I might actually get hopelessly addicted to these games instead of just liking them despite their simplicity if they added execution complexity to it.
That sounds a bit dangerous lets keep things chill.
I just really want to be able to enjoy the fun parts of fighting game combat without having to overcome the fact that I take ten times as long to learn combos as other people.
see: Nioh, where I have to think too much during combat to ever just flow the way I can in any other Souls or Soulslike.
edit: For a double whammy, Nioh also simultaneously features the OTHER sort of combat that loses me, the polar opposite of the combo: 'spam this one OP thing over and over forever because there is zero limitation on it and it is amped up so high no other button is worth touching'.
For me, if they could make Bone Fist a bit more elegant, that's what i'd really like to see - It had a bunch of cool moves, just super awkard to acess them all. The big stuff was that when powerstanced you could fire energy orbs at people or do a running jump kick that sent stuff flying, and when two handed (...which, okay, sure), you had a fast spinkick that staggered things, into a powerful follow up attack - and bone fist had a huge counter modifier, so it'd chunk things like crazy.
Something like that where you can mix fistycuffs with drop kicks, spin-kick counters and kamehamehas is a good thing!
It dosent even need ot be alot - just like having R1R1R2 yield a different combo to R1R1R1 or R2R2R2, and making it so that sprint attacks/jump attacks arent so utter *arse* to pull off would go a long way
I'm not gonna deeply analyze what works and doesn't work about souls combat for me personally but I think the level of move complexity is perfect where it has always been
+6
HonkHonk is this poster.Registered User, __BANNED USERSregular
edited June 2021
They’ll clarify I’m sure but as it is right now, one of my anti-souls friends got in touch like “you hear this got co-op?” and I said it’s probably not what you think it is. I’d love for him to fall in love with the genre but it’s not in the cards.
As weird as it is I think the GRRM byline is drawing new people towards this.
I think it would a much more accessible game due to the sheer amount of tools available, also if it's an actual open world game people would probably stick around with the game longer exploring other areas instead of quitting after being stuck with a boss for hours
I am curious if there are any survival elements or rpg stuff like npc towns or places which you can find besides that area which functions as a hub or it's going to be like the shadow of the colussus
I'm not gonna deeply analyze what works and doesn't work about souls combat for me personally but I think the level of move complexity is perfect where it has always been
Too much more to the point where there start being button combos and that's getting to character action game territory, where I cannot follow. If it's more complicated than "heavy attack after two light attacks" I will not remember it.
I might actually get hopelessly addicted to these games instead of just liking them despite their simplicity if they added execution complexity to it.
That sounds a bit dangerous lets keep things chill.
What I like is the complexity is nearly all in the movement as opposed to the moveset.
I like that too!
Whynotboth.gif
It sounds like he's saying he specifically likes the complexity being focused in one area! Moveset complexity can be awesome too, but with a series that wears its difficulty on the front like a badge of pride, you definitely risk over complicating things by adding another deep layer of complexity on top. It has the potential to drive even more people away, and it seems like there's already a strong love it or hate it mentality with the difficulty of the series as is.
I really wonder how invasions will work in a more open world environment like this. The phantom summoning looked more similar to Bloodborne than anything else, with phantoms just being pulled from a vicinity than from using a discrete sign.
- The Four Horsemen of the Apocalypse (2017, colorized)
I really wonder how invasions will work in a more open world environment like this. The phantom summoning looked more similar to Bloodborne than anything else, with phantoms just being pulled from a vicinity than from using a discrete sign.
My assumption is that some sort of fogwall will descend to section an area off. Honestly, without more details on what the shape of the world looks like, it's hard to speculate on the tech choices that'll be made and how that'll influnce the gameplay
Ignore them, just be happy that it wont be long before you have the definitive Fromsoft experience in your hands. As hype as the trailer was, I think once people start hearing more detailed stuff about the systems, design and direction of the game then hype will start to reach fever pitch. It's so much more than just Dark Souls 4, or just another Souls or Fromsoft game. It's THE Souls or Fromsoft game. Lots of people missing the forest for the trees.
Yasuhiro Kitao:
We can't thank you enough for all the feedback/reactions. It's always a huge boost for the development team. Everyone here is working hard to deliver a deep, enjoyable RPG experience.
That thing is made of way too many bones to be poop, unless it's Owl-style vomitpoop.
jungleroomx - For those of us not in the know, who is Omni and why are their takes important in this context?
Omni is someone on Resetera that leaked the fact that Elden Ring would be open world, day night cycle, weather, how you’d have a hub world that offshoots into the other realms, etc. he’s been right far more than wrong, which leads people to speculate he’s either an employee or knows someone who is.
Basically, he’s been right enough that any discrepancies could be explained by the normal dev cycle and how certain things just don’t make it.
So when he says there’s faaaaar more to the game than we’ve been told, I think it’s a safe bet that we shouldn’t be worried about how much it’s like Dark Souls but rather a bit curious on exactly how much has changed.
jungleroomx on
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
I might actually get hopelessly addicted to these games instead of just liking them despite their simplicity if they added execution complexity to it.
That sounds a bit dangerous lets keep things chill.
What I like is the complexity is nearly all in the movement as opposed to the moveset.
I like that too!
Whynotboth.gif
It sounds like he's saying he specifically likes the complexity being focused in one area! Moveset complexity can be awesome too, but with a series that wears its difficulty on the front like a badge of pride, you definitely risk over complicating things by adding another deep layer of complexity on top. It has the potential to drive even more people away, and it seems like there's already a strong love it or hate it mentality with the difficulty of the series as is.
Oh Im not thinking about anyone but myself here. I also dont expect or need it to happen. My preferences in game design are very unpopular.
If it did tho I sure would be happy!
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
as more information has dripped out my hype levels are getting out of control
it really seems like the mad lads are aiming for something with the scope and ambition of dark souls 1, which has yet to be eclipsed in terms of world building.
All i want to know is if there's PVP or not. Open world would be a great fit for ultra wacky PVP covenants like rat kings and forest guardians
Gameplay spoilers?? if you want to go in 100% blind
So yes, with this increased sense of scale and this vast new map, we had to allow for a certain amount of progression and reward no matter which direction the player took and which path they take because of that high level of freedom. You will find those elements to battle and those elements to just exploring the world, which will allow you to keep that going. You can customize and craft items on the go by using materials found in the world. There are also more resources to recover health on the way as you will be fighting for a longer time than before. The key word I think is 'retention', and retaining a sense of progression, so we wanted them to keep going, to keep that flow as they explore and they journey through the map.
Random thought: I wonder if you could just switch the FP bar over to acting like a second stamina bar, or something and go from there - That way spellcasting or special moves dont have to be quite so limited, but you can still pace them interestingly. Not that the FP bar in DS3 was bad as per say, just that i think you could do more
(Honestly if i had my druthers, i'd rather stamina be dropped for attacking, but getting hit during a combo would stagger you heavily? That may not work how i'd like it work tho')
Random thought: I wonder if you could just switch the FP bar over to acting like a second stamina bar, or something and go from there - That way spellcasting or special moves dont have to be quite so limited, but you can still pace them interestingly. Not that the FP bar in DS3 was bad as per say, just that i think you could do more
(Honestly if i had my druthers, i'd rather stamina be dropped for attacking, but getting hit during a combo would stagger you heavily? That may not work how i'd like it work tho')
Yeah dropping stamina on attacks would just turn this into a poise/spam r1 game.
And as such stamina usage is a big part of weapon choice and balancing.
Sekiro gets away with it because there is only 1 weapon.
Also if you tried to just r1 spam you'd be mashed into a fine wet mist.
0
GnomeTankWhat the what?Portland, OregonRegistered Userregular
edited June 2021
Sekiro also gets away with it because it has a very clear RPS defensive scheme. Combat in Sekiro is a wickedly timed rhythm game where deciding what "note" to hit is done in the timing of eye blinks. The reason it can be that tight is that they had no divergent mechanics to balance around. Outside of some skill choices, there is definitely a right ass right way to play Sekrio.
And as such stamina usage is a big part of weapon choice and balancing.
Sekiro gets away with it because there is only 1 weapon.
Also if you tried to just r1 spam you'd be mashed into a fine wet mist.
But also the lack of stamina was very very abusable.
No parry king over here taking full advantage of perma sprinting. Quick reflexes and timing? Who needs em!
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Open world I was down with but item/weapon crafting sends a cold chill up my spine. I cannot remember a time I played an open world game with a crafting system and felt it was not overall worse than hand-curated specific loot, something the Soulsborne games have historically excelled at.
If anyone deserves the benefit of the doubt it's FromSoft, but. Don't love the idea!
i think the weapon upgrading system for both bloodborne and sekiro was kinda a round peg in a square hole and didn't really add much to the game, hopefully the trip back to a more straightforward RPG makes it better
I mean, all Souls games have item crafting and materials management for upgrades. It's just much less dense than in other game where you have to spend ten minutes managing the loot fountain after a fight (ugh)
+8
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
I mean, all Souls games have item crafting and materials management for upgrades. It's just much less dense than in other game where you have to spend ten minutes managing the loot fountain after a fight (ugh)
Yeah, requiring certain items to unlock the crafting (coals) and the gems in DS was pretty simple crafting.
The open skills on the other hand, that’s just sweet.
0
FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
I am presuming that weapons are also still found in the world, especially since I don't generally buy weapons in games like this.
0
AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
I’m so hyped for this that I’ve gone full circle and reached a zen like state.
A Capellan's favorite sheath for any blade is your back.
Stamina management is kind of the core of the entire gameplay. Getting rid of that would just make it a slow character action game.
Hence i dont think this would work how i'd hope it would work =P
Honestly, my hype levels are shrug. Am i looking foward to this, and will probably day 1, maybe even preorder it? Sure! Am i going to get hyped? Ha, i did that once as a freshly dead corpse with Mass Effect 2 and got burned. No thank you
The most suggestive thing about Elden Ring, to me, is that it’s a perfect anagram for Ovaltine, which I feel speaks volumes.
So the Elden Ring really decodes B-E-S-U-R-E-T-O-D-R-I-N-K-Y-O-U-R-E-S-T-U-S from the back of the game's cover? Rather anticlimactic. At least the combat looks interesting.
I really hope the emphasis on freedom of approach means means the ways I like to play aren't penalized this time. Being able to scout ahead is a real positive sign, assuming it's commonly doable in the game we get.
The most suggestive thing about Elden Ring, to me, is that it’s a perfect anagram for Ovaltine, which I feel speaks volumes.
So the Elder Ring really decodes B-E-S-U-R-E-T-O-D-R-I-N-K-Y-O-U-R-E-S-T-U-S from the back of the game's cover? Rather anticlimactic. At least the combat looks interesting.
I really hope the emphasis on freedom of approach means means the ways I like to play aren't penalized this time. Being able to scout ahead is a real positive sign, assuming it's commonly doable in the game we get.
Miyazaki said that was primarily why they put in stealth, so you could scout or even avoid if you felt the need.
jungleroomx on
0
IceBurnerIt's cold and there are penguins.Registered Userregular
edited June 2021
I'd sure like it if that all turns out as described. I'm bearing in mind there's at least 6 months of development left and we don't know how accurate a picture we've taken away from the interview.
We're sure to find out more before it's out. I'm being quite reserved with any anticipation.
I'd sure like it if that all turns out as described. I'm bearing in mind there's at least 6 months of development left and we don't know how accurate a picture we've taken away from the interview.
We're sure to find out more before it's out. I'm being quite reserved with any anticipation.
Being reserved with any game is probably the best thing to do for ones own mental health.
Posts
For me, if they could make Bone Fist a bit more elegant, that's what i'd really like to see - It had a bunch of cool moves, just super awkard to acess them all. The big stuff was that when powerstanced you could fire energy orbs at people or do a running jump kick that sent stuff flying, and when two handed (...which, okay, sure), you had a fast spinkick that staggered things, into a powerful follow up attack - and bone fist had a huge counter modifier, so it'd chunk things like crazy.
Something like that where you can mix fistycuffs with drop kicks, spin-kick counters and kamehamehas is a good thing!
It dosent even need ot be alot - just like having R1R1R2 yield a different combo to R1R1R1 or R2R2R2, and making it so that sprint attacks/jump attacks arent so utter *arse* to pull off would go a long way
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
As weird as it is I think the GRRM byline is drawing new people towards this.
I am curious if there are any survival elements or rpg stuff like npc towns or places which you can find besides that area which functions as a hub or it's going to be like the shadow of the colussus
This will be here until I receive an apology or Weedlordvegeta get any consequences for being a bully
I like that too!
Whynotboth.gif
Too much more to the point where there start being button combos and that's getting to character action game territory, where I cannot follow. If it's more complicated than "heavy attack after two light attacks" I will not remember it.
It sounds like he's saying he specifically likes the complexity being focused in one area! Moveset complexity can be awesome too, but with a series that wears its difficulty on the front like a badge of pride, you definitely risk over complicating things by adding another deep layer of complexity on top. It has the potential to drive even more people away, and it seems like there's already a strong love it or hate it mentality with the difficulty of the series as is.
- The Four Horsemen of the Apocalypse (2017, colorized)
My assumption is that some sort of fogwall will descend to section an area off. Honestly, without more details on what the shape of the world looks like, it's hard to speculate on the tech choices that'll be made and how that'll influnce the gameplay
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
https://www.resetera.com/threads/from-software-development-speculation-everything-we-know-about-their-current-projects.163312/post-67072399
Omni also confirmed a little detail in the trailers nobody picked up on: weapon sheathing. There are scabbards present in a ton of the trailer.
Yasuhiro Kitao:
We can't thank you enough for all the feedback/reactions. It's always a huge boost for the development team. Everyone here is working hard to deliver a deep, enjoyable RPG experience.
New in-game(?) screenshot:
This will be here until I receive an apology or Weedlordvegeta get any consequences for being a bully
He’s got a huge ding dong.
That thing is made of way too many bones to be poop, unless it's Owl-style vomitpoop.
@jungleroomx - For those of us not in the know, who is Omni and why are their takes important in this context?
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Omni is someone on Resetera that leaked the fact that Elden Ring would be open world, day night cycle, weather, how you’d have a hub world that offshoots into the other realms, etc. he’s been right far more than wrong, which leads people to speculate he’s either an employee or knows someone who is.
Basically, he’s been right enough that any discrepancies could be explained by the normal dev cycle and how certain things just don’t make it.
So when he says there’s faaaaar more to the game than we’ve been told, I think it’s a safe bet that we shouldn’t be worried about how much it’s like Dark Souls but rather a bit curious on exactly how much has changed.
Oh Im not thinking about anyone but myself here. I also dont expect or need it to happen. My preferences in game design are very unpopular.
If it did tho I sure would be happy!
This is a really in depth interview so do not click if you don't want to be spoiled further eh
Elden Ring Trailer Breakdown - With Help From Creator Hidetaka Miyazaki
This will be here until I receive an apology or Weedlordvegeta get any consequences for being a bully
it really seems like the mad lads are aiming for something with the scope and ambition of dark souls 1, which has yet to be eclipsed in terms of world building.
All i want to know is if there's PVP or not. Open world would be a great fit for ultra wacky PVP covenants like rat kings and forest guardians
https://medium.com/@alascii
Gameplay spoilers?? if you want to go in 100% blind
(Honestly if i had my druthers, i'd rather stamina be dropped for attacking, but getting hit during a combo would stagger you heavily? That may not work how i'd like it work tho')
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Yeah dropping stamina on attacks would just turn this into a poise/spam r1 game.
Sekiro gets away with it because there is only 1 weapon.
Also if you tried to just r1 spam you'd be mashed into a fine wet mist.
But also the lack of stamina was very very abusable.
No parry king over here taking full advantage of perma sprinting. Quick reflexes and timing? Who needs em!
If anyone deserves the benefit of the doubt it's FromSoft, but. Don't love the idea!
https://medium.com/@alascii
Yeah, requiring certain items to unlock the crafting (coals) and the gems in DS was pretty simple crafting.
The open skills on the other hand, that’s just sweet.
Hence i dont think this would work how i'd hope it would work =P
Honestly, my hype levels are shrug. Am i looking foward to this, and will probably day 1, maybe even preorder it? Sure! Am i going to get hyped? Ha, i did that once as a freshly dead corpse with Mass Effect 2 and got burned. No thank you
(Also i just distrust hype around video games)
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
I really hope the emphasis on freedom of approach means means the ways I like to play aren't penalized this time. Being able to scout ahead is a real positive sign, assuming it's commonly doable in the game we get.
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
Miyazaki said that was primarily why they put in stealth, so you could scout or even avoid if you felt the need.
We're sure to find out more before it's out. I'm being quite reserved with any anticipation.
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
Being reserved with any game is probably the best thing to do for ones own mental health.