls 2. No where is this more true, I think, than in Lost Bastille and Iron Keep.
At the same time, because the entire game feels more like levels than a connected area, I think the sameness of enemies was less forgivable. It's a Mega Man-like feature. Those games always have a lot of repeating enemies but when structured as levels it's generally more acceptable because the disconnection is more distinct. Plus obvious theming tends to be forgiven when the world is structured in such a manner. _________________
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Sun Aug 03, 2014 6:23 am |
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| Talbain wrote: |
| the fact that you can backstab them seems more proof of that than anything that they are humanoid-type enemies. Also, I'm not saying that they definitely have more or less poise, just that I don't feel the difference is significant while fighting them. |
Well, I mean, let me know what you think after you've fought the drakeblood knights. But my argument wasn't that the silver knights are not humanoid-type enemies -- it was that they're a humanoid knight-type enemy that doesn't seem to be next to impossible to get a reaction from. Part of this argument involves what weapons are used, sure, and to that end I think I should at least note that I used a variety of weapons on either enemy in their respective game (hopefully anyone who read the unreadable talk between myself and analogos realized that I was simplifying some things for humor) and in my experience the drakeblood knights are absurdly hard to affect.
| analogos wrote: |
| how do you iterate upon that in a way that could even begin to possibly register for an experienced player? |
Hm. Are you saying that there's an ideal angle of player experience from which to consider the virtues/vices of the design?
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| why is an enemy (or even an entire specific location denoted by presence of said enemy) designed more around performing as an ambient irritant than another thing to comfortably kill and be rid of necessarily a bad thing? i wonder if its being paid dlc makes feeling inclined to rush through it especially frustrating. |
It's frustrating because the main mode of interactive expression in these games is combat, and when the design by all appearances seems to suggest that I shouldn't bother I'm not sure how to understand the design decision, and that produces irritation. I will say, since you've brought up the fact that it is additional material, that if this were not DLC I might be less harsh on these matters, if only because I think that would provide more interpretative leeway for why the enemies are the way they are. As it is DLC, I find that the interpretation shrinks down mostly to "From made the enemies tougher so you'd die more and feel like you got more of your money's worth because playtime during a first playthrough 'should' be somehow proportional to money spent and because it's reasonable to assume that most of the people buying the DLC would have already played the game and expected a Bigger Challenge."
I'd also argue that, regardless of what the additional material is (DLC) or could be (a part of the original game), there's little ambient substance to the drakeblood knights if you are treating them as such. Their placement within the level design -- or I guess the level design itself -- would need to improve for me to consider that. As it stands, the dull plainness of the architecture suggests to me that the developers wanted to treat these encounters as "pure" fights with hardier foes without the "distractions" of more complex level design.
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| "you can tell something's strong because it's big" seems like a pretty restrictive aesthetic rule. |
But I'm not saying that. Strength isn't equivalent to reacting to hits. I'm arguing for a better imaginative relationship between form and physical consequence, and even if you grant me that distinction and remain skeptical I still don't see how it's restrictive to feel like it should be harder to affect larger things and easier to affect smaller things, generally speaking.
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| you don't need a shield to perform guard break |
Oh, right. My point wasn't that it's unique to shields but it's an action that can be tied to a more reliably defensive position. Tbh I think it's just as arguable that the poorness of shields for an earlier period of the game can be one way that the developers sought to make the game more challenging rather than as a hint to abandon all shields all ye who enter. |
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UtilityFrog
Joined: 07 Apr 2014
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Posted: Sun Aug 03, 2014 9:09 am |
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I don't really mind that the game starts out with shields in the 75% to 95% phys reduction range. These shields are still perfectly viable for the early game. I think it was maybe a bit too easy to get a decent to excellent shield early in DS1. Having to make do with a viable but sub-optimal 90% shield for awhile makes the moment when you get a 100% shield quite satisfying.
I think my biggest problem with DS2 is the feel of combat and of character control in general. I did a playthrough of Demons Souls last week and I was struck by how good it felt to just move around and fight enemies. Everything felt crisp and precise. Enemy animations corresponded with the effect their actions were having on my character and vise-a-versa.
DS2 by contrast feels muddy, sluggish, sloppy and, worst of all, inconsistent and difficult/impossible to read. There's nothing inherently wrong with a heavier/slower pace in a Souls game, after all DS1 was generally slower than Demons Souls and still worked very well. But DS2 isn't just heavier and slower. It often feels unresponsive, especially in combat. I think a big part of this is the lack of enemy reaction to being hit, and the lack of reaction of some enemies to hitting your shield. The Drakeblood knights are the worst example of this, but I think it's a problem that extends throughout the whole game. In the worst case your character can be halfway through an attack animation, and even doing damage to an enemy, and the enemy will bust out an extremely fast attack on you, doing damage to you with no possible chance of you avoiding it.
There's also the audio delay bugs (on PS3 anyway, don't know if these are on other platforms). Having combat sound effects not sync up correctly with animations does a lot to damage the feel of combat and make it feel far less solid and predictable.
Rolling is also something that feels far less reliable in DS2 than the previous games. This seems to be related to both lack of i-frames and wonky weapon hitboxes, but whatever the cause, I seem to get hit far more while rolling in DS2 than the previous games. |
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UtilityFrog
Joined: 07 Apr 2014
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Posted: Sun Aug 03, 2014 9:58 am |
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Another thing I wanted to gripe about in DS2's design is the increased emphasis on consumables. I'm talking mainly about healing and spell recovery items.
In my opinion, one of the best design improvements moving from Demon's Souls to Dark Souls was the removal of healing grasses and the removal of MP and MP recovery items. This not only removed a potential source of frustration on the players side, that being the possibility of running out of HP or MP recovery items and having to grind up more, but it also made balancing the game a far easier job for the developers. Limiting healing uses and spell uses per bonfire gives the developers a far better idea of how many spell/healing charges a player is likely to have at any given point of the game.
DS2 throws the purity and conciseness of this design out, and I've no idea why. The developers now have no idea how much healing a player is likely to have at any given point. And the introduction of spell use recovery items is particularly baffling to me. It directly and completely undoes the core design benefit of having limited spell uses.
Can anyone think of any way that these changes in DS2 are an improvement over DS1? Because I can't think of any way that they're an improvement. |
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Talbain

Joined: 14 Jan 2007
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Posted: Sun Aug 03, 2014 11:14 am |
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| UtilityFrog wrote: |
Another thing I wanted to gripe about in DS2's design is the increased emphasis on consumables. I'm talking mainly about healing and spell recovery items.
In my opinion, one of the best design improvements moving from Demon's Souls to Dark Souls was the removal of healing grasses and the removal of MP and MP recovery items. This not only removed a potential source of frustration on the players side, that being the possibility of running out of HP or MP recovery items and having to grind up more, but it also made balancing the game a far easier job for the developers. Limiting healing uses and spell uses per bonfire gives the developers a far better idea of how many spell/healing charges a player is likely to have at any given point of the game.
DS2 throws the purity and conciseness of this design out, and I've no idea why. The developers now have no idea how much healing a player is likely to have at any given point. And the introduction of spell use recovery items is particularly baffling to me. It directly and completely undoes the core design benefit of having limited spell uses.
Can anyone think of any way that these changes in DS2 are an improvement over DS1? Because I can't think of any way that they're an improvement. |
I'm actually of the opposite opinion on a lot of this. It's anecdotal regarding the movement, so addressing that beyond a long-winded disagreement isn't really going to change the fact that I feel movement in the game is fine and you do not. Still, rolling is factually less reliable until you get to the same number of iframes that you get while fast rolling in the previous Souls games. That's intentional, near as I can tell, because it forces a player to learn a tighter timing window for rolling until they get a higher number of iframes on their roll. It seems like a teaching method to me, but I'm sure a lot of people are angry because the game isn't explicit enough about it and everyone's comparing it to the previous Souls games (whose rolling iframes are much more liberal and a given when starting out).
There's also the netcode issue with the game screwing up the movement because for whatever reason player location seems partially tied to Namco servers and that tethering isn't easily undone unless the game is played entirely disconnected from the internet.
I love the fact that healing items are back, to be honest. The no healing items in Dark Souls 1 really bothered me because of the fact that it felt like the game was, not so subtly, telling me how to approach situations. I play magic classes almost exclusively on my first run, and much as diplo believes the game is telling him not to bother against the Drakeblood Knights, Dark Souls 1 seemed to be telling me not to bother fighting anything before a boss, because I'm using spells (while melee is much freer to fight their way to the boss if they so choose). Healing items also allow the game design to be focused on difficulty in individual encounters, which meant that you could reasonably expect players to use healing items to mitigate individual encounters if they could beat them. Which meant that you could have individual enemies that were challenging in their own right and this absolutely seems to be the case in Dark Souls 2. Regardless of method, the random Dark Souls 2 enemy (or encounter) is almost certainly tougher than a random Dark Souls 1 enemy (or encounter). I think a lot of the design philosophy of Demon's Souls carries into Dark Souls 2, and I think that's why I like it more than Dark Souls 1. Healing items, at a simpler level, also allowed you to make more mistakes during an initial encounter with an enemy, which allowed for less backtracking to bonfires.
Also, for as much as everyone praises environmental hazards in Dark Souls 1, their hitboxes are total garbage. The Silver Knight arrow encounter on the ledge also accentuates the problem of attaching knockback direction to the position of the camera rather than the character. _________________
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misadventurous

Joined: 29 Nov 2012 Location: witch city
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Posted: Sun Aug 03, 2014 4:43 pm |
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| UtilityFrog wrote: |
| I don't really mind that the game starts out with shields in the 75% to 95% phys reduction range. These shields are still perfectly viable for the early game. I think it was maybe a bit too easy to get a decent to excellent shield early in DS1. Having to make do with a viable but sub-optimal 90% shield for awhile makes the moment when you get a 100% shield quite satisfying. |
yeah you can get a heater shield asap in des/dks1 and theres little reason to use anything else unless it has a special ability (adjudicator/grass crest), blocks a certain element well (purple flame/black knight) or you just think it looks cool. if anything shield stats are better this time because reinforcing shields increases everything, not just stability. the real nerf to shields is the extra half-second it takes to raise and lower them. you can't use them reactively anymore.
| Quote: |
I think my biggest problem with DS2 is the feel of combat and of character control in general. I did a playthrough of Demons Souls last week and I was struck by how good it felt to just move around and fight enemies. Everything felt crisp and precise. Enemy animations corresponded with the effect their actions were having on my character and vise-a-versa.
DS2 by contrast feels muddy, sluggish, sloppy and, worst of all, inconsistent and difficult/impossible to read. There's nothing inherently wrong with a heavier/slower pace in a Souls game, after all DS1 was generally slower than Demons Souls and still worked very well. But DS2 isn't just heavier and slower. It often feels unresponsive, especially in combat. I think a big part of this is the lack of enemy reaction to being hit, and the lack of reaction of some enemies to hitting your shield. The Drakeblood knights are the worst example of this, but I think it's a problem that extends throughout the whole game. In the worst case your character can be halfway through an attack animation, and even doing damage to an enemy, and the enemy will bust out an extremely fast attack on you, doing damage to you with no possible chance of you avoiding it.
There's also the audio delay bugs (on PS3 anyway, don't know if these are on other platforms). Having combat sound effects not sync up correctly with animations does a lot to damage the feel of combat and make it feel far less solid and predictable.
Rolling is also something that feels far less reliable in DS2 than the previous games. This seems to be related to both lack of i-frames and wonky weapon hitboxes, but whatever the cause, I seem to get hit far more while rolling in DS2 than the previous games. |
i agree with all of this so hard.
| Talbain wrote: |
| I love the fact that healing items are back, to be honest. The no healing items in Dark Souls 1 really bothered me because of the fact that it felt like the game was, not so subtly, telling me how to approach situations. I play magic classes almost exclusively on my first run, and much as diplo believes the game is telling him not to bother against the Drakeblood Knights, Dark Souls 1 seemed to be telling me not to bother fighting anything before a boss, because I'm using spells (while melee is much freer to fight their way to the boss if they so choose). Healing items also allow the game design to be focused on difficulty in individual encounters, which meant that you could reasonably expect players to use healing items to mitigate individual encounters if they could beat them. Which meant that you could have individual enemies that were challenging in their own right and this absolutely seems to be the case in Dark Souls 2. Regardless of method, the random Dark Souls 2 enemy (or encounter) is almost certainly tougher than a random Dark Souls 1 enemy (or encounter). I think a lot of the design philosophy of Demon's Souls carries into Dark Souls 2, and I think that's why I like it more than Dark Souls 1. Healing items, at a simpler level, also allowed you to make more mistakes during an initial encounter with an enemy, which allowed for less backtracking to bonfires. |
i wouldnt have been opposed to items for restoring spell casts in the first game. i think they were mostly trying to nerf magic without making it actually less powerful, thus making it harder/impossible to spam magic arrows at everything and sit around with your fragrant ring on. i can appreciate how people who wanted to roll a pure caster might have disliked this (though honestly you havent lived it up as a sorc until youve knifed some fools to death).
in theory i dont like the additional healing items, because in theory estus in the first game was a limited resource and it made the act of healing yourself have greater consequences. it encouraged you to get hit less and play more carefully and precisely. it was a smart, dungeon crawl-influenced decision. in practice, though, it was pretty easy to get 20 flasks and a bunch of humanity and unless you're just playing terribly its hard to run out. i still dont like that you can buy 99 lifestones from melentia and play really sloppy and just heal yourself like whenever, though at least all the healing items take awhile to refill your life so you cant just pop em willy-nilly in the middle of a fight.
| Quote: |
| Still, rolling is factually less reliable until you get to the same number of iframes that you get while fast rolling in the previous Souls games. That's intentional, near as I can tell, because it forces a player to learn a tighter timing window for rolling until they get a higher number of iframes on their roll. It seems like a teaching method to me, but I'm sure a lot of people are angry because the game isn't explicit enough about it and everyone's comparing it to the previous Souls games (whose rolling iframes are much more liberal and a given when starting out). |
eh, i wouldnt agree that it teaches you how to roll better. it teaches you that making your numbers go up is the way to play better, which is... not great. in the first game your skills were always the most important, which is why you can get through with a level 1 character if youre good enough. in this one youre basically handicapping yourself if you dont invest into agility. it creates a greater disparity between what you see happening onscreen and what the game registers -- in other words, a lot more "BULLSHIT THAT TOTALLY DIDNT HIT ME" moments. it weakens the tightness of the action part of this action rpg by muddling the distinction between the two. |
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Felix unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Sun Aug 03, 2014 5:24 pm |
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all of that, and the one time I played sorc in Dark I was doing more melee damage with magic weapon estoc in the early game (and subsequently enchanted estoc in the mid game since you can get the chunks and the ember in darkroot fairly easily before Sen's unlike every other top-level buff) than I ever did with my pure melee guys, and while it was my third time through I never really felt like I had to be that stingy with casts
so, y'know, if you want to talk about sorcs being overpowered previously, sure, but I'm not really seeing an argument in favor of more consumables
I should go back to my DeS replay in the autumn, I only made it through 1-1, 3-1, and 4-1. it stays light out too late for me to play dark games on the projector in summer other than on weekends.
diplo's pretty much put me off playing the DLC at this point (and I wasn't too excited about it to begin with) but I'm curious about Bloodborne as most of the DkS2 engine changes that weren't particularly well-realized in DkS2 seem to have been done in its service... |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Sun Aug 03, 2014 9:33 pm |
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| Talbain wrote: |
| At the same time, because the entire game feels more like levels than a connected area, I think the sameness of enemies was less forgivable. It's a Mega Man-like feature. Those games always have a lot of repeating enemies but when structured as levels it's generally more acceptable because the disconnection is more distinct. Plus obvious theming tends to be forgiven when the world is structured in such a manner. |
A dozen re-reads later and I honestly have no idea what this means. I'm... assuming you meant to write "I think the sameness of enemies was more forgivable" but even then I'm confused, unless you're misunderstanding the criticisms here as visual ones (how enemies look) rather than behavioral ones (what the enemies actually do). In which case, yeah, the recent criticisms involve the latter.
| misadventurous wrote: |
| eh, i wouldnt agree that it teaches you how to roll better. it teaches you that making your numbers go up is the way to play better, which is... not great. in the first game your skills were always the most important, which is why you can get through with a level 1 character if youre good enough. in this one youre basically handicapping yourself if you dont invest into agility. it creates a greater disparity between what you see happening onscreen and what the game registers -- in other words, a lot more "BULLSHIT THAT TOTALLY DIDNT HIT ME" moments. it weakens the tightness of the action part of this action rpg by muddling the distinction between the two. |
Poise has a similar disparity between visualized conveyance and the underlying abstraction, and I think that's its main flaw (which is why I prefer fighting things in Demon's Souls, even if physicality is floatier), aside from there not being a better balance of upsides/downsides to having high poise. If a person really believes that Dark Souls 2, by design, pushes the player outside of shield usage, it's especially damning given that the fundamental evasive maneuver no longer can from the get-go be relied upon for its invincibility frame and instead is turned into a vague well to drop numbers into, and damning it even moreso are the fucked up hitboxes (way, way more of a problem than the faulty hitboxes on the environmental hazards in Dark Souls) that 200 hours later are still making me cry foul. |
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analogos bravely default crying fairy

Joined: 10 Jun 2007
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Posted: Sun Aug 03, 2014 10:23 pm |
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¯\_(ツ)_/¯
Last edited by analogos on Sun Aug 03, 2014 10:58 pm; edited 2 times in total |
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Talbain

Joined: 14 Jan 2007
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Posted: Sun Aug 03, 2014 10:27 pm |
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| diplo wrote: |
| Talbain wrote: |
| At the same time, because the entire game feels more like levels than a connected area, I think the sameness of enemies was less forgivable. It's a Mega Man-like feature. Those games always have a lot of repeating enemies but when structured as levels it's generally more acceptable because the disconnection is more distinct. Plus obvious theming tends to be forgiven when the world is structured in such a manner. |
A dozen re-reads later and I honestly have no idea what this means. I'm... assuming you meant to write "I think the sameness of enemies was more forgivable" but even then I'm confused, unless you're misunderstanding the criticisms here as visual ones (how enemies look) rather than behavioral ones (what the enemies actually do). In which case, yeah, the recent criticisms involve the latter. |
From a referential standpoint, I mean that enemies in zones became heavily criticized because there were a lot of the same enemies. The encounter structure, such as it is, is still pretty similar to Dark Souls, in that you are consistently meeting the same enemies in different situations, though in the case of Dark Souls 2 this more frequently translates to more enemies rather than the same number of enemies but now there's a hazard or some different manner of approach you're forced into. I don't honestly feel, from a behavioral standpoint, that enemies are actually worse in Dark Souls 2 (unless you're talking hitboxes, which to me remains a wash).
| misadventurous wrote: |
i wouldnt have been opposed to items for restoring spell casts in the first game. i think they were mostly trying to nerf magic without making it actually less powerful, thus making it harder/impossible to spam magic arrows at everything and sit around with your fragrant ring on. i can appreciate how people who wanted to roll a pure caster might have disliked this (though honestly you havent lived it up as a sorc until youve knifed some fools to death).
in theory i dont like the additional healing items, because in theory estus in the first game was a limited resource and it made the act of healing yourself have greater consequences. it encouraged you to get hit less and play more carefully and precisely. it was a smart, dungeon crawl-influenced decision. in practice, though, it was pretty easy to get 20 flasks and a bunch of humanity and unless you're just playing terribly its hard to run out. i still dont like that you can buy 99 lifestones from melentia and play really sloppy and just heal yourself like whenever, though at least all the healing items take awhile to refill your life so you cant just pop em willy-nilly in the middle of a fight. |
The idea of healing items still remains as one that has a purpose after a fight, not during, and the entire purpose behind this is that it allows non-boss encounters to actually be difficult. Which, past a certain point in Dark Souls 1, I never got the sense of. I think that's the purpose of consumables generally in the Souls series.
| Quote: |
| eh, i wouldnt agree that it teaches you how to roll better. it teaches you that making your numbers go up is the way to play better, which is... not great. in the first game your skills were always the most important, which is why you can get through with a level 1 character if youre good enough. in this one youre basically handicapping yourself if you dont invest into agility. it creates a greater disparity between what you see happening onscreen and what the game registers -- in other words, a lot more "BULLSHIT THAT TOTALLY DIDNT HIT ME" moments. it weakens the tightness of the action part of this action rpg by muddling the distinction between the two. |
I can tell you that skill factors in less and less as numbers go up, regardless of which Souls game you're playing, because any game with a leveling system can be compromised by this pretty easily, unless it's a Lord of the Rings: War in the North situation where losing means you lose all the experience, items, etc. you've gained up until the last checkpoint where you restart (which is to say, no second chances as in the Souls series). A friend of mine got up to level 327 in NG on Dark Souls and pretty much beat the game by simply out-statting the enemies.
Yes, I agree that there were a lot more "bullshit that didn't hit me" moments in Dark Souls 2, but it wasn't like these were non-existent in Dark Souls 1. The fact that the complaints exist probably says a lot more about the inherent problem of its function and timing, but as with other games I've played with defensive rolls, I've yet to play a game where I didn't have quite a few moments where it felt that way. It's a compromise and either way not everyone is going to be happy. It is interesting that the problem seems to be tied to enemy hitboxes more often than player hitboxes (PvP), so I'm curious about that. Still, I do not think that the enemy hitboxes are ridiculous nearly as often as people profess, at least with regards to any other game (including Souls 1 and Demon's).
At the same time, I will say that the Souls series of games aren't actually games I'm terribly interested in replaying (which is maybe why I have less of a problem with instances of bad hitboxes). I play through them twice, once with a magic user and once with a physical user, and am then done with them. With Dark Souls 2 I found myself playing a lot more PvP, which was a heck of a lot more enjoyable than in the previous entries. There are only a handful of games I would actually say are worth a third or fourth or fifth playthrough, and for me the Souls series doesn't really evoke that. I do very much like talking about them, mostly because people will have a technical discussion with you about them (while having a technical discussion about older games is more difficult, because it's hard to find anyone who wants to have that discussion). _________________
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mauve

Joined: 07 Dec 2006
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Posted: Sun Aug 03, 2014 10:34 pm |
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i am not reading all of this just yet but i have to say now that i gave up on low level varangian invader, llewelyn armor + gyrm helmet is some sexy viking king shit right there, especially if you got the beard to match _________________ twit |
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UtilityFrog
Joined: 07 Apr 2014
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Posted: Mon Aug 04, 2014 10:53 am |
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| Talbain wrote: |
I can tell you that skill factors in less and less as numbers go up, regardless of which Souls game you're playing, because any game with a leveling system can be compromised by this pretty easily, unless it's a Lord of the Rings: War in the North situation where losing means you lose all the experience, items, etc. you've gained up until the last checkpoint where you restart (which is to say, no second chances as in the Souls series). A friend of mine got up to level 327 in NG on Dark Souls and pretty much beat the game by simply out-statting the enemies.
Yes, I agree that there were a lot more "bullshit that didn't hit me" moments in Dark Souls 2, but it wasn't like these were non-existent in Dark Souls 1. The fact that the complaints exist probably says a lot more about the inherent problem of its function and timing, but as with other games I've played with defensive rolls, I've yet to play a game where I didn't have quite a few moments where it felt that way. It's a compromise and either way not everyone is going to be happy. It is interesting that the problem seems to be tied to enemy hitboxes more often than player hitboxes (PvP), so I'm curious about that. Still, I do not think that the enemy hitboxes are ridiculous nearly as often as people profess, at least with regards to any other game (including Souls 1 and Demon's).
At the same time, I will say that the Souls series of games aren't actually games I'm terribly interested in replaying (which is maybe why I have less of a problem with instances of bad hitboxes). I play through them twice, once with a magic user and once with a physical user, and am then done with them. With Dark Souls 2 I found myself playing a lot more PvP, which was a heck of a lot more enjoyable than in the previous entries. There are only a handful of games I would actually say are worth a third or fourth or fifth playthrough, and for me the Souls series doesn't really evoke that. I do very much like talking about them, mostly because people will have a technical discussion with you about them (while having a technical discussion about older games is more difficult, because it's hard to find anyone who wants to have that discussion). |
On the topic of skill vs numbers-go-up, there's been a progression in the Souls games. I think it's important to note what aspects of gameplay the numbers affect.
In Demons Souls, stats only effect damage/health/MP numbers and a few other things that are irrelevant to the point I'm making. They don't effect things like weapon speed or roll speed or the effectiveness of rolls. Weapon animations are determined entirely by the weapons themselves and rolling is determined entirely by your equip load.
Dark Souls is the same except for the introduction of poise. In DS1 poise is still only indirectly related to stats, being entirely determined by armor.
Dark Souls 2 introduces Agility. The effect of agility on roll i-frames is something that is not affected by the way you control your character moment to moment. Assuming 2 identical characters and an identical enemy weapon swing, a character with high agility will be able to safely roll away from the swing while one with low agility will get hit. There is no visual indication of this difference in the capability of your character.
Prior to DS2, stats did nothing to change the timing of how you controlled your character moment to moment. Stats only controlled the magnitude of the affect of your characters actions, but not the timing of those actions or of their likelihood of success. In DeS and DS1 the effectiveness of rolls executed by characters with widely varying stats but within the same equip load bracket would be identical. In DS2 this is not the case, to the detriment of the game in my opinion.
The Souls games are action games first and foremost. The first 2 games allowed RPG style character variation in terms of stats but made sure that the twitch-reflex, actiony parts of the gameplay were insulated from this. This allowed the games to function well primarily as action games while still allowing character customisation. Agility in DS2 has a direct effect on 2 vital, mid-combat, twitch-reflex actions, those being rolling effectiveness and speed of estus/item use. Trying to estus mid combat and failing because your character seems to be embedded in honey doesn't feel good. Trying to roll away from an enemy swing and failing even though it looks like you should have succeeded feels like shit. Action games should feel good to control, regardless of the strength of your character, and DS2 requires a not insignificant stat investment before your character starts to feel halfway responsive. |
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Talbain

Joined: 14 Jan 2007
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Posted: Mon Aug 04, 2014 11:15 am |
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And feeling "good" is entirely an anecdotal complaint that only goes as far as other people agreeing with you. I thought Dark Souls 2 felt fine and have long thought that more things should be tied to stats, including things like weapon damage (which partially exists in all of the Souls series). The reason I find these complaints off the mark is entirely because of the fact that I feel like stats should have a much greater effect on the game than they do, and Dark Souls 2 establishes that. It establishes that stats matter on a fundamental level and that they affect the play experience. I honestly would prefer if stats determined weapon damage, rather than Maces being the best because they have the right typing for the entirety of the game. Or slashing weapons in the previous two games. I like feeling like character progression isn't based on the equipment I'm wearing but on the character I'm building (and that building a character is something the player controls). Armor, to me, has always felt entirely cosmetic and I hate the fact that how effective you are in the game is strongly tied to what you're wearing. It limits theming characters and I want to be able to theme my characters. Every time I make a character I decide how I want the character to represent themselves, and I attempt to build towards that idea. And in Dark Souls 2 you are much more free to do that than in the previous two entries.
It's a fundamental issue to me: why is it that barely meeting the requirements for a weapon allows you to hurt an enemy with it at its full strength? Why is it not a slow progression to get to a point where the strength of the character is what's making the difference, instead of the strength of the weapon? I feel like if the player wants to hit like a truck, that they can feel free to simply up Strength to 99 at the expense of all other stats and do so, but having to deal with significant downsides as a result of that decision. But instead, the player is met with weapons that actually determine more than just moveset. I'm not opposed to weapon swing speed being slower without more dexterity, or that casting speed is tied down in such a manner; these decisions seem logical. I want stats that feel like they have a sense of progression and weight to them, and Dark Souls 2 provides this intimately.
edit: Also, what I think you mean when you say you want a roll that feels good is that you want a very effective roll with no strings attached. Dark Souls 2 doesn't offer that initially to the extent you want, and thus you think the system is flawed, despite it offering that, but with strings attached. _________________
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misadventurous

Joined: 29 Nov 2012 Location: witch city
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Posted: Mon Aug 04, 2014 11:40 am |
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| Talbain wrote: |
| And feeling "good" is entirely an anecdotal complaint that only goes as far as other people agreeing with you. |
gamefeel is hard to define, sure, but i dont think its fair to dismiss people's criticisms like this!
you clearly want very different things out of this series than i do though (i wayyy prefer mechanical skill > equipment > stats), so i guess ill just leave off here and say thanks for the discussion! |
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Talbain

Joined: 14 Jan 2007
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Posted: Mon Aug 04, 2014 12:27 pm |
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How is mechanical skill less important if you start off needing more mechanical skill than in the past games?
Also, I'm not trying to be dismissive, I just don't know how to address a person saying that a game doesn't feel good. I can't say much more than I disagree because it's a statement that doesn't lend itself to discussion. It would be like asking a person what they want for dinner and them telling you they want something that tastes good. _________________
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UtilityFrog
Joined: 07 Apr 2014
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Posted: Mon Aug 04, 2014 12:52 pm |
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| Talbain wrote: |
And feeling "good" is entirely an anecdotal complaint that only goes as far as other people agreeing with you. I thought Dark Souls 2 felt fine and have long thought that more things should be tied to stats, including things like weapon damage (which partially exists in all of the Souls series). The reason I find these complaints off the mark is entirely because of the fact that I feel like stats should have a much greater effect on the game than they do, and Dark Souls 2 establishes that. It establishes that stats matter on a fundamental level and that they affect the play experience. I honestly would prefer if stats determined weapon damage, rather than Maces being the best because they have the right typing for the entirety of the game. Or slashing weapons in the previous two games. I like feeling like character progression isn't based on the equipment I'm wearing but on the character I'm building (and that building a character is something the player controls). Armor, to me, has always felt entirely cosmetic and I hate the fact that how effective you are in the game is strongly tied to what you're wearing. It limits theming characters and I want to be able to theme my characters. Every time I make a character I decide how I want the character to represent themselves, and I attempt to build towards that idea. And in Dark Souls 2 you are much more free to do that than in the previous two entries.
It's a fundamental issue to me: why is it that barely meeting the requirements for a weapon allows you to hurt an enemy with it at its full strength? Why is it not a slow progression to get to a point where the strength of the character is what's making the difference, instead of the strength of the weapon? I feel like if the player wants to hit like a truck, that they can feel free to simply up Strength to 99 at the expense of all other stats and do so, but having to deal with significant downsides as a result of that decision. But instead, the player is met with weapons that actually determine more than just moveset. I'm not opposed to weapon swing speed being slower without more dexterity, or that casting speed is tied down in such a manner; these decisions seem logical. I want stats that feel like they have a sense of progression and weight to them, and Dark Souls 2 provides this intimately.
edit: Also, what I think you mean when you say you want a roll that feels good is that you want a very effective roll with no strings attached. Dark Souls 2 doesn't offer that initially to the extent you want, and thus you think the system is flawed, despite it offering that, but with strings attached. |
Yes, my complaints about gamefeel are somewhat subjective, and hard to define, but I've tried to point to some specific mechanical things as possible causes of my dislike. Things like lack of i-frames during rolls, wonky hitboxes (which certainly weren't perfect in the previous games but seem far worse now), audio delay bugs, enemies with a billion poise that suffer no negative consequence to their weapon bouncing off your shield. Also the painfully slow speed of estus use at low agility.
If these things don't bother you then fine, but I think there's a qualitative difference in the combat mechanics of DS2 versus the prior 2 games, and I've been trying to articulate what these differences are and why I don't like them.
As far as stats determining more aspects of your character, I'm not inherently opposed to this. But designers of games like this, action rpg's, have to be very careful with how far they go down this road. I think tying weapon swing speed to a stat, or indeed any timing/animation property to a stat will reduce build diversity rather than encourage it. Every melee character is going to want their weapons to swing faster, or to roll faster, or to raise their shield faster. Every magic class is going to want their spells to cast faster. If you make the effect of stat investment too small it will be rightfully ignored, too high and it will be invested in to the exclusion of all else.
I was going to say that I would be okay with a stat determining the speed and/or distance of rolls but I've decided against this now. Such a stat would be far too valuable, and probably even worse than the current situation with agility.
I guess I have to come back to my point about the Souls games being real-time action games. Any influence of stats on the twitchy, real-time aspects of the mechanics needs to be very firmly constrained or it will quickly degenerate into nonsense.
I agree that the physical damage types are silly and unneeded, throughout the whole series. In DeS it's "use a piercing weapon in Stonefang, whatever you want everywhere else", in DS1 it doesn't seem to matter at all, and in DS2 strike damage is overpowered.
As to your last point about what type of roll I want, what I want is a roll that is predictable in it's effect (will I get hit or not?) and whose underlying mechanics are adequately represented by the onscreen animations. The "strings attached" to having a good roll should be having to wear light armor and/or invest in endurance, not trial and error with barely perceptible differences with i-frames. |
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Talbain

Joined: 14 Jan 2007
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Posted: Mon Aug 04, 2014 1:20 pm |
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I definitely agree that there's a qualitative difference, and while I agree that there's a fine line, I don't think Dark Souls 2 crosses over it egregiously, just more than what a lot of people were expecting based on the past two games. That said, I like that it's trying to do something interesting with stats and would honestly prefer if stats were a more noticeable part of the game (not just rolls, but animation speed as well - though this already happens pretty significantly for spells - probably a big reason why I like spells a lot in Dark Souls 2, aside from simply having more variety). And they always have been, but only to a point of soft caps and hard caps, where the only discussion seems to be around whether or not the stat is "useful" past a certain cap. I would like for a person who wants a gigantic health bar to be able to get that if they wanted to just invest points in that. Or an agility player to be tremendously difficult to hit but folds like paper and doesn't hit you terribly hard either (thus giving weapons with wider hitboxes more importance against agility players, and forcing players to think about how their stats affect their style, as well as decisions about weapon options to cover a wider variety of playstyles). It gives room for more experimentation with builds rather than looking towards caps that are arbitrarily defined by the developers. This does require that weapons themselves are not the arbitrators of damage, but it balances out in that players then have to make decisions about whether it's speed or power that will ultimately see them through, in PvP or PvE. Right now it feels like you can easily get the best of both worlds, where weapon tiers are very straightforward because damage + moveset greatly simplifies the equation (rather than stats + moveset, which have much greater variance from player to player).
Granted, all of the above is dependent upon 1) no Soul Memory and 2) Much like Dark Souls 1, an agreement on a comfortable Soul Level for builds. Soul Memory is a real problem.
I really dislike poise. There are a lot of enemies in Dark Souls 2 that have it and I don't like that. You're spot on with that.
As for rolls and armor? I don't think defense should be determined by armor and I think roll speed should be stat-based. It seems silly enough as it is that you can fast roll in heavy armor as long as you aren't over a certain threshold, which makes me wish they would just abandon the pretense entirely. Armor should be cosmetic.
I don't feel like the Souls series has ever had a roll with predictable effects. I think what people want is a roll with a higher base amount of iframes. Which I don't personally feel is necessary, but there are a lot of people that definitely want the 13 iframe roll back (standard fast roll in Dark Souls 1). You start off with an 8-10 iframe roll, which is a fat roll in Dark Souls 1. _________________
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Zodar

Joined: 30 Apr 2012 Location: egg
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Posted: Mon Aug 04, 2014 3:36 pm |
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in my mind, the silver knights having tremendous poise and relatively fast attacks was to thwart the two most common low-level strategies (stunlocking, waiting for enemies to bounce off your shield) and force you to learn how to parry (while giving you a prime environment to practice). the moveset and body language of the knights is really easy to read, and once you master their timing you suddenly have a new skill you can use to fight black knights (a menacing early-game bonus enemy) and even the final boss (who has a strong narrative connection to the silver knights). it all ties together. _________________ stong |
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Oh God Spiders No

Joined: 16 Aug 2011
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Posted: Mon Aug 04, 2014 4:34 pm |
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Agility determines i-frames and item usage speed
Your roll distance is determined by your encumbrance percentage, which can be improved by removing equipment or investing in vitality.
Seems like there's some confusion about that here. |
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mauve

Joined: 07 Dec 2006
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Posted: Mon Aug 04, 2014 4:48 pm |
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fyi a stat that affected the roll distance separate from equipment load would be absolutely devastating in pvp. currently if you're <=40%, even with base agility, you can roll twice and can't be backstabbed. if you have 110 agility, that's <=60%. and it's solely because of the amount of distance you get when rolling. (rolling twice actually is the safest way to get the hell away from someone!)
agi is a pretty poorly thought out stat though. in ds2 your roll has a window where you can get hit but do not stun(aside from knockback/down attacks), which is strangely lacking in feedback so it's hard to even understand why you're taking damage but apparently not being stunned. agility simply replaces parts of this window with more invincibility. there is no feedback, or game explanation, or anything really. It is, effectively, "the stat that makes your rolls not suck" but there is nothing to even hint that this is the case, so it is highly unlikely you will figure out what the stat even does without extensive testing or just looking it up. it also takes away from the core mechanics, since for literally every other action in the game only stamina and stamina recovery matter.
part of my problem with this conversation is i don't really care too much about pve balance, i'm mostly focused on the pvp game. and dark souls 1's pvp game is absolutely terrible. most weapons simply are not usable because they're too slow to start up, so they're easy parry bait. poise is so strong, even post-dwgr nerf, that you can't use anything other than quick attacks because people will literally run through your attack and backstab you. (if you go back to the ds1 threads here shortly after release, you will find me trying the pvp out and getting really, really frustrated at poise. dwgr nerf alleviated a lot of this but not enough to make it as enjoyable as demon's was.) which is sorta why ds2 making multiplayer a pain in the ass to actually do is frustrating to me, because its mechanics are leagues above ds1's in basically every conceivable way.
pve-wise, ds2 suffers from repetitive enemy design, too much reliance on heavy poise enforcing hit and run tactics, too many combat situations that are just "let's just throw more guys in here, that'll make it harder!", and too many wonky hitboxes especially on vertical strikes. the i-frames problem wouldn't be as big of a deal if you didn't get hit after you cleared the space an attack is actually hitting, but you still get hit. makes what used to be a positioning game into one of timing only. memories of fighting smelter on my first playthrough and his vertical smash killing me when I visibly wasn't even under the damned sword. _________________ twit |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Mon Aug 04, 2014 6:23 pm |
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| Talbain wrote: |
| Yes, I agree that there were a lot more "bullshit that didn't hit me" moments in Dark Souls 2, but it wasn't like these were non-existent in Dark Souls 1. [...] It's a compromise and either way not everyone is going to be happy. |
No one is saying that Dark Souls did not have some hit detection problems. What's being said is that the sequel's hit detection is worse, more prevalent, and more damning because if it's an issue that Dark Souls had then its follow-up having it in greater abundance (in places more important than soon-obvious environmental hazards) means that the lesson was not learned and instead was ignored, or not properly dealt with, even harder. It's weird how you're turning a criticism that importantly involves the frequency of the problem into one about the problem being there at all (which is a part of the discussion in some basic way, sure, but not as it's playing out). I don't know what the compromise here is -- "You have an action game, so there are going to be a lot of hit detection problems"?
While there's talk of builds and caps and soul memory: I'd be ever so slightly not as hard on the Level Up Roll if soul memory didn't severely undermine the concept of builds, from a long-term perspective.
| Zodar wrote: |
| in my mind, the silver knights having tremendous poise and relatively fast attacks was to thwart the two most common low-level strategies (stunlocking, waiting for enemies to bounce off your shield) and force you to learn how to parry (while giving you a prime environment to practice). the moveset and body language of the knights is really easy to read, and once you master their timing you suddenly have a new skill you can use to fight black knights (a menacing early-game bonus enemy) and even the final boss (who has a strong narrative connection to the silver knights). it all ties together. |
Good point. I got the impression from reading through the original Dark Souls thread that Anor Londo's areas with the silver knights were where a lot of people came to terms with mastering, or getting as close to mastering as possible, the parry/riposte mechanic. |
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Talbain

Joined: 14 Jan 2007
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Posted: Mon Aug 04, 2014 6:45 pm |
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| diplo wrote: |
| Talbain wrote: |
| Yes, I agree that there were a lot more "bullshit that didn't hit me" moments in Dark Souls 2, but it wasn't like these were non-existent in Dark Souls 1. [...] It's a compromise and either way not everyone is going to be happy. |
No one is saying that Dark Souls did not have some hit detection problems. What's being said is that the sequel's hit detection is worse, more prevalent, and more damning because if it's an issue that Dark Souls had then its follow-up having it in greater abundance (in places more important than soon-obvious environmental hazards) means that the lesson was not learned and instead was ignored, or not properly dealt with, even harder. It's weird how you're turning a criticism that importantly involves the frequency of the problem into one about the problem being there at all (which is a part of the discussion in some basic way, sure, but not as it's playing out). I don't know what the compromise here is -- "You have an action game, so there are going to be a lot of hit detection problems"? |
Perhaps I should have clarified - it's a 3D action game, so there are going to be a lot of hit detection problems. If it weren't for Seth Killian influencing the direction of Street Fighter IV and convincing them to use 2D hitboxes, it's fairly likely the game would have flopped. 3D hitboxes are inherently wonky with current technology. They aren't easy to fix because they require a degree of complexity probably not available in last-gen consoles, because you would have to force the hitbox to wrap around the mesh of an attack to get a visually accurate hitbox; which may work and be super easy to do, but at least with any Havok physics game doing so results in a lot of larger oddities that I suspect developers aren't enthused to fix (Skyrim has Havok physics too but using it for stuff like hair to detect body meshes creates a whole slew of weird problems, most notably the engine freaking the fuck out, having hair warping all across the world trying to figure out where it's connected, and potentially crashing the game - and it gets much, much worse the faster the object is moving).
Also, as for lessons being learned, I'm not actually sure the development team of Dark Souls 2 had a lot of time to actually take stock of what issues there were in Dark Souls 1. The development of the game was started almost immediately after Dark Souls 1 was released.
mauve, I don't really think AGI should affect roll distance, just iframes. I think that maybe the complaint could have been fixed by simply adding more iframes at different tiers so there was a clearer connection between the stat and the roll. Perhaps up to a fully invulnerable roll with 6-8 frames of recovery. I agree that the partial hits thing was really strange and I didn't fully comprehend it until much later in the game.
Some Dark Souls speed runs after ESA.
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mauve

Joined: 07 Dec 2006
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Posted: Mon Aug 04, 2014 7:40 pm |
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Soul memory would honestly be perfectly fine if from set a sane maximum level in the 200-250 range instead of 828. Nobody wants to deal with that shit, which means nobody can agree on what the 'cap' should be. (I actually disagree with the SL150 'meta', run into much more interesting/varied builds at the 200 range as you can more effectively do more than one thing at a build there. 150 encourages 'do only one thing but do it extremely well', I feel.)
Also they could probably stand to make early game invasions a _little_ less painful to do. Having done them I can understand why they're gated: 90% of the people I invaded were wearing the Drangleic armor set and didn't have a clue what to do. The blues that got summoned to help were also fairly close to useless. As stated you can't really even get invading items unless you are heavily optimized anyway, so.
edit: unrelated to criticism... people seem to be hearing whispers in their game. happened to me yesterday in shrine of amana, had to make sure i wasn't just hearing things... _________________ twit |
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scratchmonkey Final Finasty

Joined: 21 Mar 2007
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Posted: Mon Aug 04, 2014 8:10 pm |
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| mauve wrote: |
| Also they could probably stand to make early game invasions a _little_ less painful to do. Having done them I can understand why they're gated: 90% of the people I invaded were wearing the Drangleic armor set and didn't have a clue what to do. The blues that got summoned to help were also fairly close to useless. As stated you can't really even get invading items unless you are heavily optimized anyway, so. |
I'm pretty convinced that they nerfed NG invasions in DS2 because of how it was in the early part of Dark Souls, where if you were human and heading towards the Gargoyles, the only thing that would keep you from constantly being invaded and repeatedly destroyed was the game's own crappy netcode.
It must have an absolutely horrible experience for anybody new to the game and considering that a major part of making games is actually getting people to play them, reacting to how that turned out by basically trying to remove it as much as possible is very understandable. |
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mauve

Joined: 07 Dec 2006
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Posted: Mon Aug 04, 2014 9:52 pm |
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FWIW in the old Huntsman's Copse beta invaders had reduced health, like they did in Demon's. This didn't stick around and I think it's probably for the best in the late game that it didn't.
I think it would have been interesting if there were more graduated levels of invaders? Similar to the small white sign soapstone you'd have like a half-orb or something, where you invade with reduced health and stamina, or as a specific build you can't change or something. _________________ twit |
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mauve

Joined: 07 Dec 2006
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Fri Aug 08, 2014 9:54 pm |
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| Talbain wrote: |
| Perhaps I should have clarified - it's a 3D action game, so there are going to be a lot of hit detection problems. |
Nothing in my experience playing games has led me to believe that 3D action games (at least the ones with more industry presence) consistently carry with them noticeable and constant hit detection issues with enemy attacks. I'm going to need a lot of examples to be convinced the Dark Souls 2 is merely another instance of a long line of games that've solidified this as a pervasive design flaw trend.
| Quote: |
| Also, as for lessons being learned, I'm not actually sure the development team of Dark Souls 2 had a lot of time to actually take stock of what issues there were in Dark Souls 1. |
This doesn't make sense to me, since a sizable portion of the 2's design decisions can be very easily read as reactive. If they had enough time to lower weapon durability, make it so that you can get hurt while backstabbing, increase fall damage, slow down animations like drinking from the Estus flask, make the game's enemy placement more mob-based, have enemies groups aggro in groups, make enemies track your movement to restrict the ease of backstabs, put a limit on the availability of good shields earlier on, add black phantoms the NG+, and so on and so on, I don't know why they couldn't have had the time and the consciousness to fix, or minimize the problems of, the hitboxes. What's especially annoying is knowing that future patches will just be tinkerings with EQ/magic stats. |
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Talbain

Joined: 14 Jan 2007
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Posted: Sat Aug 09, 2014 10:12 am |
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| diplo wrote: |
| Talbain wrote: |
| Perhaps I should have clarified - it's a 3D action game, so there are going to be a lot of hit detection problems. |
Nothing in my experience playing games has led me to believe that 3D action games (at least the ones with more industry presence) consistently carry with them noticeable and constant hit detection issues with enemy attacks. I'm going to need a lot of examples to be convinced the Dark Souls 2 is merely another instance of a long line of games that've solidified this as a pervasive design flaw trend. |
Skyrim
Lord of the Rings: War in the North
Darksiders II
Fallout: New Vegas
To be honest, I'm actually having more difficulty finding examples of games similar to the kind of action game the Souls series is, as most 3D action games are either first or third-person shooters or have attacks/physics/animation behaviors that track automatically. The above however are fairly recent, fairly prominent major titles with glaring hitbox issues (at melee distances). _________________
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Guillotine

Joined: 05 May 2008
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Posted: Sat Aug 09, 2014 2:36 pm |
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| I want to say that western games never had a tradition of solid melee though? |
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sarsamis

Joined: 17 Feb 2007
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Posted: Sat Aug 09, 2014 2:39 pm |
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3D action games with better hit detection than Dark Souls 2:
Demon Souls
Dark Souls
^ That's the main reason I get annoyed when people are so apologetic of this in Dark Souls 2. I was talking to someone the other day who was trying to be apologetic of the PC version's double attack animation speeds because "well, From never intended their games to be on PC..." Then why the fuck did they release it as a product? |
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misadventurous

Joined: 29 Nov 2012 Location: witch city
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Posted: Sat Aug 09, 2014 2:45 pm |
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| Talbain wrote: |
| diplo wrote: |
| Talbain wrote: |
| Perhaps I should have clarified - it's a 3D action game, so there are going to be a lot of hit detection problems. |
Nothing in my experience playing games has led me to believe that 3D action games (at least the ones with more industry presence) consistently carry with them noticeable and constant hit detection issues with enemy attacks. I'm going to need a lot of examples to be convinced the Dark Souls 2 is merely another instance of a long line of games that've solidified this as a pervasive design flaw trend. |
Skyrim
Lord of the Rings: War in the North
Darksiders II
Fallout: New Vegas
To be honest, I'm actually having more difficulty finding examples of games similar to the kind of action game the Souls series is, as most 3D action games are either first or third-person shooters or have attacks/physics/animation behaviors that track automatically. The above however are fairly recent, fairly prominent major titles with glaring hitbox issues (at melee distances). |
yeah, but again, the first game in this series didnt really have glaring hitbox issues. the only times i ever found myself calling bullshit in dks1 were against the anor londo sentinel shield slams and asylum/firesage's explosion attacks. the whole reason bad hitboxes were even brought up here is because this series had a minimum of that kind of problem in previous entries, which is part of why the combat feels so precise and satisfying. they werent like other 3d action games at the time.
i mean i understand that youre coming up with examples for diplo there but cmon, two of those are bethesda games and they cant design combat for shit.
edit: what sarsamis said basically. |
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