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Paracelsus posted:From put in a bunch of warnings, and players still don't bother to read them. It seems like half the time new players complain about the game being impossibly hard it turns out they joined the CoC. To be fair i should have noticed what was happening sooner, he's the type of person who wouldn't read those. I finally realized what was happening when i tried to use an NPC summon and it wouldn't show up. That's when i thought of checking his convenant and there it was. Oh god, Geop hitting Gavlan was the scariest moment of all
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# ? Jul 9, 2016 05:12 |
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# ? Jun 11, 2024 09:26 |
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Geop was just making sure he wasn't an NPC Mimic.
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# ? Jul 9, 2016 05:52 |
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Paracelsus posted:From put in a bunch of warnings, and players still don't bother to read them. It seems like half the time new players complain about the game being impossibly hard it turns out they joined the CoC. I feel like you could have ten prompts that finally end on a narrator stating "No for real you stupid motherfucker, this is going to make the game way too hard for you your first time. DO NOT PICK THIS!" before you're given the last prompt and dumbasses would still go for it and be confused.
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# ? Jul 9, 2016 05:55 |
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Nohman posted:I feel like you could have ten prompts that finally end on a narrator stating "No for real you stupid motherfucker, this is going to make the game way too hard for you your first time. DO NOT PICK THIS!" before you're given the last prompt and dumbasses would still go for it and be confused. Nothing short of explaining in plain terms how that'd change the game would stop that from happening. Also, I'm proud of your strike first aggressive nature now but god dammit Geop, you gave the man drain bramage.
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# ? Jul 9, 2016 06:02 |
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Captain Lavender posted:One of my favorite messages was in front of Gavlan. It was "need wheel, but try bargaining". I'm like, 'now where to I get this wheel?', then Gavlan told me what he was all about. Especially you, Geop. Dang.
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# ? Jul 9, 2016 06:10 |
Okay, Goonther versus murdergibbons is just magical.
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# ? Jul 9, 2016 06:45 |
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NO GAVLAN NO I almost jumped out of my seat when you just ran up and started hitting him. and not only because I watched this at 7 AM or so without sleeping all night. Gavlan is among the best Dark Souls NPC's ever in my opinion. You should consider yourself wheely lucky he dealed with your attacks and didn't aggro. Sorry not sorry. Also: concerning this area. I'm not sure if asking this is anything I should do, so I'll spoiler it just in case, but I want to ask the co-commentators Does anyone tell Geop/does he figure out the deal with the Darkdwellers and torches? (USER WAS PUT ON PROBATION FOR THIS POST)
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# ? Jul 9, 2016 06:51 |
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Welp that was a good long run since the last probation
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# ? Jul 9, 2016 06:57 |
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sharkbeard posted:I JUST CANNOT HELP BUT SPOIL DARK SOULS 2 EVEN WHEN TOLD MULTIPLE TIMES NOT TO DO SO AT ALL!! Is just some kind of mass, undiagnosed mental illness with Dark Souls fans?
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# ? Jul 9, 2016 07:01 |
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sharkbeard posted:Also: concerning this area. I'm not sure if asking this is anything I should do This line is the exemplar for the threshold with which you should not ask [this] quote:so I'll spoiler it just in case Stop! I like this thread open. Read the OP. Forgive this man Geop!
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# ? Jul 9, 2016 07:33 |
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Try torch.
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# ? Jul 9, 2016 07:36 |
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sharkbeard posted:I'm not sure if asking this is anything I should do, so I'll spoiler it just in case Geop posted:This also means NO SPOILER TAGS. That's a tricky one
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# ? Jul 9, 2016 08:24 |
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It's alright Geop, I also unloaded into Gavlan when first playing Scholar's. My brother was watching me play and had a similar reaction to the thread right now, only difference was I was using a lovely Scimitar instead of a mace that melts Golems in 2 swings so I knew Id be hosed if I provoked him.
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# ? Jul 9, 2016 08:25 |
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Geop posted:First it's "be more aggressive"! Now it's "Geop don't murder innocent NPCs"! I swear, you guys Usually that advice only applies when you're actually being attacked. Even ignoring NPCs, there are lots of enemies in this game that aren't totally aggressive, or have strange AI patterns, especially in Scholar. Like that knight in front of the King's door, he won't attack you unless you get right up in his face. Being aggressive is good in combat, but that doesn't mean rushing in blindly. Taking a few seconds to assess the situation helps immensely!
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# ? Jul 9, 2016 08:33 |
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Fister Roboto posted:Usually that advice only applies when you're actually being attacked. Even ignoring NPCs, there are lots of enemies in this game that aren't totally aggressive, or have strange AI patterns, especially in Scholar. Like that knight in front of the King's door, he won't attack you unless you get right up in his face. Being aggressive is good in combat, but that doesn't mean rushing in blindly. Taking a few seconds to assess the situation helps immensely! This is particularly useful if you're invading someone else in PvP, as with a bit of effort it's possible to disguise yourself as most human-sized enemies. There were videos back in the DS1 era of play where some folks would dress up as Painting Guardians or Channelers, and their credulous invaders would walk right on by before becoming rather confused.
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# ? Jul 9, 2016 08:58 |
Goonther's handling of the Viking Pirate Frathouse is why this LP is. And No Man's Wharf is just a really loving good area.
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# ? Jul 9, 2016 09:00 |
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I for one welcome a Dark Souls-like Pirate game, like how Bloodborne has a Victorian theme. Also, you're not alone Geop, I did the exact same thing when I first encountered Gavlan. Capt. J. Linebeck fucked around with this message at 09:47 on Jul 9, 2016 |
# ? Jul 9, 2016 09:44 |
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Nohman posted:Is just some kind of mass, undiagnosed mental illness with Dark Souls fans? Git gud, this thread- and only this thread- with spoilers, and weird fan art of those small bird girls that you never even physically see are all the examples I can think of.
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# ? Jul 9, 2016 09:48 |
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Capt. J. Linebeck posted:I for one welcome a Dark Souls-like Pirate game, like how Bloodborne has a Victorian theme.
NGDBSS fucked around with this message at 09:59 on Jul 9, 2016 |
# ? Jul 9, 2016 09:53 |
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Torch abstinence and Gavlan abuse aside, I was most surprised that no one commented when Goonther apparently bumped into...nothing in particular in 5:35.
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# ? Jul 9, 2016 09:54 |
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There's an incredibly sneaky hidden door in this area, I think in the ground floor of Gavlan's house. There were a few messages in front. I didn't know about that one for like three playthrough.Paracelsus posted:From put in a bunch of warnings, and players still don't bother to read them. It seems like half the time new players complain about the game being impossibly hard it turns out they joined the CoC.
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# ? Jul 9, 2016 10:17 |
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NGDBSS posted:What sort of pirates, then? Analogues/inspirations I can think of off the top of my head that aren't just sobering mirrors of reality: how about "all of the above"?
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# ? Jul 9, 2016 10:59 |
NGDBSS posted:What sort of pirates, then? Analogues/inspirations I can think of off the top of my head that aren't just sobering mirrors of reality:
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# ? Jul 9, 2016 11:06 |
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NGDBSS posted:Something I've found to be helpful, if you're unsure whether a target is friendly, is to attempt to lock onto it. If you can do so, it's probably not friendly; otherwise it's probably fine. Geop knows about the lock-on, he's commented on it before for NPCs. He just slipped up this time, thankfully on someone with the patience - or alcohol-numbed pain threshold - of a rock. I think this video was linked way back in the DS1 LP's Anor Londo segment, but yeah - it's pretty entertaining to see invaders get trolled.
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# ? Jul 9, 2016 11:14 |
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There might not be pirate squads, but are there pirates' quads?
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# ? Jul 9, 2016 11:49 |
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Reading messages is great for secret doors, as they take priority. I hope Geop took the chance to use Sell sometime that session though. In the original Dark Souls 2, when Gavlaan was somewhere else, I'd been bowing through a lot of enemies and saw him as a person-shape about the size of my aiming crosshair. Of course I sunk like six or eight arrows into his head. Realising this was like 15% of his health bar my NPC detection went ping and I stopped. Luckily, no aggro. Hope the team is having fun making the LP! I'm having fun watching.
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# ? Jul 9, 2016 12:00 |
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Some people complain that the level design of DS2 doesn't make sense, but I think that the opening stretch of Forest of Fallen Giants, Heide's, No Man's Wharf and the areas come up is one of the best in the series. Heide's is a bit weak, but the rest of it all fits together so well.
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# ? Jul 9, 2016 16:13 |
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Oh my god seeing you immediately smack Gavlan around was both hilarious and terrifying. Thank goodness you stopped. I assume you just saw the 'talk' prompt a bit late. Gavlan is a pretty nice NPC, though. Also, Gavlan was moved! He was in the top floor of that other building originally. Now he's there. Not sure why, but there you go. (Also your "I AM SO SORRY" was adorable. ) Those arm monsters have wonkey hitboxes. You discovered some of it yourself when it refused to get hit by a pair of your attacks (which was total bullshit) but their arm swings have hitboxes that linger slightly. They're one of the enemies that I tend to have hit me even after I roll through an attack. As for the ninjas; I'm not sure how much detail I can go in to, but originally they only appeared in one specific room on NG+ and later only. It was really, really loving dumb. Adding them to other places is a good thing since it means you can get their drops (And they have pretty hilarious weapon drops. It looks absolutely nothing like what they actually use.) but their speed and how their attacks kinda home in on you can be really bothersome. armoredgorilla posted:Some people complain that the level design of DS2 doesn't make sense, but I think that the opening stretch of Forest of Fallen Giants, Heide's, No Man's Wharf and the areas come up is one of the best in the series. Heide's is a bit weak, but the rest of it all fits together so well. No Man's Wharf is honestly one of the better designed areas. Like it plays a bunch with verticality, like most Dark Souls 1 areas did... which I may have mentioned already. My issue with this area is how it throws way too many dudes at you at once a lot of the time. With a number of spots also having you in shooting range of archers. Kinda ruins it a bit, but the area itself is good. MGlBlaze fucked around with this message at 17:26 on Jul 9, 2016 |
# ? Jul 9, 2016 17:18 |
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Those Ninjas have a cool and unique armor set, of which the gloves increase build-up (the only gloves to do so!), and TWO different weapons, it's insane. The original way of farming them was a nightmare. Still too low droprates .
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# ? Jul 9, 2016 17:27 |
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armoredgorilla posted:Some people complain that the level design of DS2 doesn't make sense, but I think that the opening stretch of Forest of Fallen Giants, Heide's, No Man's Wharf and the areas come up is one of the best in the series. Heide's is a bit weak, but the rest of it all fits together so well. Eh, Heide's was and remains very half baked, I think; other than a nice view and Licia, who's one of my favorite NPCs, the only really interesting thing about it is the Old Knight Fight Club Arena. But I'd agree No Man's Wharf is, considered by itself, one of the best designed areas in the entire game, DLC included. You've got branching paths at points, good use of vertical space, shortcuts that are kinda meaningful, enemy placement that is both sometimes tricky and flavorful, a thing with that Pharos lockstone device we may or may not see, a cool set piece with the spooky pirate ship pulling into port, and a relative lack of square 10-foot rooms containing at most one orc and an obviously repeating wall texture. And Scholar actually moves Gavlan to less of a dick place. Like many parts of the Forest, it clearly got some polish passes. Just don't think too hard about where it ought to be in relation to sea level and what it implies about the laws of hydrodynamics.
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# ? Jul 9, 2016 17:38 |
No Man's Wharf also features some entertainingly dastardly enemy tactics along with clever ways you can turn the tables. That, the framing, and the level design which makes it seem labyrinthine but actually pretty small and tightly arranged once you open up the shortcuts, make it feel quintessentially "Souls". It even makes excellent use of DS2's lighting system, which not many areas can truly claim. That said, it feels like it would have been more appropriate to have placed it at a route directly from the Forest of Fallen Giants. Heide's Tower of Flame, meanwhile, ought to have been placed much further out, beyond the next area, to actually add to the solitude and otherworldliness of it, rather than have been just a transitional area that, according to the devs themselves, had some bells and whistles tacked on because they felt like it.
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# ? Jul 9, 2016 18:00 |
The thing I like about the wharf - and that very, very few areas here have, is the whole ghost pirate ship setpiece. When it shows up, eerie blue lights and all, it's just perfect - you imagine the vast underground see it sails on, all the mysteries lurking there, suddenly this whole place makes sense and it'll even fill you in on some lore bits. It's an oh-poo poo moment comparable to seeing Anor Londo for the first time or passing through Queelag's place after finishing your objective and seeing a whole new world stretch before you. And there's very, very few of these moments in this game. So yeah, No-man's Wharf is a pain in the rear end to play (and God was it even worse before SotFS) but going by style, impression, detail, it's one of the best areas in DS2 and I wish more levels would have this amount of thought put into them.
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# ? Jul 9, 2016 18:15 |
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I have a question for Kuvo and Vicas. Are you guys going to guide Geop into completing NPC plotlines?
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# ? Jul 9, 2016 18:17 |
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I'm pretty sure the pirate frat is Alpha Rho Rho.
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# ? Jul 9, 2016 18:18 |
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SynthOrange posted:Well one of the commentators murdered him without realizing he was an npc. vOv I played the original version of this game where Gavlan chills in a different part of the map. I didnt know this is where he moved to in Scholars (nor do i think Vicas realized either). jpublic posted:I have a question for Kuvo and Vicas. Are you guys going to guide Geop into completing NPC plotlines? i think we've agreed on heavily alluding to Things He Should Do but not outright tell him. if he doesn't Do The Thing then oh well Kuvo fucked around with this message at 18:44 on Jul 9, 2016 |
# ? Jul 9, 2016 18:42 |
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He already passed the one NPC plotline that matters. Not killing Gavlan.
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# ? Jul 9, 2016 18:44 |
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Yeah, Gavlan used to be in the house where the long arm dude busted down the wall, which is an optional area and too dark to see him from far away unless you're specifically looking for him. The only clue he's up there is the sound he makes when he chugs his booze. Now he's directly in front of the shortcut door, which means you get a very good look at him if you approach it from the other side in search of a way to open it.
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# ? Jul 9, 2016 19:26 |
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That was almost a wheely big mistake, I'm glad you could deal with it.
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# ? Jul 9, 2016 21:16 |
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anilEhilated posted:(and God was it even worse before SotFS) I had a lot less trouble with the wharf in the original version tbh. What exactly was worse about it?
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# ? Jul 9, 2016 22:27 |
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# ? Jun 11, 2024 09:26 |
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botany posted:I had a lot less trouble with the wharf in the original version tbh. What exactly was worse about it?
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# ? Jul 9, 2016 22:39 |