selectbutton
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile / Ignoring   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Darker Souls: Prepare To Intestinal Fortitude Edition
Goto page
// Prev  1, 2, 3 ... 39, 40, 41 ... 46, 47, 48  Next

 
Post new topic   Reply to topic    selectbutton Forum Index -> King of Posters
View previous topic :: View next topic  
Author Message
Talbain



Joined: 14 Jan 2007

PostPosted: Thu Jul 24, 2014 10:36 pm        Reply with quote

diplo wrote:
Returning to this after months or not touching it has pretty well solidified my distaste for the controls/physics. Again, it's cool that they decided to slow stuff down for the sake of refreshing the flow of combat, but there's a gap between function and enjoyability here. It blows my mind that people can happily do PvP. Half of the time it seem as though the whole world is about to collapse into itself, or I'm about fall through the ground into a void, just because of how it feels to move, and a smaller fraction of the time my attacks pass right through objects in front of me. Also god damn these sound bugs. I'm flipping the heck out by imagining ambushes because my character makes the "landed from a fall" sound effect sometimes on stairs or because there's an additional "readying arrow" sound when I'm readying an arrow. Also I swear one of my deaths came from rolling into a pit while going into arrow view.

I agree with a lot of the rest of what you presented, but I don't really get this feeling. Problems with poise is legitimate, but the controls feel weighty and generally committing to an attack feels like a real commitment. You have to choose your spacing and attacks on a tighter rope, and it establishes fighting mechanics that are less reliant on environmental challenges. Which, given how few environmental challenges there are (no Sen's Fortress-like areas), makes sense. The heft of fighting is still one of the best qualities of Dark Souls 2, and scrambles in it feel a lot more hectic and worrisome, despite them being slightly slower.
_________________
Filter / Back to top 
View user's profile Send private message Visit poster's website
wourme



Joined: 05 Dec 2006
Location: Building World

PostPosted: Thu Jul 24, 2014 11:16 pm        Reply with quote

Last night I was exploring the new areas, and I got invaded by a guy I just couldn't seem to damage at all though I hit him repeatedly with my +10 Claymore (with lots of scaling and several physical attack rings). I eventually decided just to run away and make him have to chase me. After maybe 30 seconds of this, I ended up cornered on a platform by a chasm. He came at me with one of those spinning power attacks and went right off the edge when I dodged. That was entertaining.

I like the new content so far. I've beaten one boss. I have no idea how many there are or how long the area goes on. The puzzle sword is a fun idea, but I haven't tried using it much yet.
Filter / Back to top 
View user's profile Send private message AIM Address
diplo



Joined: 18 Dec 2006
Location: Brandy Brendo's bungalow

PostPosted: Fri Jul 25, 2014 2:16 am        Reply with quote

Talbain wrote:
it establishes fighting mechanics that are less reliant on environmental challenges.


This is unfortunate, because 2's enemies aren't significantly different from Dark Souls', and the increased focus on crowd control isn't in the game's favor overall. On the latter point, a lot of my time tackling the first gauntlet of Shulva was spent drawing things back to that tight spot right before the first archer can hit you. Don't put enemies together that collectively aggro and have extremely high poise.

Describing controls and physics qualitatively is probably the most difficult thing to do when talking about any game, so I'm not sure how much further the disagreement can go. The game's animations aren't expressing substantial force to me that would more validate the slowness. Some part of this might be illustrated by this comparison of animations (not exactly for the guy talking but for footage).
Filter / Back to top 
View user's profile Send private message Visit poster's website AIM Address
Talbain



Joined: 14 Jan 2007

PostPosted: Fri Jul 25, 2014 2:31 am        Reply with quote

diplo wrote:
Talbain wrote:
it establishes fighting mechanics that are less reliant on environmental challenges.


This is unfortunate, because 2's enemies aren't significantly different from Dark Souls', and the increased focus on crowd control

Why do you say this? I think it offers a different and equally valid form of challenge. I agree that the encounters aren't as well-designed on the whole, but I thought the sentinel room in Drangleic Castle was one of the more interesting places in the game in terms of combat, particularly if you open the doors. The Shrine of Amana is another place where I felt multi-enemy combat (and in the case of Amana, the environment) provided a really interesting flow to combat despite being an exceptionally linear space.
_________________
Filter / Back to top 
View user's profile Send private message Visit poster's website
mauve



Joined: 07 Dec 2006

PostPosted: Fri Jul 25, 2014 2:58 am        Reply with quote

diplo wrote:
Describing controls and physics qualitatively is probably the most difficult thing to do when talking about any game, so I'm not sure how much further the disagreement can go. The game's animations aren't expressing substantial force to me that would more validate the slowness. Some part of this might be illustrated by this comparison of animations (not exactly for the guy talking but for footage).

yeah when i said knockback animations, i more or less specifically meant the golf swing. it looks ridiculous. i mean, all the ones that are meant to push players back do, but that one in particular does.

on the other hand, they made sure that the animation was actually usable this time. bkga launcher was fun but it was utterly and completely useless on humans. there was a huge focus on making sure every weapon class had stuff that could be used in ds2, and it really shows. the weapon diversity is the best the series has ever had and they all have at least something different to offer. you might say it's a little more weightless now but i don't especially mind that, personally.
_________________
twit
Filter / Back to top 
View user's profile Send private message
Oh God Spiders No



Joined: 16 Aug 2011

PostPosted: Fri Jul 25, 2014 4:47 am        Reply with quote

I was watching a lore video the other day on youtube and the poster tangentially mentioned that a lot of people are disappointed by the idea that the game doesn't have a special "True" ending wherein you truly lift the curse and save the world forever.

For some reason I was really dismayed to hear that people are playing this game, apparently enjoying it, and then so completely missing the entire conceit of the series.
_________________
Filter / Back to top 
View user's profile Send private message
Rud31
forum ruler of Iraq


Joined: 05 Dec 2006
Location: SanAnTex

PostPosted: Fri Jul 25, 2014 5:02 am        Reply with quote

DLC is fun times will give them my money for the next two also.
_________________
My Hawt Blog Vita Games

THERE ARE DEFINITELY WORSE VIDEO GAME PODCASTS
Filter / Back to top 
View user's profile Send private message AIM Address
mauve



Joined: 07 Dec 2006

PostPosted: Fri Jul 25, 2014 11:49 pm        Reply with quote

so uh if you remember the japanese guy who somehow managed to complete his broken sword hollow playthrough on ds1, he's upping videos daily of his completely blind ds2 playthrough from release. and he is incredibly, bafflingly bad at it.

http://www.youtube.com/user/fujimaro1020/videos http://www.nicovideo.jp/mylist/44990893
_________________
twit
Filter / Back to top 
View user's profile Send private message
diplo



Joined: 18 Dec 2006
Location: Brandy Brendo's bungalow

PostPosted: Sat Jul 26, 2014 2:56 am        Reply with quote

Quote:
Lower-class Woodland Dracula: Did the DS2 DLC really need to remind me that Havel exists
Lower-class Woodland Dracula: a-fucking-gain
satan's pet dog: yeah that boss fight is kinda the worst
Lower-class Woodland Dracula: I just walked in and shook my head and killed myself


God damn is the room full of spitting statues dumb. epic retro challenge. Bet you can't not get hit if ten things are coming your way at once! Of course the best strategy is to just run towards the path leading to the boss (once you actually know which way that is) but you're still probably gonna get hit a few times and it's hardly interesting level design. The temple parts of the DLC are good enough but these later sections sure are souring me on the whole thing. A boss fight that is pandering -- seriously, who on the dev team has such a hard-on for Havel? -- and has an incredibly plain lead up that tries to make up for its plainness and the high possibility that you'll have summoned the two AI white phantoms by just shoving a bunch of shit in your face that you'll be basically forced to run past.
Filter / Back to top 
View user's profile Send private message Visit poster's website AIM Address
Tokyo Rude



Joined: 28 Mar 2007
Location: I'm on the phone Derrick!

PostPosted: Sat Jul 26, 2014 10:23 am        Reply with quote

I had a real fun time doing that fight three times with friends. Out of the X bosses in the DLC that was the one i had the best time with.
Filter / Back to top 
View user's profile Send private message
Iacus



Joined: 04 Dec 2006
Location: Stockholm

PostPosted: Sun Jul 27, 2014 7:23 pm        Reply with quote

Re: level design and Dark 2 being "worse":

I don't find that a "wheel spokes" world structure is inherently worse than the "up & down" structure in Dark 1, just different. Dark 1's progression is certainly more elegant, but when you think about it, Dark 2's structure also ties with its worldbuilding in meaningful ways. I've always said that it makes sense for the locations in Dark 2 to look more prosaic and utilitarian than the ones you end up visiting in Dark 1. After all, Lordran is the land of the gods. By the same principle, Drangleic, being a land that's accessed through a vortex at the bottom of a precipice, and whose dwellers repeatedly report memory loss, also informs its weird connections between areas.

From the maps we can deduce that Drangleic is a more sprawling zone than Lordran. The dreamlike connections between areas might suggest the adventurer outright forgetting the uneventful parts of their journey, going from one place to the next.

Also, the mechanical improvements count for something. I agree with most that, in a general sense, the level design in Demon's is the best in the series, but this doesn't extend to its encounter design, as evidenced by the perma-wearing of the thief's ring (because why wouldn't you be wearing it at all times in PvE?). I do miss some Demon's style levels in Dark 2. I think the Painted World has some of the best quelities of Demon's levels without any of its shortcomings, and benefitting from the refined mechanics in Dark. In that sense, the memories of giants feel like a missed oportunity.

Also, there is some cleverness at the micro level in certain areas such as the forest of giants or the bastille which wrap and connect in interesting ways and make exploration and discovery more interesting. The biggest problem I see in Dark 2 is the unispired monster design. Not due to incompetence but perhaps lack of time to flesh them out properly. You can tell some encounters are tied to the dumbed-down light mechanic (like how the Last Sinner extinguishes the torches before you fight her, suggesting that the encounter would have taken place in pitch darkness). Other areas still have some of those ideas working fairly well. In no man's wharf the big limby monsters are afraid of fire, and the varangian warriors throw flammable oil that explodes on contact if you get hit while wielding a torch. this creates an interesting risk/reward scenario using the torch that goes beyond lit/unlit. It's a shame this kind of environmental ideas weren't developed further.
Filter / Back to top 
View user's profile Send private message Visit poster's website
diplo



Joined: 18 Dec 2006
Location: Brandy Brendo's bungalow

PostPosted: Sun Jul 27, 2014 7:44 pm        Reply with quote

Can you expand on what you mean by dreamlike connections? I don't know what that's relating to.
Filter / Back to top 
View user's profile Send private message Visit poster's website AIM Address
misadventurous



Joined: 29 Nov 2012
Location: witch city

PostPosted: Sun Jul 27, 2014 8:44 pm        Reply with quote

Iacus wrote:
From the maps we can deduce that Drangleic is a more sprawling zone than Lordran. The dreamlike connections between areas might suggest the adventurer outright forgetting the uneventful parts of their journey, going from one place to the next.


i really want to get behind this. i like the sharp, nonsensical divide between earthen peak & iron keep, and if there were more bizarre changes like that i'd be all over this idea. but most of the connections between areas are nondescript hallways or elevators, hardly anything i'd consider "dreamlike".

i get your point, i think -- dreams often change scenery very suddenly and dramatically -- but even if that's what the designers were going for, i don't think they played it up enough.

Quote:
Also, the mechanical improvements count for something. I agree with most that, in a general sense, the level design in Demon's is the best in the series, but this doesn't extend to its encounter design, as evidenced by the perma-wearing of the thief's ring (because why wouldn't you be wearing it at all times in PvE?).


i think it was a mistake to give away the thief's ring/cling ring so readily in demon's souls. i try to play without them because i think they break a lot of the difficulty.

im actually not enamored of many of the mechanical changes. like the removal of "midroll" and the effect of equip weight on your movement speed, and your utility kick being replaced with a more specific "guard break". these changes were made for smoother pvp, i know, but pvp is just one interesting facet of these games!
they crafted a better multiplayer game (if one thats still frequently silly and stilted) but a less interesting overall experience. theres my personal bottom line
Filter / Back to top 
View user's profile Send private message
mauve



Joined: 07 Dec 2006

PostPosted: Sun Jul 27, 2014 9:24 pm        Reply with quote

midroll is still there in the sense that equip weight is approached more gradually. you DO have shorter rolls. you DO have slower stamina gain. when i think back to how my playthrough of dark souls and demons' souls went("find the weight breakpoint, wear whatever equipment lets me stay just under it"), it's definitely an improvement and gives the character more of a personal touch. midroll was funny but to me it was always "there is absolutely no point at staying at this weight level" regardless of game. for something that's such an integral part of your character, that is a bad thing.

i avidly pvp and i actually don't see any reason why they couldn't just keep the kick, honestly. the guard break animation is really goofy.

also conclusion from doing black murakumo no-death runs: murakumo is a shitty weapon to base a run around just from stat requirements being troublesome to get to (have to clear at least four bosses before you even have the possibility of putting it on, and that's if you raise nothing else) and just consuming too much stamina for its so-so range. fun weapon though, just about have a clear finished.
Filter / Back to top 
View user's profile Send private message
diplo



Joined: 18 Dec 2006
Location: Brandy Brendo's bungalow

PostPosted: Sun Jul 27, 2014 9:47 pm        Reply with quote

Yeah. The link between the Earthen Peak and Iron Keep is the only one that comes to mind as "dreamlike," but for as far as I can tell it's just nonsense and doesn't play up anything that's present and persistent enough in the rest of the game to be more than just nonsense. And it's not simply thematically clashing -- you go up an elevator, but the elevator extends past the peak, which means that the Iron Keep is in a volcanic zone in the sky, and you get to it by an elevator that has an external cloaking mechanism.

Drangleic, overall, doesn't give me the impression of being sprawling. In fact, it feels very circumscribed and neat compared to Lordran. It's true that there are no inherent qualities to the basic design decisions exhibited by Dark Souls and its sequel, but I think that Dark Souls' treatment of those basic decisions are more interesting to experience and to talk about. Seemingly the best that can be said about the layout of Drangleic's world is that it is somehow relevant to the narrative, but I think that if there is relevance it's weakly enacted and doesn't contribute much to the actual experience of playing or supporting fun imaginative geographic relationships for the player.

Man. This DLC boss trio is definitely one of the worst bosses in the game. I suppose the argument is there that each of the characters represents a specialty and therefore something of the dynamic of, say, Ornstein and Smough. The problem is that you're still being chased down very aggressively by two characters, and the third long-range character can switch out of their long-range mode so quickly by the time you reach them that they've given up their finer distinction. Of course this was somehow not enough so the devs had to add some curse-spit statues and one curse-spit creature into the arena.

I tried to make a run for the boss room today with the two AI phantoms and they wouldn't follow once I made the drop into the last tunnel. Either that was a rare fuckup on the AI's part or the devs really do expect you to stick around and battle everything up to the boss here and designed those white phantoms with that in mind, never believing that any players would opt out.

Edit: This boss is so bad that I don't want to own DS2 anymore. Does anyone want me to send it to them for free?
Edit: Never mind. Selling this on Amazon for the BIG BUCK$$$.
Filter / Back to top 
View user's profile Send private message Visit poster's website AIM Address
mauve



Joined: 07 Dec 2006

PostPosted: Tue Jul 29, 2014 1:49 am        Reply with quote

yeah the pve in this game is pretty ugh. i thought i'd get used to it with time like i did to the previous games but, no, it's just broken and from doesn't care.

lost my last no-death character as i was running through the end of the dragon shrine, with the last shield giant on the right doing a shield bash to the air 15 feet to my right as i ran past, somehow hitting me and putting me into a five second stun animation(not a guard break!), causing everything to catch up to me and kill me in that time frame. ragequit.

all the 'giant' enemies in this game have completely broken hitboxes, it's ridiculous. i noticed this my first time playing even, on the greatsword knights in heide hitting the ground 15 feet away and somehow still doing damage to me. it's like they weren't even trying, neither demon's nor dark were anywhere near as bad about this. i kept playing because of the pvp being vastly improved over its predecessors, except even the multiplayer is a pain in the ass to do because of soul memory dominating every design decision.

the lethality in this game comes more from brokenness than it does from solid encounter design, and apparently they are so afraid of other players invading that they have to crush their ability to do so, making NG not have very many surprises in it.

oh yeah, that reminds me: i went back to the forest of fallen giants very late on, took my +10 black murakumo two-handed and wailed on one of those shield-and-spear hollow soldiers. blocked all four and still had the stamina to stab me. a human would be done for long before then. yet you can just do the stupid looking guard break animation that looks like it has no force to it, and it works. what the hell, seriously.
_________________
twit
Filter / Back to top 
View user's profile Send private message
a pair of gators



Joined: 15 Mar 2011
Location: techno, trance, and torment music

PostPosted: Tue Jul 29, 2014 10:46 pm        Reply with quote

Iacus wrote:
It's a shame this kind of environmental ideas weren't developed further.


i discovered recently that drenching yourself in water raises fire resist & lowers lighting resist, so now all those damn water pots & seemingly useless water pool lockstones in the Iron Keep finally make sense to me.

(also i maybe turned the brightness on the game down significantly to force myself to use the light mechanic more than necessary.)
Filter / Back to top 
View user's profile Send private message
Oh God Spiders No



Joined: 16 Aug 2011

PostPosted: Wed Jul 30, 2014 12:56 am        Reply with quote

Getting wet also washes off poison and flammable oil.
_________________
Filter / Back to top 
View user's profile Send private message
misadventurous



Joined: 29 Nov 2012
Location: witch city

PostPosted: Wed Jul 30, 2014 12:59 am        Reply with quote

cranking up your fire defense and soaking yourself in water from those pots/pools is how you're supposed to get the treasure out on the lava floes.

mauve wrote:
midroll is still there in the sense that equip weight is approached more gradually. you DO have shorter rolls. you DO have slower stamina gain. when i think back to how my playthrough of dark souls and demons' souls went("find the weight breakpoint, wear whatever equipment lets me stay just under it"), it's definitely an improvement and gives the character more of a personal touch. midroll was funny but to me it was always "there is absolutely no point at staying at this weight level" regardless of game. for something that's such an integral part of your character, that is a bad thing.


i do understand your point, i just liked how you could see and feel the weight on your character. thought it was a nice touch. same goes for being unable to swing weapons youre not strong enough for. its impractical, yeah, but i like what it adds to the feel.


...since i moved to ng+/sl150, the previously consistent 1v1 duels of iron keep have given way to fight clubs and gank squads. i'm all about the former, could do with less of the latter. doesnt help that i died pretty much every time today! the last one i tried to run the hell away into the keep to give them a hard time, but they caught up with me and it was just embarrassing :(
Filter / Back to top 
View user's profile Send private message
Guillotine



Joined: 05 May 2008

PostPosted: Wed Jul 30, 2014 11:37 am        Reply with quote

apfEID wrote:
mauve wrote:


Something's up with the matchmaking, I spent some time invading and in the arena today and I didn't even run into one overleveled havel. They made up 50% of my opponents at least in the past, so maybe something was done.


I thought I read somewhere that soul level now also matters. Sounds like it does?


Been looking around and it seems this isn't the case afterall, soul level still doesn't matter. However there are higher soul memory tiers, still not good enough to make me boot the game tho
Filter / Back to top 
View user's profile Send private message
Oh God Spiders No



Joined: 16 Aug 2011

PostPosted: Wed Jul 30, 2014 2:13 pm        Reply with quote

I don't understand why this isn't more low-level pvp.

Well, that's not true, I exactly understand why. People don't like to use consumables if they don't feel like there's a way to reliably replenish them if need be.

It's just that this is illogical, stupid behavior. When are you going to have "more" fun than right now? If you feel like invading just do it!

Still, this is pretty basic psychology. The devs should have introduced some obvious, easy grinding area or an early-ish vendor in order to discourage hoarding and under-use of invasion items.
_________________
Filter / Back to top 
View user's profile Send private message
Guillotine



Joined: 05 May 2008

PostPosted: Wed Jul 30, 2014 5:18 pm        Reply with quote

That is still soul level being unused mostly. And most people of course would rather play with the edge they know they can get.
Filter / Back to top 
View user's profile Send private message
mauve



Joined: 07 Dec 2006

PostPosted: Wed Jul 30, 2014 5:51 pm        Reply with quote

there's a new weapon tier chart and as usual i don't really agree with katanas/santier's being ranked that high still but it's generally right. spears are straight up nuts right now. UGSes still garbage.

misadventurous wrote:
i do understand your point, i just liked how you could see and feel the weight on your character. thought it was a nice touch. same goes for being unable to swing weapons youre not strong enough for. its impractical, yeah, but i like what it adds to the feel.

attacks actually are slower if you don't have the required stats! just not by a ridiculous amount. can't count how many times in the early game of ds1 i accidentally did gravelord sword r1 without the required stats, and i just sat there for seconds unable to cancel it as it took forever to wind up. i honestly hated those motions because you couldn't go OOPS I DIDN'T MEAN TO DO THAT CANCEL CANCEL.

Oh God Spiders No wrote:
I don't understand why this isn't more low-level pvp.

Well, that's not true, I exactly understand why. People don't like to use consumables if they don't feel like there's a way to reliably replenish them if need be.

It's just that this is illogical, stupid behavior. When are you going to have "more" fun than right now? If you feel like invading just do it!

it's actually just a pain in the ass. there aren't as many people who want to invade as you'd think, and they just burn through their consumable stash in one go and that's it, the only way to get more is to hog the arena, which is, well, not really fun if what you want to do is invade.(seriously, look how few there are) no excuse on not using the red soapstone though.

and you gain souls from winning, so you'll rank out of whatever you were trying to do anyway, which basically sucks.

i think if i ever bother to play the game again i'm going to do very low level bandit axe varangian armor invader guy. need more axes. axes feel so good. axes are love. (thinking about it, work hook giving a dex buff means i could totally do a pirate build now.)
_________________
twit
Filter / Back to top 
View user's profile Send private message
Oh God Spiders No



Joined: 16 Aug 2011

PostPosted: Fri Aug 01, 2014 12:22 am        Reply with quote

Is there any way to counter-grief Rat Covenant Tryhards in Door of Pharros?

Summoning into a room filled with coyotes and mastodons, waste-deep in water, only to be immediately assailed by thunderbolts and lightning spears for 90% of my health each is so frustrating because it seems there's really no way to fight back.

There's no real reason to hang out there and engage in these fights but it would be very satisfying to have some sort of trick to wipe the grin off the faces of these trolls.
_________________
Filter / Back to top 
View user's profile Send private message
Oh God Spiders No



Joined: 16 Aug 2011

PostPosted: Fri Aug 01, 2014 12:51 am        Reply with quote

You can grind for red eye orbs in majula. Not very fun, but it's right there at the beginning.
_________________
Filter / Back to top 
View user's profile Send private message
mauve



Joined: 07 Dec 2006

PostPosted: Fri Aug 01, 2014 1:11 am        Reply with quote

Well Designed And Enjoyable Videogame

i've never, ever seen them drop a red eye personally, and i'm pretty sure they'd just go extinct in a hurry.

for door of pharros just immediately go left into the cave so you can fight on somewhat less painful footing and go from there.
_________________
twit
Filter / Back to top 
View user's profile Send private message
Joachim



Joined: 19 Mar 2010

PostPosted: Fri Aug 01, 2014 7:54 pm        Reply with quote

Quote:
i really want to get behind this. i like the sharp, nonsensical divide between earthen peak & iron keep, and if there were more bizarre changes like that i'd be all over this idea. but most of the connections between areas are nondescript hallways or elevators, hardly anything i'd consider "dreamlike".


not that i disagree with the sentiment that it isn't as stated or present as it ought to be, but i don't agree that the iron keep is the only thing that really supports this idea. this is especially so given that it still rather neatly qualifies as a largely non-descript elevator into a new area.

other oddities should include:
heide's tower of flame into no-mans wharf,
drangleic castle into shrine of amana,
the end of aldia into the dragon aerie and shrine,

and, to a lesser degree (or maybe even a greater degree, depending on how you want to interpret it), majula into heide's.


i think its also noteworthy w/r/t the discussion to point out that the developers have also been quoted as saying that there are bits in the game which intentionally do not make immediate sense.
_________________
Filter / Back to top 
View user's profile Send private message
diplo



Joined: 18 Dec 2006
Location: Brandy Brendo's bungalow

PostPosted: Fri Aug 01, 2014 9:54 pm        Reply with quote

What's nonsensical about Drangleic Castle > Shrine? Heide's Tower > No-Man's Wharf seems outside of the topic of bizarre transitions since the disparity is a misalignment of sea levels. Looks like a genuine screw-up to me, or if it's not it's not a very fanciful impossibility. With Majula > Heide's, do you mean that the distance between the two when seen from Majula is not consistent with how far you travel?

@mauve: Funny how the game was visibly designed by people who'd played hours and hours of PvP in Dark Souls and then made a game that seems to discourage the practice even more even while aiming to put it more at the forefront. Same thing for the efforts made towards providing incentives for consecutive playthroughs (some of that, though, has to do with the integrity of the core game).


Last edited by diplo on Sat Aug 02, 2014 1:15 am; edited 4 times in total
Filter / Back to top 
View user's profile Send private message Visit poster's website AIM Address
mauve



Joined: 07 Dec 2006

PostPosted: Sat Aug 02, 2014 12:00 am        Reply with quote

i tried the low level pvp build, i stand corrected about how bad the situation is at that point

From fucking hates invaders.

- Even with two prisoner +drop rate items equipped, I only got 3 red eyes from exterminating all pigs. that's 1 in 12 kills. thanks this is really practical.
- Arena at 50k SM has a population of nobody. good luck getting red eyes!
- The arena seems to love pitting you against chars that are clearly higher SM than you. insert loud groaning when i, at 150k SM, was matched up against some asshole in full velstadt's gear, gmb, lightning enchanted greatsword. great. this is totally winnable.
- you will spend way, way, way more time in the arena than invading, because you will lose more often due to the matchmaking taking longer to find you an opponent and generally being harder to win at.
- Conversely, because you need to be fairly optimized to do even remotely well in the arena, you will be WAY overpowered for any invasion. you can't play casually to get red eyes, yet most of the people you invade won't know what hit them.
- fuck tanimura

don't anyone ever tell me low level pvp is due to laziness on the players' part, holy shit it is actually way worse than i was expecting
_________________
twit
Filter / Back to top 
View user's profile Send private message
Oh God Spiders No



Joined: 16 Aug 2011

PostPosted: Sat Aug 02, 2014 1:50 am        Reply with quote

I didn't realize it was that bad either. I just remember being struck by the desire to invade around Skeleton Lords in my first playthrough and noted that I had a seeming abundance of red eye orbs. I guess I assumed they were more plentiful and easier to get than they actually are.
_________________
Filter / Back to top 
View user's profile Send private message
Oh God Spiders No



Joined: 16 Aug 2011

PostPosted: Sat Aug 02, 2014 2:07 am        Reply with quote

Does GMB block shockwave?
_________________
Filter / Back to top 
View user's profile Send private message
mauve



Joined: 07 Dec 2006

PostPosted: Sat Aug 02, 2014 2:12 am        Reply with quote

diplo wrote:
@mauve: Funny how the game was visibly designed by people who'd played hours and hours of PvP in Dark Souls and then made a game that seems to discourage the practice even more even while aiming to put it more at the forefront. Same thing for the efforts made towards providing incentives for consecutive playthroughs (some of that, though, has to do with the integrity of the core game).

Yeah, though personally I think they really wanted to change the tone of NG this time around. NG+ is when you get to have fun, NG is more for learning the game and figuring things out. Which is one way to look at it; and now that the soul memory tiers are SLIGHTLY saner it makes more sense to play it that way, too.

NG basically has coop primarily and it strongly encourages it. Stones are easy to get, rewards are good (silky stones very useful, tokens of respite useful for blues, sunlight medals for being sunlight medals), easy way to get back to being full human.

Meanwhile I just tried again and I got matched up with someone in full witch outfit, gmb, crystal magic weapon, several different weapons, and apparently a LOT of physical defense as my puny 400 AR did like nothing. He did the 'no' handwave emote after winning, which is a good answer for playing the game at all right now. So much for even thinking about invading...

A lot of the design decisions in DS2 feel like someone spent too much time playing MMOs, too. There's a lot of MMOey decisions in there for gating things via time, like invasions requiring either NG+/soul investment or arena grinding. That is not why I got into the Souls series and it's aggravating to watch it start to seep in...

Edit: GMB blocks nothing, it's just a flat +250 to all elemental resist. Which is an additional 27.8% reduction on top of what you already have. (900 elem resist = 100% reduction/immunity)
_________________
twit
Filter / Back to top 
View user's profile Send private message
misadventurous



Joined: 29 Nov 2012
Location: witch city

PostPosted: Sat Aug 02, 2014 2:50 am        Reply with quote

like i said, i got consistently good pvp in ng using the red soapstone. it wasnt until i moved to ng+ that all the gankers & tryhards came streaming out of the woodwork. dragon remnants are also great if you want 1v1 action, but you can't get it until the end of the damn game! in dks1 you could join the dragons first thing if you wanted to, and now that it's an actually functional covenant you gotta wait for it. what the hell :(

which reminds me: i wish there was a cool ash lake type super secret place in this one.

Joachim wrote:
not that i disagree with the sentiment that it isn't as stated or present as it ought to be, but i don't agree that the iron keep is the only thing that really supports this idea.


hmm, i could see a case being made for those other areas. though i could also see a case for just sloppy world design! i don't really have an issue either way -- if anything i wish drangleic was more weird and mismatched -- mostly i just wish they were linked in a more interesting way than the aforementioned hallways/elevators.

though i shouldnt have said earthen peak -> iron keep was the only one i noticed: i really like things betwixt as an area and it doesn't look like it's part of drangleic in a physical sense.
Filter / Back to top 
View user's profile Send private message
mauve



Joined: 07 Dec 2006

PostPosted: Sat Aug 02, 2014 3:00 am        Reply with quote

Yeah, if you want consensual pvp there's all the stuff in the world. I'm actually very happy with how the game plays when the fights are remotely fair and soul memory doesn't decide to make you face level700 Dark Havelman XP, which is mostly why it's incredibly aggravating that it does like to do that. Game mechanics are the best they're ever been but it's now an absurd chore to actually play.

I'm just kinda rubbed the wrong way by how one of the series' hallmarks, the invasions, is downplayed so heavily in NG. I mean, I knew it was, but damn I didn't know it was this bad.

And I'll be honest, in ds1/demon's, more than twinked invaders I was annoyed by twinked coop partners. made a new char like a week or two ago in ds1 and there were like 8 coop signs at the parish before the gargoyles. Every single one had late game equips. Of course. stubbornly refuse to coop in that, so I actually think this system is much better for coop overall.
_________________
twit
Filter / Back to top 
View user's profile Send private message
Oh God Spiders No



Joined: 16 Aug 2011

PostPosted: Sat Aug 02, 2014 5:49 am        Reply with quote

It seems like the Blue Sentinels as a group are the best at PvP. I can usually crush red and grey invaders, but the blues get me every time.
_________________
Filter / Back to top 
View user's profile Send private message
mauve



Joined: 07 Dec 2006

PostPosted: Sat Aug 02, 2014 6:17 am        Reply with quote

That's because Blues invade a wider range, able to invade opponents weaker than themselves. Reds and greys only invade those stronger than they are. See this page, specifically the item ranges section.

blues tend to be kinda greedy too because the covenant ranks up off invasion wins, unlike reds.
_________________
twit
Filter / Back to top 
View user's profile Send private message
UtilityFrog



Joined: 07 Apr 2014

PostPosted: Sat Aug 02, 2014 3:08 pm        Reply with quote

So I'm playing through the DLC (on PS3), guessing I'm fairly close to the end (have access to 2 bosses but haven't beat either of them yet). Died against the Priestess boss and the game says that it can't save my game and will exit to the title screen. I try to load my save again and receive a message that loading failed.

I decide to exit the game and reboot my PS3. Now I can't even reach the title screen. The game says that it can't load the save data and gives me the option to create new save data, which will overwrite the existing data.

Looked around the net and didn't find anything helpful.

Sigh. I'm not even angry. Just, deflated. It'll be awhile before I touch this game again. The thing has always felt really flaky to me. Like, it's always thrashing the hd, and every now and then after booking up my PS3 after playing it i have to do the HD recovery thing. And I did a playthrough of Demons Souls over the last week with absolutely no problems.
Filter / Back to top 
View user's profile Send private message
a pair of gators



Joined: 15 Mar 2011
Location: techno, trance, and torment music

PostPosted: Sat Aug 02, 2014 3:12 pm        Reply with quote

tbh i had a lot of fun doing low level PVP in the rat covenant, especially in the grave of saints. i imagine bell covenant is similar? haven't done that one much.

i get the impression that those are meant as the low level PVP options? it's trivial to get invasions in either covenant as soon as you access their areas, and at least in ratking i don't remember getting gank squads getting pulled into my game constantly like the ds1 Fightin' Forest
Filter / Back to top 
View user's profile Send private message
diplo



Joined: 18 Dec 2006
Location: Brandy Brendo's bungalow

PostPosted: Sat Aug 02, 2014 4:44 pm        Reply with quote

Before giving up for good, I tried another one of the bosses. It's a Nashandra who summons crowds of skeletons and Velstadt clones.

lol

Yeah, I'm done. A bunch of people are saying that the DLC gives them more hope than ever about further efforts from the team, but all that it's done for me is made me sure to avoid any future Souls projects by them, DLC or otherwise. Worth noting also that the only enemy you come across in the immediate area leading up to that boss fight is a knight that's "hard" because it doesn't react to any of your hits.
Filter / Back to top 
View user's profile Send private message Visit poster's website AIM Address
Talbain



Joined: 14 Jan 2007

PostPosted: Sat Aug 02, 2014 5:37 pm        Reply with quote

diplo wrote:
Worth noting also that the only enemy you come across in the immediate area leading up to that boss fight is a knight that's "hard" because it doesn't react to any of your hits.

These kinds of knights exist in both of the Souls games before them, so is the problem environmental context? Haven't played the DLC; going to wait until it's all released.
_________________
Filter / Back to top 
View user's profile Send private message Visit poster's website
Bingle



Joined: 20 Feb 2011
Location: HELL IS WHERE THE HEART IS

PostPosted: Sat Aug 02, 2014 5:43 pm        Reply with quote

They aren't compensated for that in any other aspect like the Berenike Knights.

Though my problem with them was that they were solo encounters in distressingly empty hallways in addition to being the only encounters at all in that segment.
_________________
Filter / Back to top 
View user's profile Send private message
Quick Reply
 Attach signature
 Notify on replies

Display posts from previous:   
Post new topic   Reply to topic    selectbutton Forum Index -> King of Posters All times are GMT
Goto page
// Prev  1, 2, 3 ... 39, 40, 41 ... 46, 47, 48  Next
Page 40 of 48

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2002 phpBB Group