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Seek greater souls: Dark Souls 2 Blindplay Thread
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UtilityFrog



Joined: 07 Apr 2014

PostPosted: Mon Apr 21, 2014 1:27 pm        Reply with quote

This video critique of Dark Souls 2 by Matthewmatosis recently came to my attention. It's 50 minutes long and contains spoilers for the whole of the game.

It's a mostly negative look at the game. I certainly don't agree with everything in the video but it's mostly well argued and I agree with the general thrust of it. Many design decisions in DS2 seem scattered and without a coherent rationale.
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diplo



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

PostPosted: Mon Apr 21, 2014 6:11 pm        Reply with quote

Valuable review even though it took 40 minutes to talk about how DS2 should have nothing involving Solaire and fuck praising the sun
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rye



Joined: 06 Dec 2006

PostPosted: Mon Apr 21, 2014 6:21 pm        Reply with quote

scratchmonkey wrote:
Hmm, is that for a wide range of soul memory? Have you invaded anybody or killed an NPC?

Can't remember my soul memory off the top of my head, but I'm around SL 140. I do confess to killing most of the NPCs in Majula that I didn't like before going to NG+. I'd say about half my invasions are the cops.
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mauve



Joined: 07 Dec 2006

PostPosted: Mon Apr 21, 2014 6:26 pm        Reply with quote

cracked blue eye invasions can take you anywhere in the game world more or less

that's part of why they are used a lot, you don't have to be anywhere near your mark in order to get summoned, even though it prioritizes where you are generally

from heide i invaded the same guy twice; once i ended up in amana, next time it was in the crypt.

if you want to be invaded or invade others, blues are at least as valid an option as bloods!

speaking of blues: http://www.nicovideo.jp/watch/sm23379287 the last one...
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Ronnoc



Joined: 26 Feb 2010

PostPosted: Mon Apr 21, 2014 10:25 pm        Reply with quote

I was walking around the Forest of the Giants because I forgot where the king's gate was, and I discovered a (huge) area I had missed the first time and then I got invaded by someone near my power level.

A+ Dark Souls experience
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rye



Joined: 06 Dec 2006

PostPosted: Mon Apr 21, 2014 11:29 pm        Reply with quote

Invaded by a blue sentinel in huntman's copse. I prostrated before him and then offered him my back, waiting for his sunlight blade-charged sword to drop.

He did not take it, and returned to his world instead.

I quit and turned off the game.

That's enough for today.
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username



Joined: 05 Dec 2006
Location: parts unknown

PostPosted: Tue Apr 22, 2014 3:40 am        Reply with quote

I would suggest a combination of soul level and for lack of a better term "stat-based" measure for determining invasions. If you don't level up but grab a bunch of high level equipment/spells/whatnot then that in a perfect world would be taken into account. The main issue I see with that is that it'd have to be based on the strongest stuff the player has on them as opposed to what is currently equipped because if not the invader could just switch to something stronger once matched up, and how one would actually fairly balance all that out hurts my head to even think about.
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mauve



Joined: 07 Dec 2006

PostPosted: Tue Apr 22, 2014 3:47 am        Reply with quote

soul memory for NG

soul level for NG+

best of both worlds

i am tempted to figure out how best to rush NG down to make an asshole invading character early though, i can see how it might be done...
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another god



Joined: 04 Dec 2006

PostPosted: Tue Apr 22, 2014 6:36 am        Reply with quote

Dark Souls 2's mechanical improvements are so interesting that they are completely obfuscating the step back in level design and utter collapse in lore.
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Joachim



Joined: 19 Mar 2010

PostPosted: Tue Apr 22, 2014 4:37 pm        Reply with quote

i'm actually finding the lore more interesting, by and large
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diplo



Joined: 18 Dec 2006
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PostPosted: Tue Apr 22, 2014 7:57 pm        Reply with quote

OK gonna try to make a comment that's longer than three sentences hurrghhhhh here goesss There's a lot that's glossed over in that review -- a lot of comparative congratulations handed to Dark 1 and Demon's that I don't think are entirely deserved. That's a bit natural, given how massive the critical discussion about these games can be, since they are dense games, but there is also a degree of oversight; although I am sympathetic to many of the opinions (and it sure is nice to have an essay that pushes against the supposed YOU DIED fetish; as I said to rye elsewhere, when I got the "Welcome to Dark Souls" trophy, that was about the hardest I internally rolled my eyes at the game). Like, you know, running through the Kiln just isn't that interesting, even while the austerity and thematic relevance its enemy lineup has is somewhat pleasing. There's nothing that says you couldn't fight two simul-aggro'd black knights at once, really, yet the endgame area has you enemy-by-enemy face off against slowly attacking foes whose threat level by then is next to nothing and who can't keep up with you anyway if you choose to run away through the spacious environment.

I, and I think many others here, agree about the lacking imagination in a number of 2's boss designs. But I don't mind most of the multi-enemy boss fights; the exceptions would probably be the Royal Rat Authority, TW and TD, Belfry Gargoyles, and Twin Dragonriders. To me, at least in my limited experience, there are a variety of particularities to the ones in question that make them more tolerable than might be expected (and there are particularities to the four unsuccessful ones I mentioned that make them specially unsuccessful). For example, the Skeleton Lords have very slow movement, and the arena has a variety of places to seek temporary shelter behind; the Ruin Sentinels can lose their shields, and you can fight the first one all on its own; and the Tseldora congregation is a combination of small lifebars and sluggish movement (it seems a much, much more reasonable fight to me than the comparable Fool's Idol, too). I don't mind the spiders in the fight with Freja because they don't have the boss-lifebars -- and that comment extends to pretty much all fights that include minor enemies.

MM's comment about players opting to run through gauntlets like the path to the Crypt's boss didn't make sense to me because, as far as I can tell, it's next to impossible to enter the fog gates without getting hit and knocked out of the entry animation. Those last two knights on the mentioned path have a specifically limited range of pursuit so that you can't just ignore everything. And until these games figure out how to make one-on-one with normal or close-to-normal enemies reliably satisfying affairs, I'm fine with having to engage small groups of non-grunt opponents.

That thing between the blacksmith and his daughter was unknown to me. Seems they were going for a kind of cute relational disconnect/irony, and it's incredibly cheesy. Also yeah pretty much all of the explicit references to Dark 1's Greatest Hits (god did I groan when I saw that item description for the lightning bolt) are unneeded, unappealing, and shouldn't exist. Craft your own Greatest Hits, Dark Souls 2. Agreed about the questionable-to-outright-dumb visual justifications for some of the level design's impediments; agreed about the excessive vagueness of the plot itself; agreed about the disappointment felt when the mansion turned into a hallway to the boss; agreed that the game could've stood to have more areas like the Bastille; agreed about the mistake made in identifying the character's gender as male in the opening movie. And the fact that some of MM's critiques can be met with "But [x] did it too" is an additional problem.
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scratchmonkey
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Joined: 21 Mar 2007

PostPosted: Tue Apr 22, 2014 8:55 pm        Reply with quote

mauve wrote:
soul memory for NG

soul level for NG+

best of both worlds


According to From, this is very close to how it's supposed to work, supposedly you have to be both within a certain range of the other player's SM and SL in order to interact with them and then in NG+, they're supposed to be dropping the most-restrictive of the two, so as long as you're within either SL or SM limits, you can interact with them.

People doing experiments with NG+ appear to indicate that this is not actually happening and that both SL and SM restriction apply for PvP in NG+.
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diplo



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

PostPosted: Tue Apr 22, 2014 9:11 pm        Reply with quote

Abridged conversation in response to part of the review:

Quote:
HumbertTitor: What do you think about the quartet of caterpillars in the demon ruins
HumbertTitor: Thinking of that group that comes down from the ceiling next to the chest holding an ember
HumbertTitor: Wondering if you think that's a cheap surprise or of it's reasonable considering that one (or two?) come down beforehand
HumbertTitor: Dark 2 has a couple of really dumb LOL GOT YOU moments and I was trying to think of anything equivalent in 1 but I can't come up with much
secret: it's kind of a cheap surprise because there's not a lot of indication that one has appeared behind you until you get hit by it
HumbertTitor: Yeah… they come down almost immediately and trap you in the middle
kitten: also they break your armor lol
kitten: and weapons
secret: i think you'd have to have a dead end where one appears behind you or something before that
secret: to establish that they can do that
secret: to make it not cheap
kitten: another moment i hate in the first dks is when you're trying to get the super holy ember
kitten: you go down there and then there are like eighteen humongous skeletons that will completely destroy you
HumbertTitor: god, that room
HumbertTitor: I have never done that room not by shooting a million dragonslayer arrows into the void
secret: yeah, i always go in on that upper ledge and snipe the jerks
Youpi___: i think the most super cheap thing of ds2 is that hippo that breaks a door and insta-kills you on any loop
kitten: i actually predicted that hippo would be there the first time
HumbertTitor: You can survive that hit, Youpi, but it is super cheap and the worst cheap in that game
kitten: the first one you can see behind the wall
kitten: the second is like
kitten: i bet...
Youpi___: it's stupid, that a hippo breaks a door before does not set expectations that a second one would be there

kitten: it did for me lol
kitten: and i correctly anticipated and avoided it
Youpi___: i mean it didn't get me the first time but i actually died when i ascetic'd the place lol
kitten: i do think it's bs tho
kitten: it's not-good design
kitten: idk i do think like dks 2 isn't as well designed in terms of level design and enemy placement, etc.
kitten: but dks really had a lot of mean ass moments, too
kitten: it's just after playing it forty thousand times you forget how mean it is
kitten: and going into dks 2 you have the confidence of a really good dark souls player but the naivety of someone playing for the first time
kitten: so the unfair stuff seems much more unfair because you "know you're better than this"
HumbertTitor: The dumb things are things that literally come out of nowhere
HumbertTitor: Like, no way to visually anticipate them
kitten: one of my most hated in dks2 is when those hollows rush from behind you when you check out the fire salamander cave
kitten: they basically pop out of a goddamn clown closet
kitten: because once you know it it is not a threat whatsoever
kitten: but not knowing it will often get you killed and there was no way to tell it was going to happen
HumbertTitor: Where do they even come from?
kitten: i think you can see where they come from if you're up at the lsat bonfire in that area but i forget
HumbertTitor: I cleared out that area best I could but those grunts still come from somewhere
kitten: ya it's dumb dumb dumb
kitten: you cannot see or kill them before going in there unless you do fancy jumping exploits not intended in the game to get to the last bonfire before you should be able to
kitten: but uh that's like not even worth mentioning really
kitten: ahh what else is there
kitten: mimics, i guess, sort of
kitten: i still like there being some unexpected and untelegraphed stuff in the souls games just to keep me on my feet or frustrate me because it adds flavor in but i'm not going to argue in favor of it being good design
HumbertTitor: I guess… I think it's really fine if there are things that will undoubtedly and surprisingly kill most players, so long as there's something in the design that goes beyond the idea that the thing is a death guarantee.
HumbertTitor: Like, if it builds up the world in some way.
HumbertTitor: I think the mimics have that, and it also makes treasure grabbing more interesting after the first time, so there's a positive after-effect.
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TXTSWORD



Joined: 25 Aug 2010

PostPosted: Wed Apr 23, 2014 2:14 am        Reply with quote

Mimics can be tested for, though - which you should learn pretty quickly (after dying to one).

I dunno if I can really take "you have to die from stuff to learn to not die from it" as a valid critique. That's just the style of the souls games.
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mauve



Joined: 07 Dec 2006

PostPosted: Wed Apr 23, 2014 3:01 am        Reply with quote

scratchmonkey wrote:
According to From, this is very close to how it's supposed to work, supposedly you have to be both within a certain range of the other player's SM and SL in order to interact with them and then in NG+, they're supposed to be dropping the most-restrictive of the two, so as long as you're within either SL or SM limits, you can interact with them.

People doing experiments with NG+ appear to indicate that this is not actually happening and that both SL and SM restriction apply for PvP in NG+.

every test I have read says nothing but soul memory matters. a level 1 can get matched up with a level 300 if their soul memory is within range of each other.

dunno what's going on, honestly.
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Ronnoc



Joined: 26 Feb 2010

PostPosted: Wed Apr 23, 2014 3:11 am        Reply with quote

I have died to every mimmic
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misadventurous



Joined: 29 Nov 2012
Location: witch city

PostPosted: Wed Apr 23, 2014 5:54 am        Reply with quote

ive decided this one's inferior mostly because your character is too shiny & the camera is right up their butthole. its harder to take in crucial details like those guys sitting above the salamander cave. i don't know if i appreciate all the mechanical changes either. hitboxes feel very sloppy and the action's kind of mushy in a way i'm not always into. demon's souls is my favorite anyway tho and this one feels like the opposite of that in many ways.

i do love the individual areas as COOL ENVIRONMENTS though. i'm in the shrine of amana atm and it's difficult & beautiful. i'm sort of into the dreamy disjointedness of the world too. it feels more like king's field to me than the first game.
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misadventurous



Joined: 29 Nov 2012
Location: witch city

PostPosted: Wed Apr 23, 2014 5:56 am        Reply with quote

Ronnoc wrote:
I have died to every mimmic


the mimics don't breathe in this one >:( that was a really cool subtle detail that i loved about the dks1 mimics.
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Guillotine



Joined: 05 May 2008

PostPosted: Wed Apr 23, 2014 8:37 am        Reply with quote

I expected every chest to be a mimic or a trap, so I was ok. you can attack any chest ONCE without consequences. Also I'm pretty sure they have different details, but it's hard to see in the dark of course.
Frankly the (very)occasional OH SHIT moment really works for me in DS, even when the level design doesn't suggest things, you have the ever explicative blood pools, the occasional ghosts or the messages, which is better to not abuse surely, but just seeing one can be good enough.
Of course these things are in Souls to stay, and the developer shouldn't count on them as a substitute for design, but I don't really see DS2 as being so bad in this regard that is a worrying trend.
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UtilityFrog



Joined: 07 Apr 2014

PostPosted: Wed Apr 23, 2014 9:11 am        Reply with quote

diplo wrote:
OK gonna try to make a comment that's longer than three sentences hurrghhhhh here goesss There's a lot that's glossed over in that review -- a lot of comparative congratulations handed to Dark 1 and Demon's that I don't think are entirely deserved. That's a bit natural, given how massive the critical discussion about these games can be, since they are dense games, but there is also a degree of oversight; although I am sympathetic to many of the opinions (and it sure is nice to have an essay that pushes against the supposed YOU DIED fetish; as I said to rye elsewhere, when I got the "Welcome to Dark Souls" trophy, that was about the hardest I internally rolled my eyes at the game).

Yeah I hate this type of pandering, especially when it comes from the game itself. Another example (pointed out in the video I think) would be the firekeeper's line at the beginning about you dying over and over. That line in particular was kind of 4th wall breaking for me and came across as the game being oddly insecure about itself. Like, the game can't just let its difficulty speak for itself, it has to point it out to the player in the most awkward way possible.

diplo wrote:
Like, you know, running through the Kiln just isn't that interesting, even while the austerity and thematic relevance its enemy lineup has is somewhat pleasing. There's nothing that says you couldn't fight two simul-aggro'd black knights at once, really, yet the endgame area has you enemy-by-enemy face off against slowly attacking foes whose threat level by then is next to nothing and who can't keep up with you anyway if you choose to run away through the spacious environment.

I love the kiln. I think it's the ethereal white passage you move through to get to it that really sells it. Not sure how this relates to DS2 though.

diplo wrote:
I, and I think many others here, agree about the lacking imagination in a number of 2's boss designs. But I don't mind most of the multi-enemy boss fights; the exceptions would probably be the Royal Rat Authority, TW and TD, Belfry Gargoyles, and Twin Dragonriders. To me, at least in my limited experience, there are a variety of particularities to the ones in question that make them more tolerable than might be expected (and there are particularities to the four unsuccessful ones I mentioned that make them specially unsuccessful). For example, the Skeleton Lords have very slow movement, and the arena has a variety of places to seek temporary shelter behind; the Ruin Sentinels can lose their shields, and you can fight the first one all on its own; and the Tseldora congregation is a combination of small lifebars and sluggish movement (it seems a much, much more reasonable fight to me than the comparable Fool's Idol, too). I don't mind the spiders in the fight with Freja because they don't have the boss-lifebars -- and that comment extends to pretty much all fights that include minor enemies.

I didn't really have much trouble with multi enemy boss fights specifically (the boss that gave me the most trouble was the Smelter Demon) but I think the Souls games walk a very fine line when it comes to having multi enemy boss fights be fun. I think MM is exactly right when he says that the Souls games camera and lockon system is strongly focussed around 1 on 1 encounters. For me anyway, when not fighting extremely weak opponents, the default state of any combat encounter is to be locked on to something. It's very difficult to gain situational awareness and doing so takes time that can leave you vulnerable. In DS1 O&S was only tolerable/enjoyable because of the pillars in the room. The bell gargoyles weren't particularly aggressive and you're only fighting 2 of them for the second part of the fight. And the pinwheel is a joke.

diplo wrote:
MM's comment about players opting to run through gauntlets like the path to the Crypt's boss didn't make sense to me because, as far as I can tell, it's next to impossible to enter the fog gates without getting hit and knocked out of the entry animation. Those last two knights on the mentioned path have a specifically limited range of pursuit so that you can't just ignore everything. And until these games figure out how to make one-on-one with normal or close-to-normal enemies reliably satisfying affairs, I'm fine with having to engage small groups of non-grunt opponents.

I did exactly this. In fact I don't think I've fought the enemies in that room a single time. I took one look at that room, saw the fog gate at the far end and thought "fuck this" and ran straight through. Now, my success rate for getting though the fog gate alive was probably only 50%, but there was no fuckin' way I was going to fight through every enemy in that corridor on the way to Velstadt.

And I really hate that you're no longer invulnerable as soon as you touch a fog gate, as you were in DS1. In DS1 that seemed like a concession to players who were having trouble with a boss and just wanted to run straight back to fight it again.

diplo wrote:
That thing between the blacksmith and his daughter was unknown to me. Seems they were going for a kind of cute relational disconnect/irony, and it's incredibly cheesy. Also yeah pretty much all of the explicit references to Dark 1's Greatest Hits (god did I groan when I saw that item description for the lightning bolt) are unneeded, unappealing, and shouldn't exist. Craft your own Greatest Hits, Dark Souls 2. Agreed about the questionable-to-outright-dumb visual justifications for some of the level design's impediments; agreed about the excessive vagueness of the plot itself; agreed about the disappointment felt when the mansion turned into a hallway to the boss; agreed that the game could've stood to have more areas like the Bastille; agreed about the mistake made in identifying the character's gender as male in the opening movie. And the fact that some of MM's critiques can be met with "But [x] did it too" is an additional problem.

The Solaire pandering is cheesy and stupid but I quite like the other plot connections to DS1, with the suggestions of a perpetual, inescapable cycle. Or at least, I like the idea if not always the execution. In particular I thought everything relating to Brightstone Cove and Seath was well executed. However the Iron Keeps supposed connection to Gwyn is baffling to me. Like, I would've thought Gwyn and his soul would have been more foundational and fundamental to the Souls' world to end up where it did.
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UtilityFrog



Joined: 07 Apr 2014

PostPosted: Wed Apr 23, 2014 9:22 am        Reply with quote

TXTSWORD wrote:
Mimics can be tested for, though - which you should learn pretty quickly (after dying to one).

I dunno if I can really take "you have to die from stuff to learn to not die from it" as a valid critique. That's just the style of the souls games.


I don't think untelegraphed insta-kills are essential to the style of the Souls games (edit: I don't mean to imply that that's what you were saying). In principle, with careful observation and fast reactions, no death should be unavoidable. I don't think DS2 is too bad here, compared to the previous games at least. Off the top of my head, the most dickish thing is the wall smashing ogres in Aldia's Keep.
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scratchmonkey
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Joined: 21 Mar 2007

PostPosted: Wed Apr 23, 2014 3:34 pm        Reply with quote

UtilityFrog wrote:
However the Iron Keeps supposed connection to Gwyn is baffling to me. Like, I would've thought Gwyn and his soul would have been more foundational and fundamental to the Souls' world to end up where it did.


There are more than a few people suggesting that the King of Iron Keep is Solaire, linking to how the cat refers to him as a "vainglorious liar" and also the apparent excavation of the Altar in Earthen Peak.
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UtilityFrog



Joined: 07 Apr 2014

PostPosted: Wed Apr 23, 2014 3:53 pm        Reply with quote

scratchmonkey wrote:
UtilityFrog wrote:
However the Iron Keeps supposed connection to Gwyn is baffling to me. Like, I would've thought Gwyn and his soul would have been more foundational and fundamental to the Souls' world to end up where it did.


There are more than a few people suggesting that the King of Iron Keep is Solaire, linking to how the cat refers to him as a "vainglorious liar" and also the apparent excavation of the Altar in Earthen Peak.


I think the fact that the Old Iron King drops the Old King Soul (wiki link) in NG+ kinda strongly suggests a connection to Gwyn. A link with Solaire would kinda contradict that characters ending in DS1. And I could see the cat refer to either character in question as a "vainglorious liar".

Although I agree the location of the altar is interesting and suggestive.
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diplo



Joined: 18 Dec 2006
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PostPosted: Wed Apr 23, 2014 4:24 pm        Reply with quote

TXTSWORD wrote:
Mimics can be tested for, though - which you should learn pretty quickly (after dying to one).


Of course. I was talking about them from the perspective of design as experienced by first-time players. I can't believe more than literally several people in the world did not fall for the mimic in Sen's (and that first-timers to the series did not fall for whichever mimic they found first in 2).

Also man is there even a single good reason to fight the Royal Rat Authority in NG+? Such a dumb boss fight. Not as dumb as Four Kings, but certainly up there. Just found out that it has an instant-kill because I sure was guarding and none of my stamina was drained upon the hit.
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diplo



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

PostPosted: Wed Apr 23, 2014 4:32 pm        Reply with quote

UtilityFrog wrote:
I love the kiln. I think it's the ethereal white passage you move through to get to it that really sells it. Not sure how this relates to DS2 though.


Just a thought I had when MM was talking about how Dark's mechanics lent themselves to the encounters in the Kiln.

Quote:
And I really hate that you're no longer invulnerable as soon as you touch a fog gate, as you were in DS1. In DS1 that seemed like a concession to players who were having trouble with a boss and just wanted to run straight back to fight it again.


That's one of my favorite small technical changes. There's already a whole lot in the game's design in service of helping struggling players, and, in the past, it's been such an easy alternative to run past stuff forever. I'm glad that the game makes you fight at least a couple of things along the way to a boss -- tries to make you, anyway. Like you said, you had a 50% success rate.

I also think it's strange that the review highlights the lead-up to Drangleic Castle with an emphasis on the twin Mastodon guards and then criticizes the design when Anor Londo did the same thing (and actually the design there was weaker because you weren't even going the way that the giants were guarding).
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diplo



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

PostPosted: Wed Apr 23, 2014 4:40 pm        Reply with quote

UtilityFrog wrote:
I quite like the other plot connections to DS1, with the suggestions of a perpetual, inescapable cycle. Or at least, I like the idea if not always the execution. In particular I thought everything relating to Brightstone Cove and Seath was well executed.


Oh, I don't mind those sorts of things. By "explicit" I meant a literal sort of resurrection. You know -- Havel's equipment.

I did not know that about the Iron Keep, so I suppose I haven't explored that place all the way yet. Well, I definitely haven't; never figured out how to cross those burning paths on top of the lava. Was waiting for an orange charred ring.
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scratchmonkey
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Joined: 21 Mar 2007

PostPosted: Wed Apr 23, 2014 5:21 pm        Reply with quote

I never found that ring either. Apparently a combination of that, orange burrs, flash sweat and rolling through water urns is necessary to be able to survive running around on those.
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mauve



Joined: 07 Dec 2006

PostPosted: Wed Apr 23, 2014 7:55 pm        Reply with quote

flash sweat and burrs do not stack.

elemental defense right now works on a percentage basis; 10 def is a flat 1% damage reduction. (great magic barrier is like 250 for all elements. use this if you can, especially pvp! seriously weakens elemental weapons.) get up past 1000 and you are literally immune to that element. i don't know if this is possible for anything but fire, though: fire def armor + flash sweat + water urns.
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TXTSWORD



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PostPosted: Thu Apr 24, 2014 2:01 am        Reply with quote

diplo wrote:
TXTSWORD wrote:
Mimics can be tested for, though - which you should learn pretty quickly (after dying to one).


Of course. I was talking about them from the perspective of design as experienced by first-time players. I can't believe more than literally several people in the world did not fall for the mimic in Sen's (and that first-timers to the series did not fall for whichever mimic they found first in 2).

Also man is there even a single good reason to fight the Royal Rat Authority in NG+? Such a dumb boss fight. Not as dumb as Four Kings, but certainly up there. Just found out that it has an instant-kill because I sure was guarding and none of my stamina was drained upon the hit.


For the exact reason I did: Stack acid surge and use exclusively that because breaking equipment is more fun than winning duels.
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PostPosted: Thu Apr 24, 2014 3:01 am        Reply with quote

Random question: did they futz around with the way your weapon interacts with walls in this game? I only ask as I had an instance where an enemy charged at me in a narrow hallway and I by instinct took a very wide swing with a rather long weapon and instantly cursed myself under my breath as I knew my weapon would hit the wall, not reach the enemy and I'd eat a big hit. Instead I struck the enemy with no problem. I could have just caught a lucky break in terms of spacing but in that moment it felt rather odd.
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mauve



Joined: 07 Dec 2006

PostPosted: Thu Apr 24, 2014 5:28 am        Reply with quote

yeah it feels a bit different now. it seems harder to clip your sword through a wall, as well.
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diplo



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

PostPosted: Fri Apr 25, 2014 7:32 pm        Reply with quote

Info dump.

Quote:
[2:59pm] kitten: if ya'll have any questions about pvp plz ask me i will be happy to try and tell ya what i know
[2:59pm] stotelheim: how are builds constructed these days?
[2:59pm] kitten: how do you mean? like what level do you cap at?
[3:00pm] stotelheim: nah, what kind of stat distribution seems optimal for different kinds of builds? i have a pretty decent idea of how it all worked in DS1 but i haven't really figured 2 out yet
[3:02pm] kitten: as for stat distribution, it really depends on where you're capping
[3:02pm] secret: dark souls 2 is very obviously designed by different people than the first two
[3:02pm] kitten: are you familiar with agility, stotes?
[3:02pm] stotelheim: from what i understand agility adds some iframes to your roll and increases your estus speed
[3:03pm] kitten: yase
[3:03pm] stotelheim: supposedly 98 is a good number?
[3:03pm] kitten: agility is added from two stats
[3:03pm] kitten: adaptability and attunement
[3:03pm] kitten: 95 and 98 are barely different
[3:03pm] kitten: from what i've seen 95 is a sweeter spot
[3:03pm] secret: oh wow attunement adds agility?
[3:03pm] kitten: gets you lots of roll i-frames
[3:03pm] kitten: attunement adds small amounts of agility
[3:03pm] kitten: but it does add it
[3:03pm] kitten: on my pure faith build i have 51 attunement
[3:03pm] kitten: and 3 adaptability (bandit starting)
[3:04pm] kitten: no points wasted on adaptability
[3:04pm] kitten: and i have tons of casting slots
[3:04pm] kitten: 95 agility
[3:04pm] secret: kinda makes sense, since sorcerers start out with too little strength to even use a shield
[3:04pm] kitten: AND increased casting time
[3:04pm] kitten: if you're going to be making a build that ends with high attunement always start bandit
[3:04pm] kitten: bandit is by tremendous leaps and bounds the best starting class for raw faith
[3:05pm] kitten: and imo best starting class for /anything/ using attunement other than raw int (where warrior has 1 more free point in stats you won't invest in)
[3:05pm] kitten: but lol raw int
[3:05pm] kitten: adaptability doesn't start adding agility points until like level 9 or 10 or something
[3:06pm] kitten: so starting bandit and not investing in adaptability saves you so many free points
[3:06pm] kitten: they start with 1 int too which is awesome
[3:06pm] kitten: they're actually also the best class if you don't use attunement at all because they start with 2 lol
[3:06pm] kitten: they're like
[3:06pm] kitten: there is almost no reason to not pick bandit
[3:07pm] kitten: unless you're going raw int and really care about min/max that oooonnnneee point
[3:07pm] kitten: as for other stat distrubtion
[3:07pm] kitten: vigor has a soft cap at 50
[3:07pm] kitten: points from 1-20 are 30 hp, points from 21-50 are 20
[3:08pm] kitten: at 50 vigor and with life ring +2 (adds around 300 hp with high vigor) as well as third dragon ring, it's easy to attain a ballin 2300+ hp
[3:08pm] kitten: endurance adds 2 points of stamina up to level 20 iirc and then 1 point for every single level after that up to 99
[3:09pm] kitten: 30 endurance is considered a good stopping point in most instances
[3:09pm] kitten: but it's like
[3:09pm] kitten: if you can afford it more stamina is always a good thing
[3:09pm] kitten: vitality has some weird soft caps, i forget the specific levels
[3:09pm] kitten: it goes from 1.5 burden per level to 1.0 and then eventually just .5
[3:09pm] kitten: just pay attention as you level it
[3:10pm] kitten: unless you're a dipshit wearing full havels as soon as you hit the 1.5 softcap (which i think is 24) you never need anymore ever
[3:10pm] kitten: i usually cap it at 20 or even lower if i'm not wearing heavy armor
[3:10pm] kitten: i'm wearing really bad armor on my current character cuz i like the looks so i have 11 in it haha
[3:10pm] kitten: which puts me at 44.2% burden
[3:10pm] kitten: the breakpoints for burden are 70% and 120%
[3:11pm] kitten: 70%+ is fat roll
[3:11pm] kitten: 120%+ is you can't roll
[3:11pm] kitten: there are infinite soft points, though
[3:11pm] kitten: you will roll SLIGHTLY further and longer at 50.1% than you will at 50.2%
[3:12pm] kitten: people say 55.0 and 30.0 are breakpoints but i've not noticed a big difference 54.9 and 55.0
[3:12pm] kitten: or especially 29.9 and 30.0
[3:12pm] kitten: attunement has a bunch of different levels for slots
[3:12pm] kitten: important thing to know is that high attunement means more spell casts
[3:13pm] kitten: at 43 attunement, something that only has one cast will now have 2
[3:13pm] kitten: (which is the most important breakpoint to remember for things like wog, great magic barrier, crystal magic weapon, sunlight blade, soul geyser, etc.)
[3:14pm] kitten: 51 attunement is where i aim
[3:14pm] kitten: 50 attunement is where you get i think 7 or 8 slots
[3:14pm] stotelheim: that's a godly amount of slots
[3:14pm] kitten: well attunement isn't just slots anymore
[3:14pm] kitten: as i said, that also puts my agility exactly where i want it without sacrificing ANY points to adaptability
[3:15pm] kitten: even on a 150 build i go for 51 attunement
[3:15pm] kitten: it also increases my casting speed very significantly
[3:15pm] kitten: the difference between 50 attn and 51 is 2 casting speed and 1 agility point
[3:15pm] kitten: so i usually bump that one last point
[3:15pm] kitten: attunement is a very useful stat, now
[3:15pm] HumbertTitor: Oh yeah I also realized the c(h)loranthy ring has been significantly downgraded
[3:15pm] HumbertTitor: So… not sure if it's worth using
[3:16pm] kitten: yeah chloranthy ring is garbage do not use it
[3:16pm] kitten: 8.5% at +2
[3:16pm] kitten: it's bad
[3:16pm] HumbertTitor: Wasn't it like 45% in 1?
[3:16pm] kitten: difference is negligible
[3:16pm] kitten: iiiiii can't remember
[3:16pm] HumbertTitor: It was a lot more, whatever it was
[3:16pm] kitten: stamina already regenerated crazy fast in dks
[3:16pm] kitten: and you had way more of it
[3:16pm] kitten: stamina's a lot more precious in dks2
[3:16pm] kitten: another thing to notice ESPECIALLY in pvp if you haven't picked up on this yet
[3:17pm] kitten: when your stamina bar depletes you get an invisible timer placed on you that prevents running
[3:17pm] stotelheim: right, yeah
[3:17pm] kitten: if you're chasing a healer, do not let that bar run out
[3:17pm] kitten: at 30 endurance WITH third dragon ring it will actually last longer than it takes for your entire bar to refill
[3:17pm] HumbertTitor: I noticed that, yeah. I think they also made some change to how fast you can roll after guarding against a hit
[3:18pm] kitten: one of the reasons i go for bonkers slots on a faith build is because of sacred oath
[3:18pm] kitten: it takes 4 slots
[3:18pm] kitten: but it's like a 40 boost to attack and 50 boost to defense for 60 seconds
[3:18pm] kitten: which is incredibly, incredibly useful in pvp
[3:18pm] kitten: at 51 attunement with a hat that give syou additional casts (hexer hood, saint's hood)
[3:18pm] kitten: that's 6 casts
[3:19pm] kitten: it affects friendlies nearby you and is useful for pve, too
[3:19pm] stotelheim: what chime do you use on your faith build?
[3:19pm] kitten: my slots are great magic barrier, sacred oath, great heal, lightning spear, wog
[3:20pm] kitten: great magic barrier lasts 90 seconds and reduces 30% of all types of magic damage (fire, dark, lightning, magic)
[3:20pm] kitten: there is absolutely no reason to not use it in pvp
[3:20pm] kitten: for a faith build there is absolutely no contest, dragon chime
[3:20pm] kitten: fastest casting time of all chimes and highest lightning damage
[3:20pm] kitten: (all offensive miracles deal lightning damage, including emit force and wog)
[3:21pm] stotelheim: you can't infuse chimes, right?
[3:21pm] kitten: you can infuse everything
[3:21pm] kitten: there is nothing you cannot infuse lol
[3:23pm] stotelheim: what's your infusion strategy?
[3:23pm] kitten: lightning
[3:23pm] kitten: you can only infuse anything with one type of infusion
[3:23pm] stotelheim: right
[3:23pm] kitten: chimes can only be infused with a bolstone or darknight stone
[3:23pm] kitten: and since i dont' do dark damge the choice is obvious
[3:23pm] kitten: some weapons have really super bizarro scaling though
[3:24pm] stotelheim: i didn't mean just your faith build though
[3:24pm] kitten: and scale better with like
[3:24pm] kitten: poison infuse
[3:24pm] kitten: like the watcher greatsword for example
[3:24pm] kitten: has better lightning scaling with poison infuse than lightning
[3:24pm] kitten: which is just like
[3:24pm] kitten: what
[3:24pm] stotelheim: huh
[3:24pm] kitten: same with the blue flame
[3:24pm] kitten: blue flame is not great in pvp but it's REALLY fun
[3:24pm] kitten: its r2 works like a catalyst
[3:25pm] kitten: and if you have crystal magic weapon enchanted onto it using a lefthand catalyst, it actually boosts the blue flame's catalyst powers
[3:25pm] kitten: so its magic will be more powerful
[3:25pm] kitten: enchanted with cmw its the 2nd most powerful catalyst for raw magic in the game
[3:25pm] stotelheim: cool good
[3:25pm] kitten: an important thing to keep in mind when picking catalysts is its cast time
[3:25pm] kitten: like
[3:26pm] kitten: with chimes, if you're raw faith, there's no question
[3:26pm] kitten: dragon chime is strongest and fastest
[3:26pm] kitten: but if you're going raw magic? the staff of wisdom is strongest, but it casts from a tall point making it hard to hit things that are close to you AND it has a very slow cast time
[3:26pm] kitten: blue flame is surprisingly good just used as a catalyst if you have time to buff it
[3:27pm] kitten: if you're going hexer, the best chime for hexes is caitha's or chime of want (iirc they have same power)
[3:27pm] kitten: chime of want is used on higher level builds because if its high faith requirement, tho
[3:27pm] kitten: chime of want is very good for miracles and tied for best at hexes
[3:28pm] kitten: as for hexer staffs, it depends
[3:28pm] kitten: sunset staff is like staff of wisdom: strongest, but slow
[3:28pm] kitten: bat staff is really good for dark fog because it has latent poison damage
[3:28pm] kitten: if you use dark fog with bat staff, it's instant or near instant poison
[3:28pm] kitten: very cruel and cheap but extremely effective
[3:29pm] kitten: sunset staff is best for like, affinity for example
[3:29pm] kitten: but you need really high int for affinity to be effective
[3:29pm] kitten: 60 int for all 5 orbs, which is ridiculous lol
[3:30pm] kitten: oh right other stat investments
[3:30pm] kitten: str and dex soft cap at 40 for scaling on weapons like usual
[3:31pm] kitten: i think 20-30 is highest damage stretch increase but i can't goddamn remember and who cares, you'll notice when pumping them just be smart about it
[3:31pm] kitten: to power stance a weapon you need 1.5 times its requirement in all stats
[3:31pm] kitten: i.e. something with 20 str and 10 dex will require 30 str and 15 dex to be power stanced
[3:32pm] kitten: i think you only need half a weapons' str requirement to 2 hand it, now
[3:32pm] stotelheim: right, i tried out a power stance double katana thing on the 360
[3:32pm] kitten: some power stance combos are nasty
[3:32pm] kitten: black knight greataxe is very powerful when power stanced
[3:32pm] kitten: so is the warped sword
[3:32pm] kitten: adaptability i already went over, only useful for its agility points
[3:33pm] kitten: if you want i-frames at low levels, level it with attunement until you hit 95
[3:33pm] kitten: then respec and get rid of it for sweet, sweet attunement at higher levels (unless you don't want to but i dooooo)
[3:33pm] kitten: int and faith both softcap at 40 once again
kitten: best taking either to 50 for certain catalysts tho
[3:34pm] kitten: oh right
[3:34pm] kitten: and dark magic
[3:34pm] kitten: dark magic is weird
[3:34pm] kitten: it scales based on the lower of your two stats re: faith and int
[3:34pm] kitten: and soft caps at 30/30
[3:35pm] kitten: one last thing to mention in terms of stat investment
[3:35pm] kitten: you get small tiny additions to poise based on the lower of your two stats between end and adaptability
[3:35pm] kitten: like you get .3 poise per level in both, iirc
[3:36pm] kitten: but it's pretty much negligible
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diplo



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

PostPosted: Fri Apr 25, 2014 10:45 pm        Reply with quote

http://www.forbes.com/sites/michaelthomsen/2014/04/25/is-dark-souls-ii-the-worst-game-ever-made/

Jesus.

Young man has first Why Videogames? crisis, channels despair into crypto-review.
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Ronnoc



Joined: 26 Feb 2010

PostPosted: Fri Apr 25, 2014 11:04 pm        Reply with quote

diplo wrote:
http://www.forbes.com/sites/michaelthomsen/2014/04/25/is-dark-souls-ii-the-worst-game-ever-made/

Jesus.

Young man has first Why Videogames? crisis, channels despair into crypto-review.

This is amazing
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Ronnoc



Joined: 26 Feb 2010

PostPosted: Fri Apr 25, 2014 11:05 pm        Reply with quote

Quote:
It’s the worst and least ethical form of play, taking the naturally constrained single encounters of Chess or Go into the heart of an infinity spiral rotating out from the center of a box of microprocessors built out of a grand network of exploitive labor practices around the world, creating a transfixing hallucination sublimely disassociated from the networks of labor required to produce it. The friendships formed in message boards and YouTube comment threads offset by the number of lives pinned in place by the economic conditions necessary for the creation of such hallucinatory machinery, offering the great thrill of achievement for having done nothing but press a few half-inch buttons, hypnotized by the unseen patterns passing through the screen, scrutable only to those others who’d undergone the same rite of initiation and spoke the secret lexicon.
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A New Duck



Joined: 08 Dec 2008
Location: Eugene, ORLY

PostPosted: Fri Apr 25, 2014 11:16 pm        Reply with quote

Oh my god, what a find.
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Rei
sexy mf'er


Joined: 12 Sep 2011

PostPosted: Fri Apr 25, 2014 11:27 pm        Reply with quote



Last edited by Rei on Sun Jun 22, 2014 7:14 am; edited 1 time in total
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A New Duck



Joined: 08 Dec 2008
Location: Eugene, ORLY

PostPosted: Fri Apr 25, 2014 11:33 pm        Reply with quote

His Twitter tells me he thinks Demon's Souls is one of the greatest games of all time.
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PostPosted: Fri Apr 25, 2014 11:38 pm        Reply with quote



Last edited by Rei on Sun Jun 22, 2014 7:14 am; edited 1 time in total
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Broco



Joined: 05 Dec 2006
Location: Headquarters

PostPosted: Fri Apr 25, 2014 11:45 pm        Reply with quote

"There are many eerie parallels between Metroid Prime and Citizen Kane."

OK.
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Rei
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Joined: 12 Sep 2011

PostPosted: Fri Apr 25, 2014 11:57 pm        Reply with quote

When Samus dies on Metroid Prime's game-over screen,

if you have the volume turned up high,

you can hear her whisper,

"Rosebud"

just before she flatlines.
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