|
vandalism posted:Am I wrong or is this game way easier than bloodborne? I've got 2 characters going on there to test a skill build and a quality build and I get my poo poo pushed in repeatedly. I'm a lot more comfortable and confident in DS3. Probably because of shields. it's harder than Bloodborne sometimes
|
# ? Apr 2, 2017 19:12 |
|
|
# ? Jun 3, 2024 23:48 |
|
vandalism posted:Am I wrong or is this game way easier than bloodborne? I've got 2 characters going on there to test a skill build and a quality build and I get my poo poo pushed in repeatedly. I'm a lot more comfortable and confident in DS3. Probably because of shields. DS3 has a mid game difficulty spike (Irithyll) which I would say is harder than anything in the BB main game, but the start is definitely easier in DS3 and in general I don't think there's anything in DS3 harder than FRC D5 chalices. Both games are highly susceptible to just getting a fuckton of health and tanking everything.
|
# ? Apr 2, 2017 19:15 |
|
demons souls doesn't have bare, featureless cube rooms to house 'primal bonfires' which are supposedly important, so it's innately better for that in terms of level design
|
# ? Apr 2, 2017 19:21 |
|
Oh cool, after you beat the last boss and the other other last phantom boss in that area, you can go back to Shira's door at the top of the big staircase from the swamp and it is open, revealing delicious treasure.
|
# ? Apr 2, 2017 19:35 |
|
Need a headset brother for inner ringed city please help
|
# ? Apr 2, 2017 19:38 |
|
Well.i thought the turtle dudes were cool until I found out that if you kill them after flipping them on their backs you get a clear view of their taint. Its like a final insult after death. Poor dudes ain't got no dicks
|
# ? Apr 2, 2017 19:53 |
|
I forgot how the game misleads you into thinking that Aldritch will be in the Cathedral of the Deep, only for him to have abandoned ship by the time you get there. That's pretty cool. EDIT: Does the grass crest shield stack with the Chloranthy Ring, or is there no benefit to using both? Augus fucked around with this message at 20:08 on Apr 2, 2017 |
# ? Apr 2, 2017 20:01 |
|
New Concept Hole posted:Which one Anor londo. We already know the other is because he's the blacksmiths pet.
|
# ? Apr 2, 2017 20:09 |
|
Ineffiable posted:Anor londo. We already know the other is because he's the blacksmiths pet. Seems to be a Titanite Demon near a most of the game's blacksmiths, with the exception of Rickert. Both Andre and the Giant have one in proximity; there's one in the Catacombs, near the skeleton guy. Could very well be that they're there for the Blacksmith to go and hack hunks of titanite off when they need it!
|
# ? Apr 2, 2017 20:27 |
|
Considering Dark Souls 1's development is kinda sketchy, Titanite Demons may have initially been made for some cut area(There is an alternate Catch Pole design that was cut, possibly suggesting more than one type of titanite demon), but more realistically It's probably just the devs thinking it would be neat to tie boss weapon materials to special mini-boss enemies found around the game world. The Primeval Demons in Demon's Souls are never really explained either, and fulfill a similar role.
|
# ? Apr 2, 2017 20:49 |
|
mary had a little clam posted:Oh cool, after you beat the last boss and the other other last phantom boss in that area, you can go back to Shira's door at the top of the big staircase from the swamp and it is open, revealing delicious treasure. What phantom boss? I went back to that door after beating the optional boss but nothing happened.
|
# ? Apr 2, 2017 20:56 |
|
Elman posted:What phantom boss? I went back to that door after beating the optional boss but nothing happened. In the area where you fight the DLC's final story boss, there's a broken building waaaaaaay far away from anything where you'll get invaded.
|
# ? Apr 2, 2017 20:58 |
|
All of the dark souls games seem to have sketchy development. Demon's souls has the sixth archstone (with unused area and enemy data!), dark souls 2 feels like individual areas were designed then linked together later, and dark souls 3 was possibly going to have a bonfire creation mechanic but may have been scrapped and created odd bonfire choices, like crucifixion woods, and dragonslayer to archives bonfire.
|
# ? Apr 2, 2017 20:59 |
|
^^A lot of DS3 bonfires seem really weird. Also some shortcuts are... useless? I found one that goes from the bonfire in front of the abyss watcher boss to somewhere in the crucifixion woods. I didn't really look around outside the door, but... The worst part about DS2 is all the ridiculously huge swaths of flat boring texture. Like the primal bonfire rooms, ugh. Or the outsides of Drangleic castle. It feels like I'm in minecraft sometimes.
|
# ? Apr 2, 2017 21:01 |
|
Got Ledos hammer maxed out and it does over 600 ar.
|
# ? Apr 2, 2017 21:02 |
|
The entire point of Drangleic Castle is that its supposed to be a gauntlet because that's what Vendrick turned it into. He didn't want anyone following him, and instructed his soldiers to guard the path he took into the Undead Crypt. There was nobody left in the castle to care about its actual upkeep after a certain point. That's why when you finally get insdie its almost completely barren and there's about 3 inches of dust coating every surface. Its not like Anor Londo where Gwyndolin was trying to maintain the illusion that it was still a place people gave a poo poo about. I mean the ghost literally says "what the gently caress has happened to our castle" so I think its pretty clear. EDIT: Not to say the level is mechanically amazing (the corrosive moat that can be completely ignored is silly) but thematically it was fine. Internet Kraken fucked around with this message at 21:18 on Apr 2, 2017 |
# ? Apr 2, 2017 21:03 |
|
Ineffiable posted:All of the dark souls games seem to have sketchy development. Demon's souls has the sixth archstone (with unused area and enemy data!), dark souls 2 feels like individual areas were designed then linked together later, and dark souls 3 was possibly going to have a bonfire creation mechanic but may have been scrapped and created odd bonfire choices, like crucifixion woods, and dragonslayer to archives bonfire. Demon's seems to have the most straightforward development but probably got its dev time cut due to no one being interested in it. I don't know anything about Bloodborne's development and I'm guessing there's no way to poke around in its files like the other games. But yeah, if the design works for Dark Souls is any indication, the making of these games is a bit of a jumbled mess that requires a fairly focused vision at every step, which may be why the sequels have been all over the place.
|
# ? Apr 2, 2017 21:09 |
|
Internet Kraken posted:The entire point of Drangleic Castle is that its supposed to be a gauntlet because that's what Vendrick turned it into. He didn't want anyone following him, and instructed his soldiers to guard the path he took into the Undead Crypt. There was nobody left in the castle to care about its actual upkeep after a certain point. That's why when you finally get insdie its almost completely barren and there's about 3 inches of dust coating every surface. Its not like Anor Londo where Gwyndolin was trying to maintain the illusion that it was still a place people gave a poo poo about. I mean, no, I don't think the game really sincerely suggests that Vendrick, apparently fleeing in the dead of night with all his knights in tow, left implicit instructions to have the castle rebuilt into a mediocre Dark Souls level. That seems pretty silly, and if they wanted to do a decrepit castle thing, I feel like they could have done a lot better.
|
# ? Apr 2, 2017 21:30 |
|
Internet Kraken posted:The entire point of DS2, which they made blatantly clear with Scholar, was that it was about finding your own path. In DS1 you spend your entire time getting pushed around by guiding figure that know more than you. You are controlled by the prophecy of the undead in Lordran. Even when you go against that, all you do is follow the will of another figure and fulfill a different destiny. That's why in the overall story of DS1, your character had no lasting impact there. I've been reflecting on the trilogy a little bit, and I'm trying to figure out the point of DS3 as part of the bigger picture. The world is in a state where the flame has been linked innumerable times, and as a result, the world appears to be wearing out. Cities from different civilizations are converging, time itself seems to be going nuts, and flame-linking has become frequent enough that it's common knowledge and ritualized. But the state of the world doesn't seem to have of a bearing on the cyclic nature of the world. If you let the flame go out, the fire keeper tells you that everything will go dark, but the flames will eventually re-ignite, starting the cycle anew. So lore-wise, DS1 was all about fatalism, DS2 was about finding your own way and rejecting fatalism, and DS3 is about fatalism, again? Did FROM just want to hammer home the point? It's seems odd after hinting that there may be a way out in DS2.
|
# ? Apr 2, 2017 21:30 |
|
Ineffiable posted:All of the dark souls games seem to have sketchy development. Demon's souls has the sixth archstone (with unused area and enemy data!), dark souls 2 feels like individual areas were designed then linked together later, and dark souls 3 was possibly going to have a bonfire creation mechanic but may have been scrapped and created odd bonfire choices, like crucifixion woods, and dragonslayer to archives bonfire. Looking back at the reveal gameplay they had it's pretty obvious that with DS2 they tried to give the game top of the line graphics and ended up overextending themselves, burning through their budget and creating a gorgeous game that couldn't run properly on consoles and leaving a lot of areas unfinished and needing to be slapped together at the last minute. You can even see that chunks of level design were cut out of the Forest of Giants.
|
# ? Apr 2, 2017 21:38 |
|
The whole lighting mechanic was supposed to be bigger than it is now. Aside from bloodborne which feels like the most cohesive, all of the souls games seem to have aimed too high and ultimately have things cut. They're still complete games, but when you look at it, you see rough edges where things were cut.
|
# ? Apr 2, 2017 21:40 |
|
Bloodborne has a lot of holes too. The entire PvP mechanic was slapped on at the last moment and the Chalice Dungeons ended up being a pretty poorly executed idea. Its almost like none of these games are perfect, just really good.
|
# ? Apr 2, 2017 21:42 |
|
Ineffiable posted:The whole lighting mechanic was supposed to be bigger than it is now. I much rather have a game aim for perfection and be forced to settle for really good then have a game that tries to play it safe and just comes out bland.
|
# ? Apr 2, 2017 21:44 |
|
Internet Kraken posted:Bloodborne has a lot of holes too. The entire PvP mechanic was slapped on at the last moment and the Chalice Dungeons ended up being a pretty poorly executed idea. Overall it's flaws are a lot of what has made the series interesting.
|
# ? Apr 2, 2017 21:50 |
|
What is going on with co-op undead arena? The last 5 fights I've had its not spawned in all members of each team.
|
# ? Apr 2, 2017 21:56 |
|
il serpente cosmico posted:So lore-wise, DS1 was all about fatalism, DS2 was about finding your own way and rejecting fatalism, and DS3 is about fatalism, again? Did FROM just want to hammer home the point? It's seems odd after hinting that there may be a way out in DS2. For me, DS3 actually helps contextualize DS2. DS2 is effectively a "book of tales" set in the Dark Souls universe, an excuse to feature a number of areas and bits of lore that help flesh out more of the game universe. It's really the only way to do it because DS2 makes little sense otherwise. Dark Souls is a story about acceptance. It is a story about standing in the face of the insurmountable and finding a reason to move forward. For many people, this comes from the promise of an eternal reward, or the fulfillment of some great purpose, but the truth is is that the purpose isn't so great and you aren't so special, and whether you succeed and whether you fail, it doesn't matter. In the end, the fire will fade and only dark will remain. DS2 emphasizes that these cycles cannot be broken, no matter what. The only noble thing to do is to perpetuate the cycle, or else vainly toil to find a solution. Aldia does not succeed in ending the curse. By Dark Souls 3 it's proven that it's all failed, all of it is falling apart, you can't just keep it going and going and eventually you need to accept that the fire will go out. It's a meditation on the inevitability of death and an exploration of the Buddhist concept of the pointlessness of the future, due to the simple fact that tomorrow will always be a little worse, you will inevitably get old, get sick, and die. There's no hope in the future, and so in Dark Souls there is no hope in the future, there is no ESCAPE from the curse. To be alive, that is the curse. Every single human being is similarly cursed, to exist in a hopeless universe, set to make meaning of a world that is murky, dangerous, and unreliable. Dark Souls 3 is embracing death, the Dark, and taking heart that from this oblivion one came, and from this oblivion one may come again. Life and death are but one and the same.
|
# ? Apr 2, 2017 22:08 |
|
Gael is some ridiculous bullshit lol.
|
# ? Apr 2, 2017 22:14 |
|
Augus posted:Looking back at the reveal gameplay they had it's pretty obvious that with DS2 they tried to give the game top of the line graphics and ended up overextending themselves, burning through their budget and creating a gorgeous game that couldn't run properly on consoles and leaving a lot of areas unfinished and needing to be slapped together at the last minute. You can even see that chunks of level design were cut out of the Forest of Giants. I really like this sort of discussion from a development standpoint. What in specific were you referring to in how chunks of level design cut out of forest of Giants? Internet Kraken posted:Bloodborne has a lot of holes too. The entire PvP mechanic was slapped on at the last moment and the Chalice Dungeons ended up being a pretty poorly executed idea. Like you say, it's more like they finished the rest of the game and decided to try their hand at the covenants. And to be fair, any other souls game covenants are only just slightly more fleshed out. The rest of the souls games seem to have ideas from the beginning that's ultimately scaled back. Bloodborne's pvp was hurt by the design of having to be ringing your bell in order to be invaded plus the idea of bell maidens. I'm not trying to claim bloodborne was perfect but it has less rough edges. And let's be honest, for a mechanic that really wasn't that core to the game, the chalice dungeons is a solid piece of work. It's just underwhelming for rewards unless you go to depth 5. But it has a serviceable amount of content. I'm not trying to criticize the series. They're some of the best games ever. But we should realize where they had stumbling blocks.
|
# ? Apr 2, 2017 22:17 |
|
Straight up, one could easily argue Bloodborne has the best PvP in the series. It's absolutely pitch perfect, and boils down encounters to skill more than gear loadout. Most armors are the same, and only heavily specialized (Arcane or Fire, basically) builds could possibly be negatively affected by a person's armor. Otherwise, it all comes down to skill with weapons, dodging and parrying. Bloodborne streamlines and then accelerates the entire Souls combat system and to this day I think it remains Miyazaki's best work since Dark Souls 1, possibly his best overall. It's damned near perfect in so many ways, and I am always amused when people complain about how unfair its Hunter battles are, given how incredibly powerful parrying can be.
|
# ? Apr 2, 2017 22:21 |
|
I saw some DSII armour sets in a playthrough the Ringed City dlc, is there a list of all the armor sets added in the dlc?
|
# ? Apr 2, 2017 22:21 |
|
Uncle w Benefits posted:Gael is some ridiculous bullshit lol. Use that big honking hammer you were talking about. You can keep on hammerin' straight through his weaker attacks and heal up afterwards, then you just need to know how to dodge his bigger attacks. 8-Bit Scholar posted:Straight up, one could easily argue Bloodborne has the best PvP in the series. It's absolutely pitch perfect, and boils down encounters to skill more than gear loadout. Most armors are the same, and only heavily specialized (Arcane or Fire, basically) builds could possibly be negatively affected by a person's armor. Otherwise, it all comes down to skill with weapons, dodging and parrying. Bloodborne streamlines and then accelerates the entire Souls combat system and to this day I think it remains Miyazaki's best work since Dark Souls 1, possibly his best overall. It's damned near perfect in so many ways, and I am always amused when people complain about how unfair its Hunter battles are, given how incredibly powerful parrying can be. The PVP is garbage. It was the best combat, easily, but actually finding and fighting other players is a huge hassle, even back when the game was just released. Invasions may as well not exist, and duels were close to it, only salvaged by the few community duel chalice dungeons that people made.
|
# ? Apr 2, 2017 22:21 |
|
Bloodborne could have the best PvP mechanically and it wouldn't matter because with the way its set up, it barely ever happens. It doesn't though. With how powerful parries are a bunch of fights devolve into bullet spam fests.
|
# ? Apr 2, 2017 22:24 |
|
Ineffiable posted:The whole lighting mechanic was supposed to be bigger than it is now. Even the original Dark Souls had some serious issues in its late game, and most of the post-Anor Londo content doesn't live up to the rest of the game.
|
# ? Apr 2, 2017 22:25 |
|
il serpente cosmico posted:I've been reflecting on the trilogy a little bit, and I'm trying to figure out the point of DS3 as part of the bigger picture. The world is in a state where the flame has been linked innumerable times, and as a result, the world appears to be wearing out. Cities from different civilizations are converging, time itself seems to be going nuts, and flame-linking has become frequent enough that it's common knowledge and ritualized. But the state of the world doesn't seem to have of a bearing on the cyclic nature of the world. If you let the flame go out, the fire keeper tells you that everything will go dark, but the flames will eventually re-ignite, starting the cycle anew. Dark Souls 3 was basically made in a world where Dark Souls 2 didn't happen. You're having trouble tying them together because the devs didn't tie them together. That said, a lot of people forget that Dark Souls 2's DLC wasn't part of the main game, and that Aldia and the alternate ending weren't patched into the game until it had been out for nearly a year. The theme of the game, up until the 3rd DLC came out, was absolutely fatalistic. "Fate cannot be cozened." "The soul and the curse are one and the same." "One day, you'll walk those grounds... without even knowing why." You're the ultimate pawn, exploring the world, fighting bosses, and perpetuating the cycle not just because you can't fight fate, but because you're so far gone you literally can't do anything else. And then the game pulls a complete 180 and lets you cozen fate, break the curse, and walk away. But there was a good 8-9 months before that was possible. Sum Gai fucked around with this message at 22:37 on Apr 2, 2017 |
# ? Apr 2, 2017 22:25 |
|
I'd say stagnation is the trilogy's common element. You're always rolling into literal or effective ruins. The efforts to keep things the same make them worse.
|
# ? Apr 2, 2017 22:27 |
|
I think all of the souls games have had really fun pvp but I'll freely admit I've put the least amount of time into the bloodborne pvp.
|
# ? Apr 2, 2017 22:27 |
|
Sum Gai posted:And then the game pulls a complete 180 and lets you cozen fate, break the curse, and walk away. But there was a good 8-9 months before that was possible. It broke the curse for exactly one person, total, and to do so had to basically cut the heads off of four dying kingdoms where there was basically no one alive left. It's not something repeatable and could not fix the curse, it just let a single, solitary person free from the cycles. And what did it do? If it does what happened to Aldia, it just gave them true immortality, and thus still has to continue on in a world destined to die over and over and over again. All that work and one person was maybe better off, maybe. Depending on your viewpoint.
|
# ? Apr 2, 2017 22:33 |
|
Genocyber posted:Use that big honking hammer you were talking about. You can keep on hammerin' straight through his weaker attacks and heal up afterwards, then you just need to know how to dodge his bigger attacks. Lol the hammer is so big it occluded gaels phase 2 form entirely lol this game
|
# ? Apr 2, 2017 22:35 |
|
Mighty Dicktron posted:It broke the curse for exactly one person, total, and to do so had to basically cut the heads off of four dying kingdoms where there was basically no one alive left. It's not something repeatable and could not fix the curse, it just let a single, solitary person free from the cycles. And what did it do? If it does what happened to Aldia, it just gave them true immortality, and thus still has to continue on in a world destined to die over and over and over again. Then why did the curse change in DS3? Something changed, one way or another.
|
# ? Apr 2, 2017 22:41 |
|
|
# ? Jun 3, 2024 23:48 |
|
The curse didn't change at all. The only difference is the unkindled arose, but I've heard people say that there was some interview where Miyazaki said the unkindled had nothing to do with DS2. Maybe that's not accurate though.
|
# ? Apr 2, 2017 22:43 |