man, they should make demon's souls 2 with even more word tendency. Bored of just black and white? well new purple world tendency replaces soem enemies with different random enemies. Purple too Random? Try new Gold Tendency, where in addition to getting souls when you kill an enemy you also get air miles.
to me success feels more hollow if you know the test was made easier for you
ds3 hasn't been datamined yet, are you sure that system doesn't already exist
how would you even know
i'm not talking about shunting you into easy mode, i'm talking about the game putting its thumb on the scale and pressing ever so slightly more firmly on it after every death. if it is at all perceptible it is a bad system
and in one light, it is sort of a penalty for poor play. in which case i would entreat you to
git gud
people are already digging through the files, they've found references to an alternative poise system that works more like Dark Souls 1 and evidence that poise is effectively useless in Dark Souls 3
I know that wasn't the main point of the post but if there was such a system, people would know it by now
come to think of it, i never played demon's souls but isn't that sort of what world tendency was?
not at all, especially considering it could be influenced without you even playing
Yeah, world tendency would open or close certain areas in the game and was mostly just a terribly-conceived system.
While it might have made certain locations harder or easier, that wasn't it's intended purpose.
it also just made enemies have more HP and damage the blacker the level's world tendency was, even before you got to pure black tendency. I think they also might have a higher drop rate? Or maybe that went in the opposite direction, higher drop chances the whiter the world tendency was. It was all bullshit that wasn't explained anywhere so I don't remember all the details very well.
I heard an interesting discussion about Dark Souls difficulty that kind of boils down to the old are-games-art question. That is to say, are games playthings, that should be essentially be customizable to match a person's preferred playstyle or interpretation? Or are they authored works that should be experienced as the creator intended?
And the answer - of course - is both, which is the definition of art.
I have no problem with the difficulty of the Souls series, but my desire to keep it difficult isn't out of some spiteful "earn your fucking stripes" attitude towards the more casual player. It leans more towards the notion that I enjoy how rewarding it is to overcome some big obstacle in that game and want other people to experience that same feeling of accomplishment.
The one thing I do agree with re: the Polygon review is specifically the bonfires.
Like, there are some really well-designed areas where the bonfire is in an intelligent place that is probably where 95% of players are running low/out of Estus and need a refresher.
And sometimes you'll go from one bonfire to the next with like.. one enemy in between.
I'm probably not going to do any of the NPC stuff because it just sounds so nebulous that I'd spend all day trying to follow a guide and I gotta take this game back eventually
I'm probably not going to do any of the NPC stuff because it just sounds so nebulous that I'd spend all day trying to follow a guide and I gotta take this game back eventually
you would probably not enjoy the NPC stuff
so if you see someone whose clothes you like, kill them
If you succeed in a summon, you get back all your health/Estus.
I think the new system where your state in your world has no impact in your health/Estus in the summoned world makes more -sense-, but I still miss being able to do a quick soapstone summon to refill my Estus in a particularly challenging area.
I'm probably not going to do any of the NPC stuff because it just sounds so nebulous that I'd spend all day trying to follow a guide and I gotta take this game back eventually
you would probably not enjoy the NPC stuff
so if you see someone whose clothes you like, kill them
wait are you saying that because of the bullshit and poorly telegraphed requirements or are there other reasons you think I wouldn't like it
I'm probably not going to do any of the NPC stuff because it just sounds so nebulous that I'd spend all day trying to follow a guide and I gotta take this game back eventually
you would probably not enjoy the NPC stuff
so if you see someone whose clothes you like, kill them
wait are you saying that because of the bullshit and poorly telegraphed requirements or are there other reasons you think I wouldn't like it
I had one specific NPC questline where I did literally everything correctly (or so I thought)
But because I did one very minor thing wrong, I lost out on everything beyond a specific point.
The NPC questlines are a hot load of garbage and it's absurd how easily you can mess them up.
Like, just have an infinite use item that's on a corpse in the tutorial area and the description says something to the effect of "keeps your foes at maximum strength" and using it will toggle adaptive difficulty
anyone who cares will find it and turn it on immediately and no one else has to bother
If you succeed in a summon, you get back all your health/Estus.
I think the new system where your state in your world has no impact in your health/Estus in the summoned world makes more -sense-, but I still miss being able to do a quick soapstone summon to refill my Estus in a particularly challenging area.
Perhaps that's why they removed it.
This is totally still the case, though! When I come back from a summon, I think I always have full health, FP, and I think even estus
Heck, I don't even think you need to succeed to get that stuff back!
If you succeed in a summon, you get back all your health/Estus.
I think the new system where your state in your world has no impact in your health/Estus in the summoned world makes more -sense-, but I still miss being able to do a quick soapstone summon to refill my Estus in a particularly challenging area.
Perhaps that's why they removed it.
This is totally still the case, though! When I come back from a summon, I think I always have full health, FP, and I think even estus
Huh. I swear that I always come back with the exact same Estus, health and FP as I had when I left.
It's been a while since I've had to fight my way to the boss fog, though, so maybe I'm misremembering it!
Eh, idk. I'm as big a DS tryhard as you get and I literally never once joined the covenant of champions in DS2. There's something about making a thing optional that makes people feel differently about it.
That being said, Dark Souls should have difficulty settings (that you choose).
The big problem is that different player skill levels means that the dark souls experience is not the same for everyone
For some people an area is just hard enough to be harrowing while still being ultimately possible, while for others the area is such a brick wall that they throw the disc in the river, and for others still the area is no sweat at all and people are exaggerating the difficulty in dark souls
Selectable difficulties don't really address that though, because like he points out in the video, players lack the information necessary to choose the difficulty setting that would properly tune the game to their skill level
The in-game ways to make things easier are a pretty handy way to make it work, but the co op in particular can feel a bit sloppy because it can often feel like you're not even doing anything if your summon is much better than you are. No one likes being told "ugh you suck just gimme the controller."
IMO the best solution would be adaptive difficulty, tweak the numbers on the enemies so that they get easier every time you die and get harder the longer you stay alive, within certain bounds of course. That way, the stated goal of "making the player feel like they've overcome insurmountable odds" is accomplished for everyone, because the bar is always being set to be just barely inside your skill range. The system could be cheesed by just throwing yourself off a cliff over and over, but you could counter that by giving incentives for keeping the difficulty high, like greater soul payouts or higher item discovery
I would hate this system, I don't want the game lowering the bar just because I die. That ironically feels like a penalty for dying to me, actually. The idea shouldn't be that only the players who never die get to see the true difficulty, that's antithetical to these games' core philosophy of progressing by trial and error and practice.
And I think it's a bad idea for the opposite reason. I like being able to eventually steamroll areas, and always being just barely able to succeed would just feel exhausting to me.
If DS1 had felt as hard as it did at the start of the game for the entire game, I would have just shelved that sucker.
I wish some of the bosses were a bit slower or had less stamina. If I had the option to decrease difficulty just so that those two things would happen, I'd be happy.
This lucky penny is bullshit.
Hearthstone - Webber #1330
3DS: 0920-3235-4071
All the talk about how poise is bugged in DS3 and how people wish it worked like it did in 1 made me actually look at my Poise stat in DS1 for the first time. I've been running around in the full Crimson set with 0 poise, but these crystal swordsmen in the archives are kind of annoying so let's equip something else and give it a try. Eastern set with the Gargoyle helm lets me get 36 poise, stays under 50% encumberance, and has decent defense values. Holy shit the game plays completely different now. I ended up going back to the crimson set because it felt so wierd, plus I like the fast dodge I get from staying under 25%. I can definitely see why people who are used to that system are upset it's gone though; it's like an entirely different way to play the game. Can't imagine the nonsense it caused for PVP though; that part of it seems like it would be terrible.
Eh, idk. I'm as big a DS tryhard as you get and I literally never once joined the covenant of champions in DS2. There's something about making a thing optional that makes people feel differently about it.
That being said, Dark Souls should have difficulty settings (that you choose).
company of champions would've been pretty tempting if it didn't completely lock you out of summoning while you were in it
Posts
more evidence of DS2 having the superior online
people are already digging through the files, they've found references to an alternative poise system that works more like Dark Souls 1 and evidence that poise is effectively useless in Dark Souls 3
I know that wasn't the main point of the post but if there was such a system, people would know it by now
My Steam
not at all, especially considering it could be influenced without you even playing
Yeah, world tendency would open or close certain areas in the game and was mostly just a terribly-conceived system.
While it might have made certain locations harder or easier, that wasn't it's intended purpose.
I need three more levels in DEX to use it
it also just made enemies have more HP and damage the blacker the level's world tendency was, even before you got to pure black tendency. I think they also might have a higher drop rate? Or maybe that went in the opposite direction, higher drop chances the whiter the world tendency was. It was all bullshit that wasn't explained anywhere so I don't remember all the details very well.
And the answer - of course - is both, which is the definition of art.
I have no problem with the difficulty of the Souls series, but my desire to keep it difficult isn't out of some spiteful "earn your fucking stripes" attitude towards the more casual player. It leans more towards the notion that I enjoy how rewarding it is to overcome some big obstacle in that game and want other people to experience that same feeling of accomplishment.
https://www.youtube.com/watch?v=29RE0blCV84
also there is some kind of extra demon present that will move you three steps closer to white if you kill it.
more than DS2
I think so, each zone has like 3-4 bonfires compared to the 1-2 in DS1.
I only wish the two handed and one haded move sets were swapped, but i can deal with that.
Like, there are some really well-designed areas where the bonfire is in an intelligent place that is probably where 95% of players are running low/out of Estus and need a refresher.
And sometimes you'll go from one bonfire to the next with like.. one enemy in between.
And it's just a headscratcher.
Healing grass wasn't -too- terrible, but Estus is such a better system.
World tendency is why my PS3 is no longer connected to the internet, since Demon's Souls is basically the only game I ever play on it.
you would probably not enjoy the NPC stuff
so if you see someone whose clothes you like, kill them
If you succeed in a summon, you get back all your health/Estus.
I think the new system where your state in your world has no impact in your health/Estus in the summoned world makes more -sense-, but I still miss being able to do a quick soapstone summon to refill my Estus in a particularly challenging area.
Perhaps that's why they removed it.
wait are you saying that because of the bullshit and poorly telegraphed requirements or are there other reasons you think I wouldn't like it
I had one specific NPC questline where I did literally everything correctly (or so I thought)
But because I did one very minor thing wrong, I lost out on everything beyond a specific point.
The NPC questlines are a hot load of garbage and it's absurd how easily you can mess them up.
anyone who cares will find it and turn it on immediately and no one else has to bother
3DS: 2019-9671-8106 NNID: RamblinMushroom
Twitter/Tumblr
This is totally still the case, though! When I come back from a summon, I think I always have full health, FP, and I think even estus
Heck, I don't even think you need to succeed to get that stuff back!
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
Huh. I swear that I always come back with the exact same Estus, health and FP as I had when I left.
It's been a while since I've had to fight my way to the boss fog, though, so maybe I'm misremembering it!
That being said, Dark Souls should have difficulty settings (that you choose).
And I think it's a bad idea for the opposite reason. I like being able to eventually steamroll areas, and always being just barely able to succeed would just feel exhausting to me.
If DS1 had felt as hard as it did at the start of the game for the entire game, I would have just shelved that sucker.
Hearthstone - Webber #1330
3DS: 0920-3235-4071
company of champions would've been pretty tempting if it didn't completely lock you out of summoning while you were in it
you added a space in there
fixed it for you