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  • Locked thread
Fabulousvillain
May 2, 2015

IronSaber posted:

I think it was Geop's caution.

This, I bolted straight into it for my first death when playing SotFS.

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Grapplejack
Nov 27, 2007

Bearer Seek Seek Lest

~Dark Souls 2~

RareAcumen
Dec 28, 2012




Grapplejack posted:

Bearer Seek Seek Lest

~Try Jumping 2~

Anime Schoolgirl
Nov 28, 2002

Geop posted:

So! Uh! I will most likely be nixing hosted videos?? Because Hostgator is suddenly become real big jerks after about four or so years of using 'em. I guess they don't want my service anymore so screw 'em.
Please keep the Wind Waker thread adventure game intact to wherever you move it :ohdear:

Paracelsus
Apr 6, 2009

bless this post ~kya
I think people make way too much of a big deal about iframes for the early game. Rolling is still quite useful as simply a fast movement even without magic invincibility, and the vast majority of enemies you'll be facing for a while don't require that sort of technique. The old knights in Heide's can be neutralized just by circling and keeping the proper distance, for example. A bit of HP is usually a much better investment.

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer
Yeah, adaptability is overrated. It can help out in a pinch but a lot of the time you don't need to rely on i-frames in the first place.

MGlBlaze
May 19, 2011

Warning; side-effects include disintegrated ocular tissue.
Ahh, still giving Kuvo poo poo for the mispronunciations from the first LP. :allears:

But yeah Adaptability is rather helpful to level up. It's one of the many things I dislike in Dark Souls 2, because it actually completely fucks the relationship between what you can visually discern from how your character rolls and the actual window you have for avoiding damage. It's a level of completely unnecessary obfuscation and isn't really intuitive at all, which sort of goes against most of the rest of the Souls series and good game design in general. It probably won't take too long before you run into enemies with attacks that can seemingly hit you even though you actually rolled through (most of) their attack.

I'm tempted to link the actual numbers for Adaptability-to-IFrames but that would probably be too much? Or maybe the guests would want to guide Geop in that regard instead.

anilEhilated posted:

Yeah, adaptability is overrated. It can help out in a pinch but a lot of the time you don't need to rely on i-frames in the first place.

Greatshields are pretty strong. We may go full circle and have Goonther be poking things with a spear again.

by the way, Don't give up, boulder!

MGlBlaze fucked around with this message at 09:15 on May 20, 2016

Mordaedil
Oct 25, 2007

Oh wow, cool. Good job.
So?
Grimey Drawer

SynthOrange posted:

Huh, did the timing on the boulder get adjusted to not flatten a player for Scholars, or was it just geop's cautious exploration saving him?

His caution, because I also avoided that boulder because I play slowly.

Iretep
Nov 10, 2009

SynthOrange posted:

Huh, did the timing on the boulder get adjusted to not flatten a player for Scholars, or was it just geop's cautious exploration saving him?

Why would it flatten people? Only way itd flatten you is if you ran and theres no reason to run so it wont hit you ever.

Synthbuttrange
May 6, 2007

Iretep posted:

Why would it flatten people? Only way itd flatten you is if you ran and theres no reason to run so it wont hit you ever.

Gotta go fast

gibb3h
Jul 15, 2014



I'm considering adding a death count as well, but I really want to find a better background texture first :(

Laputanmachine
Oct 31, 2010

by Smythe
Geop read more messages.

The message system has improved quite a bit from the first game and it gets even better in 3 where you can attach gestures to them to create some fine performance art.

NGDBSS
Dec 30, 2009






MGlBlaze posted:

But yeah Adaptability is rather helpful to level up. It's one of the many things I dislike in Dark Souls 2, because it actually completely fucks the relationship between what you can visually discern from how your character rolls and the actual window you have for avoiding damage. It's a level of completely unnecessary obfuscation and isn't really intuitive at all, which sort of goes against most of the rest of the Souls series and good game design in general. It probably won't take too long before you run into enemies with attacks that can seemingly hit you even though you actually rolled through (most of) their attack. [...]

Greatshields are pretty strong. We may go full circle and have Goonther be poking things with a spear again.

by the way, Don't give up, boulder!
I'd say that the effects of Adaptability are more a thing to get used to? DS1 gave more indication of "how good" your dodge was, but (like I've said before) it was also significantly inaccurate in practice. And at the end of the day, I'd say that Adaptability is DS2's Especially Obtuse Thing for a FromSoft Game; other Souls games have done something similarly weird before and since. (Thus we shouldn't condone Adaptability, but we can at least understand it.)

As for greatshields, even those eventually level off. That's why I'm thankful that, with the exception of Adaptability, DS2 has a really good dodging subsystem that's only definitively eclipsed by Bloodborne's. (So far as I can tell DS2 and DS3 are about on par with various tradeoffs.)

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH

Iretep posted:

Why would it flatten people? Only way itd flatten you is if you ran and theres no reason to run so it wont hit you ever.

I got hit because I was trying to run in there to heal before the archers killed me (again). :(

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer

Slaan posted:

I got hit because I was trying to run in there to heal before the archers killed me (again). :(
See this is a scene sure to bring a smile at any From employee's face. Under assail, herded into seeking shelter, PANCAKES.

Deformed Church
May 12, 2012

5'5", IQ 81


I got squashed the first time because why would I walk anywhere? I don't want to go slowly.

Mordaedil
Oct 25, 2007

Oh wow, cool. Good job.
So?
Grimey Drawer

MooCowlian posted:

I got squashed the first time because why would I walk anywhere? I don't want to go slowly.

Impatient players also tend to be the ones telling me "why would I play Dark Souls, I'm not a masochist".

quiggy
Aug 7, 2010

[in Russian] Oof.


Decus posted:

Yeah, Monster Hunter only gives you 6 iFrames without extra skills to boost them! Dark Souls 2 is already easier.

Look at this scrub who doesn't gem Evasion into his armor :smug:

Dastardly
Jun 14, 2011

Fresh outta hecks.
Where can I find the background bird noises that are also present in Ocarina of Time?

Geop
Oct 26, 2007

Anime Schoolgirl posted:

Please keep the Wind Waker thread adventure game intact to wherever you move it :ohdear:
That and Movie Stream backups were priority #1, no worries. I doubt I'll get webspace again, but I might poke around for somewhere to house Kuvo's Masterwork Manga

At this point, the stuff on my site are source vids to Youtube stuff, which don't *really* look much better than Youtube. I'll probably archive all my LP stuff on an external drive or something before junking it.

Toiwat
Sep 6, 2011

Demon's Souls does not have any sin mechanic nor any way to de-aggro an NPC. Once they're hostile, they'll remain like that until the next NG+ cycle.

Smashing someone's face when putting your controller down was a serious risk with the PS3 controllers' bumpers, so much that it was good practice to face away from NPCs before putting the controller down.

Suspicious Dish
Sep 24, 2011

2020 is the year of linux on the desktop, bro
Fun Shoe

Geop posted:

That and Movie Stream backups were priority #1, no worries. I doubt I'll get webspace again, but I might poke around for somewhere to house Kuvo's Masterwork Manga

At this point, the stuff on my site are source vids to Youtube stuff, which don't *really* look much better than Youtube. I'll probably archive all my LP stuff on an external drive or something before junking it.

If you want a new host to transfer stuff to, I actually really recommend DreamHost -- fairly cheap and excellent bandwidth. I've hosted videos on them without any problems.

Geop
Oct 26, 2007

Suspicious Dish posted:

If you want a new host to transfer stuff to, I actually really recommend DreamHost -- fairly cheap and excellent bandwidth. I've hosted videos on them without any problems.
Probably not. This info on their agreement stuff is what Hostgator is insistent on dinging me over:

quote:

Here are some specific examples of things not allowed:
[...]
File upload / sharing / archive / backup / mirroring / distribution sites.
Even though they say it's to target illegal distribution, porn sites, etc, they could very well say "oh. Hm. This isn't allowed."

Hostgator still hasn't checked on my ticket after four days by this point so I dunno what their deal is.

Geop fucked around with this message at 17:58 on May 20, 2016

Dabir
Nov 10, 2012

Look into Apis Networks, it's goon-run and pretty good as far as I can tell.

Geop
Oct 26, 2007

Dabir posted:

Look into Apis Networks, it's goon-run and pretty good as far as I can tell.
Nah, Apis definitely won't work. I'd blow out the bandwidth limit ASAP (from what I saw of their selection via a Google). Judging by the first month of activity, this LP would probably cause my account to near 3TB bandwidth monthly.

Youtube version is likely the sole host I'm gonna continue with. Given how I'm ratcheting up the upload bitrate, I'm pretty ok with how it's handling the old blotchiness. Not really itching to get a new hosting site, particularly given how non-existent my web skills are.

Geop fucked around with this message at 18:04 on May 20, 2016

Suspicious Dish
Sep 24, 2011

2020 is the year of linux on the desktop, bro
Fun Shoe

Geop posted:

Even though they say it's to target illegal distribution, porn sites, etc, they could very well say "oh. Hm. This isn't allowed."

That's more about hosting user-uploaded content, like a YouTube or an imgur. Anyway, if you don't want to maintain a website, that's totally OK. I was giving you recommendations since HostGator hated your guts.

Cory in the Blouse
Oct 22, 2010

SAMUS ARAN
OUR ONLY HOPE!

Alabaster White posted:

Remembering that Warrior starts with 5 ADP gave me a small heart attack :stare:

I was a strength dude with a big fuckoff weapon and no/light armor in DS1 and decided I'd go for a dex melee build this time. I picked bandit because they looked like an agile dodgy guy and came with a bow. The bandit starts with 3 ADP and 2 ATN so it literally has the worst roll possible in the game at 5 invincibility frames in a game that runs at 60fps :darksouls:

Deformed Church
May 12, 2012

5'5", IQ 81


Grizlor posted:

I was a strength dude with a big fuckoff weapon and no/light armor in DS1 and decided I'd go for a dex melee build this time. I picked bandit because they looked like an agile dodgy guy and came with a bow. The bandit starts with 3 ADP and 2 ATN so it literally has the worst roll possible in the game at 5 invincibility frames in a game that runs at 60fps :darksouls:

I was under the impression (and the wiki backs me up) that invincibility is actually measured in real time. Having 5 iframes is based on it being 1/6th of a second at 30fps, so if you're at 60fps it's actually 10 iframes - 0.167 ish seconds of invincibility, regardless of framerate.

MGlBlaze
May 19, 2011

Warning; side-effects include disintegrated ocular tissue.

Grizlor posted:

I was a strength dude with a big fuckoff weapon and no/light armor in DS1 and decided I'd go for a dex melee build this time. I picked bandit because they looked like an agile dodgy guy and came with a bow. The bandit starts with 3 ADP and 2 ATN so it literally has the worst roll possible in the game at 5 invincibility frames in a game that runs at 60fps :darksouls:

Thanks, B-team. Good job all around. :suicide:

In all seriousness apparently DLC is what the main game really should have been at release. At least according to SuperBunnyHop's recent video on it. But DLC is a long way off so specifics will have to be put on ice for a while.

Until then there is plenty of pain and "This clearly didn't have the same amount of time and/or tallent as the others in the series" to go through.

Well I guess there are one or two areas I'd consider well-designed before then, but those are also some ways off.

Regarding various iFrames; at 91 agility and under you will have as many (progressively fewer with less agility) iframes than a Dark Souls 1 fat roll, even if you are apparently rolling quickly.

That said, Agility affecting roll iFrames is not the worst stat in this game if you care about online play.
Hi, Soul Memory.

mdct
Sep 2, 2011

Tingle tingle kooloo limpah.
These are my magic words.

Don't steal them.

MGlBlaze posted:

Thanks, B-team. Good job all around. :suicide:
There is no "B-team" and parroting this around is the most frustrating thing people do about Dark Souls 2. It's like 90% the same people who worked on Dark Souls 1.

The actual story behind Dark Souls 2 being what it is had a lot to do with an over-ambitious director who attempted to make something FromSoftware couldn't, and them getting replaced by someone who managed to supervise a team that reigned everything in.

Edit: also yes, Dark Souls 2's i-frames are variable and not just "oh playing at 60 fps means you have half the i-frames". You get 10 at the lowest level and 30 at the highest at 60 FPS, just like how you get 5-15 at 30 FPS.

mdct fucked around with this message at 22:25 on May 20, 2016

MGlBlaze
May 19, 2011

Warning; side-effects include disintegrated ocular tissue.

Mighty Dicktron posted:

The actual story behind Dark Souls 2 being what it is had a lot to do with an over-ambitious director who attempted to make something FromSoftware couldn't, and them getting replaced by someone who managed to supervise a team that reigned everything in.

That might be a good point. I do recall that the director(s?) for Dark Souls 2 was Tomohiro Shibuya and Yui Tanimura. After doing a little searching around my "b-team" comment was probably a bit off the mark, but apparently neither of said directors had made a Souls game before. Which is fine, there were no Souls games before Demon's Souls either. But it felt like instead of looking back and analysing the design and pacing of the previous two games, they got caught up in "Okay this series has a reputation for being really hard", even though that... wasn't really the point of the series, exactly.

It was hard, but that difficulty came from its depth and how the world was very strictly defined (mostly). That and most people were probably used to charging in, which in Souls games gets you killed unless you know exactly what you're doing. Hence the abundance of multi-enemy encounters you can't do much to avoid in 2, where it was a comparatively rare occurrence in Demon's Souls or Dark Souls.

MGlBlaze fucked around with this message at 22:29 on May 20, 2016

mdct
Sep 2, 2011

Tingle tingle kooloo limpah.
These are my magic words.

Don't steal them.
Shibuya may have had that perception of it, but the DLC was all Tanimura-directed, and he was brought back to work on DS3 so he very clearly Got It. Shibuya was the director that was thrown out due to kind of running the game into the ground, Tanimura was brought on later to fix it all.

MGlBlaze posted:

It was hard, but that difficulty came from its depth and how the world was very strictly defined. That and most people were probably used to charging in, which in Souls games gets you killed unless you know exactly what you're doing. Hence the abundance of multi-enemy encounters you can't do much to avoid in 2, where it was a comparatively rare occurrence in Demon's Souls or Dark Souls.

The comparitive lack of multi-enemy encounters in the early Souls games was a mistake of them and not a good thing.

It makes runs through the game very homogeneous. Dark Souls 1 may have a lot of build variety, but a single enemy will almost always act the same way. There isn't enough variables going on with them. They're just simple, easy bosses. Anor Londo is like the peak of this, where 80% of the encounters in it are just single Silver Knights who are just not interesting to fight. With fights with lots of simpler enemies, the number of variables goes way up. Encounters with them can go very differently every time you fight them, even if you're doing the same thing both times. And while maybe sure, if you're frustrated and trying to just get through an area or whatever, that can make fights with them as you die multiple times harder because you can't rely on memorization - but that just means that there's a whole level of challenge that Dark Souls 1 didn't try and do with the exception of a few zones, and whoops, those zones are all the best in the game (Undead Burg, Catacombs, Painted World, and Oolacile.) Every Souls game after this has understood that.

HMS Boromir
Jul 16, 2011

by Lowtax
Really my only problem with multi-enemy encounters in Dark Souls 2 is that weapon hitboxes for anything that isn't particularly sweepy are way smaller. If I jump attack with a club into the Sweet Baby Rays at the top of the undead church in DS1 I'll kill like four of them, if I do that to a similar clump of enemies in DS2 I count my blessings if it hits more than one of them.

Cory in the Blouse
Oct 22, 2010

SAMUS ARAN
OUR ONLY HOPE!

HMS Boromir posted:

Sweet Baby Rays at the top of the undead church in DS1

I had to think about this for a minute but I realized I think you were talking about the hollow zerg rush near the channeler and now I can't stop laughing at this.

Geop please read more messages and look at more bloodstains. The bloodstains at least you can trigger as you run through them and if it doesn't look like it's gonna be funny you don't have to watch it!

Scaly Haylie
Dec 25, 2004

Geop posted:

Nah, Apis definitely won't work. I'd blow out the bandwidth limit ASAP (from what I saw of their selection via a Google). Judging by the first month of activity, this LP would probably cause my account to near 3TB bandwidth monthly.

:psyduck:

Just how big are your videos?

MGlBlaze
May 19, 2011

Warning; side-effects include disintegrated ocular tissue.

Mighty Dicktron posted:

Shibuya may have had that perception of it, but the DLC was all Tanimura-directed, and he was brought back to work on DS3 so he very clearly Got It. Shibuya was the director that was thrown out due to kind of running the game into the ground, Tanimura was brought on later to fix it all.


The comparitive lack of multi-enemy encounters in the early Souls games was a mistake of them and not a good thing.

It makes runs through the game very homogeneous. Dark Souls 1 may have a lot of build variety, but a single enemy will almost always act the same way. There isn't enough variables going on with them. They're just simple, easy bosses. Anor Londo is like the peak of this, where 80% of the encounters in it are just single Silver Knights who are just not interesting to fight. With fights with lots of simpler enemies, the number of variables goes way up. Encounters with them can go very differently every time you fight them, even if you're doing the same thing both times. And while maybe sure, if you're frustrated and trying to just get through an area or whatever, that can make fights with them as you die multiple times harder because you can't rely on memorization - but that just means that there's a whole level of challenge that Dark Souls 1 didn't try and do with the exception of a few zones, and whoops, those zones are all the best in the game (Undead Burg, Catacombs, Painted World, and Oolacile.) Every Souls game after this has understood that.

Personally, I disagree. Dark Souls combat is not suited to multi-enemy encounters at all. Your main toolset (lock on, general attack motions, etc) are suited to taking things on one at a time, and the difficulty of multiple enemies is what happens when you gently caress up and end up in a worse situation as a result. Especially since you can end up getting stunlocked to death by even just two enemies if you're unlucky.

Also I'm going to go ahead and say that as much as it sounds like I've lost my mind, I think the best Dark Souls 1 area was Blight Town.
I'm serious.
Possibly the single most vertical level in the entire game, offering many avenues for jumps to get to cool poo poo. Enemies could be taken on gradually, and the blowdart snipers while threatening are also something you can deal with; and since they don't respawn, you've made permanent progress every time you do so. Their darts can also typically be avoided by the terrain itself; the area actually doesn't often give you no way to seek cover from them. And outside of Blowdart Hell on the way out, they're used sparingly enough that it's not completely insane.

Sen's Fortress is also one of the best zones in the game thanks to all the environmental hazzards, and is probably the second most vertical level. Plenty of stuff to find, enemies are individually threatening while rarely forcing you to take on more than one at once. I think there are the two snakemen you need to kite around at the very entrance, but even they can be thinned out by using one of the traps against them to kill one so you can deal with the other and move on.

As for the areas you listed, the multiple enemy encounters work there because you can either draw them out one at a time instead (Painted World), the enemies all die in one hit (Burg) or have AI that isn't so overly aggressive that everything will leapfrog attacks all the time like what happens in Dark Souls 2 (Catacombs, Painted World phalanx things). Even Oolacile doesn't actually throw multiple enemies at you that often, in spite of how it massively ups the ante with stronger and more aggressive enemies and bosses.
There were the encounters where more than one crow demon comes to peck your face off in the Painted World, but those encounters were what I found to be the worst of the entire area.

Daerc
Sep 23, 2007

Look! A door! This must mean something!

MGlBlaze posted:

Ahh, still giving Kuvo poo poo for the mispronunciations from the first LP. :allears:

But yeah Adaptability is rather helpful to level up. It's one of the many things I dislike in Dark Souls 2, because it actually completely fucks the relationship between what you can visually discern from how your character rolls and the actual window you have for avoiding damage. It's a level of completely unnecessary obfuscation and isn't really intuitive at all, which sort of goes against most of the rest of the Souls series and good game design in general. It probably won't take too long before you run into enemies with attacks that can seemingly hit you even though you actually rolled through (most of) their attack.

Well that's really one of the issues with both 1 and 2, wherein the displayed hitboxes have little to do with whether you're actually gonna be hit because they were poorly done, only difference is 1 doesn't have a grab attack making it super obvious From is bad at it. Can't say about 3/BB/DeS, but DaS 1 and 2 aren't exactly the most confidence inspiring when it comes to them being able to do hitboxes consistently.

MGlBlaze
May 19, 2011

Warning; side-effects include disintegrated ocular tissue.

Daerc posted:

Well that's really one of the issues with both 1 and 2, wherein the displayed hitboxes have little to do with whether you're actually gonna be hit because they were poorly done, only difference is 1 doesn't have a grab attack making it super obvious From is bad at it. Can't say about 3/BB/DeS, but DaS 1 and 2 aren't exactly the most confidence inspiring when it comes to them being able to do hitboxes consistently.

I dunno, I never really saw anything in Dark Souls 1 that was remotely as bad as 2. Although apparently there can be a phantom hitbox in the O&S fight if the phase two transition happens while Smough is swinging his hammer. Fortunately, I never experienced that myself in my multiple hundred hours of play.

I won't link it here because it spoils a lot of poo poo later in the game, but it should basically be the first result if you google search "dark souls 2 hitboxes". It'll be a post on the dark souls subreddit titled "The ACTUAL truth about hitboxes".

mdct
Sep 2, 2011

Tingle tingle kooloo limpah.
These are my magic words.

Don't steal them.

MGlBlaze posted:

Personally, I disagree. Dark Souls combat is not suited to multi-enemy encounters at all. Your main toolset (lock on, general attack motions, etc) are suited to taking things on one at a time, and the difficulty of multiple enemies is what happens when you gently caress up and end up in a worse situation as a result. Especially since you can end up getting stunlocked to death by even just two enemies if you're unlucky.

I mean, the difficulty of a single enemy is loving up and getting into a worse situation as a result, i.e. you get hit. There's no change. Plus unless they do all your health in one go, there's a hardcoded limit in how many times you can get hit in Dark Souls 2 before you're allowed a dodge out, anyway, so it's not really possible to get stunlocked by multiple enemies.

That aside, this is actually something that the Souls games are bad at teaching you that you really do have to learn before you master them:

Locking on all the time isn't a good thing. You slow yourself down and limit your attack range. It locks your camera and gives you tunnel vision. It's a bad thing, and exists pretty much solely to counter the series' pretty weakass camera. You were even super-restricted in how you could dodge in DS1 when locked on, with it being reduced to the four cardinal directions only. Edit: Also, you couldn't sprint!

Plus come on, certain weapon types are better at hitting multiple enemies at once, that's intended. Sure, rapiers and maces are really bad at dealing with multiple dudes. That's a weakness of those weapons. Carry a wider-area attack weapon with you too, like a curved sword. Or a greatsword, which hits 270 degrees at 5-6 foot range around you and is designed like 100% for fighting lots of enemies at once. The weapons that are good at dealing with multiple dudes.

mdct fucked around with this message at 23:06 on May 20, 2016

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Cory in the Blouse
Oct 22, 2010

SAMUS ARAN
OUR ONLY HOPE!

Mighty Dicktron posted:

Plus come on, certain weapon types are better at hitting multiple enemies at once, that's intended. Sure, rapiers and maces are really bad at dealing with multiple dudes. That's a weakness of those weapons. Carry a wider-area attack weapon with you too, like a curved sword. Or a greatsword, which hits 270 degrees at 5-6 foot range around you and is designed like 100% for fighting lots of enemies at once. The weapons that are good at dealing with multiple dudes.

I just wish DS3 had a weapon as good and versatile as the 2h moveset for the man-serpent greatsword from DS1 (and that straightswords weren't basically just automatically always the best choice). The MSGS's R1 spam alternating vertical chop was great for single enemies, the R2 was great if you were good at timing it on enemies approaching you, the leap attack was solid, and the backstep/running R1 had a loving awesome whirlwind that was incredible for taking out a bunch of swarmy bullshit enemies. It was so satisfying to charge into all those phalanxes in the painted world and hit like 5-6 of those guys with one attack :black101:

I haven't found such a weapon in DS2 either so I'm not sure if one exists.

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