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sarsamis

Joined: 17 Feb 2007
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Posted: Sat May 17, 2014 2:39 am |
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Thankfully I've found that if someone has a monastery scimitar, if I pull my own out and put it back they'll likely switch theirs out too and then we have a normal game. Like it's just understood that we're both just as broken as one another so we may as well play the real game again.
If they don't take it off then I just keep mine out and we spend forever baiting parries, jump attacking, etc. :/ |
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Gideon Zhi

Joined: 05 Dec 2006
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GcDiaz

Joined: 04 Dec 2006 Location: Clinton, MA
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Posted: Sat May 17, 2014 7:13 am |
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it works.
Damn, but dark chasm of old is actually kinda difficult. By which I mean I've been terribly spoiled by the PvE so far, this place is no joke at all and I should step up my game. _________________ Steam/PSN/Xbawks: GcDiaz
Let's bring sexy back!
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Tulpa

Joined: 31 Jul 2008
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Posted: Sat May 17, 2014 8:45 am |
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dark chasm was pretty easy for me, but I did it late game enough that there's not much anything there could do about sunlight spears and great lightning spears, I just picked them off one at a time from range and dealt with casters and the final boss of the area with a rebel's greatshield
speaking of, it's really fun to just walk straight at magic users in pvp while holding up a rebel greatshield and watching them freak out when their hexes do chip damage. _________________
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parker a wolf adventuring

Joined: 31 May 2007 Location: suplex city
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Posted: Sat May 17, 2014 10:04 pm |
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| mauve wrote: |
| summon signs are still everywhere in NG+, at least until you get into the higher tiers anyway. |
Maybe it was just the wrong time of day or something. I stopped seeing any co-op signs after the tower of flame and they were pretty rare there.
How have these Souls games not blown the lid off what a crock of shit all these WoW-type MMOs are. What reason is there for most of them to even be MMOs with monthly fees or micropayments instead of just a Souls-esque normal rpg with co-op and pvp elements. And an actual combat system and challenge instead of a bunch of zeroes tacked onto all the numbers to pad things out. All the other players in wow might as well be invisible ghost phantoms running around with no effect on your world whatsoever until it comes time to get some help for a dungeon or boss anyway. _________________
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Felix unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Sat May 17, 2014 10:27 pm |
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| most people who play WoW actually just want to twink out and/or relax, they're not evaluating critically in that sense |
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Talbain

Joined: 14 Jan 2007
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Posted: Sat May 17, 2014 11:08 pm |
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| Felix wrote: |
| most people who play WoW actually just want to twink out and/or relax, they're not evaluating critically in that sense |
Yeah, I would say WoW is more like a game where you relax and occasionally do something else too. I'm pretty sure the reason WoW isn't difficult is because it serves more as a chat module with additional things to do and people to talk to who are interested in similar fantasy universes. In as many cases it's about specific groups of acquaintances wanting to keep up with each other without systems that are as intrusive as Facebook is. _________________
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mauve

Joined: 07 Dec 2006
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Posted: Sat May 17, 2014 11:13 pm |
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this is correct; mmos are social outlets first and are games only as something to discuss and exist within.
raiding exists as it does more as an organizational and community challenge than as a game, so to speak. a strategic/meta-game aspect, rather than a tactical one. _________________ twit |
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parker a wolf adventuring

Joined: 31 May 2007 Location: suplex city
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Posted: Sat May 17, 2014 11:30 pm |
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Well they don't got to make it as difficult or complex as a souls game, I just mean not charge monthly money for what's actually a padded single player rpg with co-op. Multiplayer wise they don't function any different from souls games, it's not like the game itself actually takes advantage of having all those players standing there at once _________________
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Sun May 18, 2014 5:33 am |
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WoW used to be a lot more difficult, actually. Even the non-raiding stuff. Mechanical difficulty isn't its problem.
| parker wrote: |
| Multiplayer wise they don't function any different from souls games, it's not like the game itself actually takes advantage of having all those players standing there at once |
This is its problem. It's a problem that's been solved, but no one cares. It's too polished, there's too much immediate feedback. It's too addictive. _________________ Let's Play, starring me. |
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parker a wolf adventuring

Joined: 31 May 2007 Location: suplex city
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Posted: Sun May 18, 2014 1:59 pm |
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Did I mess up something or what cause I've been getting invaded almost nonstop since I went to ng+ and my friend says he hasn't gotten invaded at all. It happens almost immediately every time I go back to a bonfire. I don't see hardly any summons signs ever either. My buddy is only able to summon me if I wear the ring thing. _________________
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sarsamis

Joined: 17 Feb 2007
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Posted: Sun May 18, 2014 2:05 pm |
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| What's your soul memory at? That started happening to me after I hit 12 million, but that was well into NG+ and after grinding for a bit because I got obsessed with maxing out my stamina. I can't imagine you hit that so early on unless you were doing a lot of pvp (which starts to give crazy amounts of souls at higher levels). |
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parker a wolf adventuring

Joined: 31 May 2007 Location: suplex city
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Posted: Sun May 18, 2014 3:01 pm |
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I guess it's 9 million. The only extra stuff I did was repeat the giant lord a handful of times for some extra twinkling titanite. I didn't realize it had made that much of a difference. _________________
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sarsamis

Joined: 17 Feb 2007
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Posted: Sun May 18, 2014 3:07 pm |
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^ That guy gives a pretty ridiculous number of souls later on; it's the best grinding area in the game.
And yeah, I guess most who've reached that are getting bored with pve and are invading now. |
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parker a wolf adventuring

Joined: 31 May 2007 Location: suplex city
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Posted: Sun May 18, 2014 4:57 pm |
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Okay I guess my character is just unplayable from now on. I can only summon my one buddy and if he's available and wearing the right ring and I literally can't go two minutes without being invaded and I have no interest in pvp. That'll teach me from playing the game too much next time. I wasn't even interested in getting souls out of that giant lord fight in the first place, I just wanted the upgrade materials. I should of just stayed in new game nonplussed and bonfire anesthetized every area and tried it out that way I guess. _________________
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Tulpa

Joined: 31 Jul 2008
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Posted: Sun May 18, 2014 6:27 pm |
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join the way of blue and let blue sentinels deal with invaders, there should be tons at that soul memory. _________________
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mauve

Joined: 07 Dec 2006
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Sun May 18, 2014 8:33 pm |
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| Tulpa wrote: |
| join the way of blue and let blue sentinels deal with invaders, there should be tons at that soul memory. |
Is NG+ the secret here? My blue sentinel ring has popped off like maybe four times in the hours I've worn it and every time I switch areas I try a blue orb and it's only worked, like, twice. _________________ Let's Play, starring me. |
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Tulpa

Joined: 31 Jul 2008
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Posted: Sun May 18, 2014 8:39 pm |
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| CubaLibre wrote: |
| Tulpa wrote: |
| join the way of blue and let blue sentinels deal with invaders, there should be tons at that soul memory. |
Is NG+ the secret here? My blue sentinel ring has popped off like maybe four times in the hours I've worn it and every time I switch areas I try a blue orb and it's only worked, like, twice. |
Yeah NG players can only play with NG players, once you get to NG+ you can play with basically everyone else. _________________
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Tulpa

Joined: 31 Jul 2008
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Posted: Sun May 18, 2014 8:43 pm |
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Oh and for reference, once you hit 12 million soul memory, you'll be able to connect to anyone from 7 million up to 999 million using a white sign soapstone, so it should be significantly easier to find coop again at that point. I feel like 3 million to 9 million is kind of a dead zone of soul memory, with most players either above or below that. _________________
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parker a wolf adventuring

Joined: 31 May 2007 Location: suplex city
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Posted: Mon May 19, 2014 1:32 am |
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| mauve wrote: |
| the aerie is a much better place to get upgrade materials fwiw. |
Yeah I'm a dummy cause I was strictly punching for so long, so I never gave much thought to those blue bug things cause I couldn't hit them. _________________
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mauve

Joined: 07 Dec 2006
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Posted: Mon May 19, 2014 1:33 am |
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jump attacks solve everything _________________ twit |
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Amish Chipmunk

Joined: 24 Aug 2012
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Posted: Mon May 19, 2014 8:48 pm |
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Only now do I realize that the jump attack is not an attack you execute by jumping and then attacking. I wonder how I missed that one. _________________
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Wed May 21, 2014 11:33 pm |
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| Felix wrote: |
| I mean, the boss is one of the easiest in the game |
We must have very different approaches because the Rotten seems to be one of the bosses that gives me the most trouble. If you're doing melee, you have to get close, but he tracks like mad and basically crushes your stamina right away with any move. On top of that, he has an instant kill, and a couple of moves with huge AOE, and the room you're in isn't the safest for beating hasty retreats in.
Also Lone Hunter Schmidt has to be about the most unhelpful phantom in the game. |
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parker a wolf adventuring

Joined: 31 May 2007 Location: suplex city
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Posted: Wed May 21, 2014 11:49 pm |
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Yeah Rotten and Velstadt were the two bosses I had trouble with. With Rotten I just had to eventually put a red eye ring on and let Lucatiel handle it, I couldn't get anything going. Velstadt didn't seem to fall for that though and the summonable guy was worse than useless. I can't believe I've seen people mention Old Iron King as being anything close to difficult though, I thought that one was the easiest boss in the entire game, and most dissapointing because he's a giant satan. He just slowly slams his fist down and leaves it there as a punching bag for 2 minutes over and over. _________________
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misadventurous

Joined: 29 Nov 2012 Location: witch city
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Posted: Wed May 21, 2014 11:54 pm |
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the rotten drove me crazy, because it would have been the easiest boss in the world to beat without the mad tracking/bad terrain. it felt cheap.
old iron king is really easy (the real boss is the stupid lava pit in the middle of his arena) but the easiest is covetous demon, hands down. i made baby noises and was like WHOS A GOOD BOY at all his big dumb predictable attacks. i dont think hes ever hit me or ever will. |
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mauve

Joined: 07 Dec 2006
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Posted: Thu May 22, 2014 12:11 am |
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velstadt's like super easy? his attacks do a surprisingly low amount of stamina on block and you can just roll his highly telegraphed stuff pretty easily. rotten is in the same boat generally, slow easily telegraphed attacks.
if you don't pump agi somehow it can be kinda hard to roll effectively vs old iron king though, and sometimes you just get phantom hitboxed off the edge anyway. _________________ twit |
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Felix unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Thu May 22, 2014 12:44 am |
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| Rotten is extraordinarily easy with the fire old whip because your melee range is better than his, the terrain isn't that hard to circle strafe around, and he's slow and weak to fire. I may have had the best possible weapon against him and not realized it. |
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Thu May 22, 2014 1:30 am |
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Yeah I found Rotten to be one of the easier bosses. His attacks are just easy to roll. Super big telegraphs.
In general I feel that the game suffers from having too many bosses. It doesn't have enough ideas to cover them all, and a lot of them end up feeling pretty lame or pretty samey. _________________ Let's Play, starring me. |
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Brooks

Joined: 08 Apr 2007 Location: peak caucasity
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Posted: Thu May 22, 2014 2:03 am |
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Aye, there was enough not-boss exploration to make the bosses seem all the grander in the last game
The fact you've got not one but two bossweapon generators also... did the excess of bosses come first or the desire to have a load of extra weapons? |
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a pair of gators

Joined: 15 Mar 2011 Location: techno, trance, and torment music
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Posted: Thu May 22, 2014 2:15 am |
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| i'm just glad one of them constantly insults you & yells about souls |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Thu May 22, 2014 2:16 am |
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Yeah. Dark Souls has almost as many bosses but its lineup retains some of the individuality of Demon's' (sometimes to its detriment, sure (Bed of Chaos, Four Kings, Ceaseless Discharge)). There's only so much you can do with "[armored] humanoid with big sword/spear" before the mechanics and design start to show their limits. And, generally, the riffs on prior bosses don't do enough to be distinct. Most people are in agreement on the devs' resources running thin in that area.
Playing through this the third time and I just realized how bungling the placement for Drangleic Castle's lift activation is -- it's right after the "point of no return" (of course, a three-foot drop from a doorway), so the proceedings are all optional if you have a homeward bone on hand. And when you eventually open up that gated door close to the trio of elevated archers, there's not even a case to be made for its utility as a convenience in future exploration. |
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Thu May 22, 2014 2:53 am |
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| diplo wrote: |
| Playing through this the third time and I just realized how bungling the placement for Drangleic Castle's lift activation is -- it's right after the "point of no return" (of course, a three-foot drop from a doorway), so the proceedings are all optional if you have a homeward bone on hand. And when you eventually open up that gated door close to the trio of elevated archers, there's not even a case to be made for its utility as a convenience in future exploration. |
Well, it does reward you with an Estus Flask Shard at the end of that path. Although I agree it doesn't do a good job of presenting it as optional. |
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parker a wolf adventuring

Joined: 31 May 2007 Location: suplex city
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Posted: Thu May 22, 2014 3:11 am |
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I'm playing 1 now and I'm surprised there are these unique non respawning enemies. Why didn't 2 have anything like that _________________
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Thu May 22, 2014 3:42 am |
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| It does, but in the most frequent case you kind of have to play the game with murderlust to figure it out. |
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Ymer

Joined: 05 Oct 2009 Location: PAL region
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Posted: Thu May 22, 2014 10:41 pm |
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Anybody even noticed this?
_________________
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Felix unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Thu May 22, 2014 10:47 pm |
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| hah. oops. |
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sarsamis

Joined: 17 Feb 2007
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Posted: Thu May 22, 2014 10:54 pm |
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| That probably explains why the dogs in Lost Bastille hit so fast. I swear sometimes it seemed like I was just taking damage for being near them. |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Thu May 22, 2014 11:19 pm |
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| Phantom-hits seem to mostly happen with the spiders, spider-hosts, dogs, and muscledogs. |
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Talbain

Joined: 14 Jan 2007
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Posted: Fri May 23, 2014 12:53 am |
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| Ymer wrote: |
Anybody even noticed this?
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It is crazy how much this explains. Guess PC players definitely got the tougher game, though unintentional.
| parker wrote: |
| I'm playing 1 now and I'm surprised there are these unique non respawning enemies. Why didn't 2 have anything like that |
It does. Multiple unique non-respawning enemies, in fact. Maybe just not as memorable? Or maybe just made more noticeable in 1. _________________
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parker a wolf adventuring

Joined: 31 May 2007 Location: suplex city
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Posted: Fri May 23, 2014 1:06 am |
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I don't remember anything like that except the npc phantoms and the sleeping knights _________________
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