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#776 |
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Senior Member
Join Date: Nov 2007
Posts: 2,064
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Maybe unavoidable death is there by design. It may not be fair, but it creates a lot of tension, always keeping you on the edge of your seat trying to avoid it. The risk is always very real. And because the bosses are to a degree trail and error, you'll eventually get past them. For me Demon's Souls a lot of its appeal when I beat it. Knowing everything I needed to know makes it easy. The risk was gone when it became just a matter of repeating patterns.
It's like a good horror game, not having complete control makes it scarier. I do think some the bosses could be better though. A lot of them can be defeated by simply staying on their sides. I do like boss battles though because they pose the greatest risk. |
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#777 |
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Member
Join Date: Oct 2006
Posts: 333
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Cornsnake: I don't disagree that this is one possible outcome.
Everyone has a line where "tension" becomes "stress" and "risk" becomes "punishment". It's sort of the challange/reward ratio (challange in this case being more generally anything that needs to be overcome, regardless of whether it's fair or reasonable or whatever). I completely agree that there are people whose personal line falls in such a way that the things that I personally find to simply be frustrating about the Souls games are a source of tension that makes beating parts of the game more rewarding. For me, that line is crossed regularly, at which point the game simply becomes frustrating. And the things in the game that cause it to cross that line I do not believe are necessary (particularly given that many of them could be remedied by simply providing options to the player, better in-game guidance, or tweaking bosses to be more a test of skill than rote tactics and cheap exploits). The thing I challange is the notion that (in particular) providing an option to retry a boss without running through the level again would somehow "ruin the game." I tire quickly of people telling me that somehow I would have less fun with the game if the thing that most frustrated me were removed as a factor, as if somehow I don't know what my own opinion on the matter is. If I could retry at bosses, I would be less motivated to exploit them, would take much bigger risks, and find it much more enjoyable to beat them. For example, it would almost certainly be more fun to fight False King at melee... but the smart money is on poison spam because otherwise you have to replay all of 1-4. It is impossible to convince me that being able to simply retry the boss directly would make that situation *worse* instead of better. |
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#778 | |||
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Senior Member
Join Date: Nov 2007
Posts: 2,064
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#779 | |
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Member
Join Date: Oct 2006
Posts: 333
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I do actually really like the limited flasks mechanic in Dark Souls for a lot of reasons. However, let's be honest... in Dark Souls, most of the time there's nothing but a couple of peons between a bonfire and a boss, and many times they can even be skipped. I don't think getting to a boss with max flasks really represents any particular mastery of anything. In this regard, Dark Souls is a *lot* better than Demon's Souls. But to some extent, it's also almost more frustrating because the fact that it's just a slog is even more obvious. Okay, it's not *actually* more frustrating, but it's ultimately still the same problem. In terms of mechanics... I actually wouldn't design it as putting bonfires right next to the boss, but rather that there would be a virtual checkpoint whereby if you die on a boss and used it, you would permenantly lose any souls carried and respawn at the fog gate with however many flasks you had when you passed through it the first time (possibly with a max of 5, I'd say losing the bonus from a kindled bonfire would be fair). |
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#780 | |
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Member
Join Date: Jun 2007
Posts: 679
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#781 |
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Regular
Join Date: Jun 2005
Posts: 24,977
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dlm, I'm too busy to discuss DarkSouls with you tonight. ^_^
I remember during my last post, I pushed you quite hard to get your ideas straightened up. I kinda get what you're trying to do, but I don't think you said it right. And I believe there are holes in your line of thought. Will talk to you later, probably later this week. ^_^ I haven't read others' follow up too. Probably someone scolding me for being harsh on you.
__________________
My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#782 | |
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Senior Member
Join Date: Nov 2007
Posts: 2,064
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Quote:
The limited flasks was a great improvement over Demon's Souls. I have been able to run past a lot of enemies in Dark Souls to reach the boss fights. But not everywhere, like with the Taurus Demon, or the Catacombs. Then again, I have never kindled a bonfire. I could have more flasks if I wanted to. Dark Souls is all about risk versus rewards, with severe immediate punishment for failure. Any changes to it should still reflect that. Losing your souls and limiting the flasks may still be getting away with dying in to a boss too easily. It's not a good idea to bring many souls into a boss fight, so losing what little you have isn't very punishing. Certainly not when you already lost them on your previous attempt. Perhaps reducing the amount of flasks you start over with further each time you retry. Or having it cost one SoulLevel, and maybe spawning a Black Phantom version of your own character in the next level, giving you a chance to earn one SoulLevel back if you kill it. That way it would also tie in somewhat with the story, which the mechanics in Souls games often do. |
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#783 |
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Member
Join Date: Oct 2006
Posts: 333
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I actually when having this discussion with some friends once said, "I would actually be totally fine with losing a soul level in exchange for being able to restart at the boss." I like your black phantom idea, the flavor of it from a game lore perspective is excellent.
That said, I could see a mechanic like that coming across as pretty harsh (levelling up once is *much* harder than running back). One possibility might be to have the boss "hold" a percentage of the souls drained in level from your deaths which you could reclaim when the boss died (maybe say 75% of souls drained). This is semi-similar to the mechanics of False King in Demon's Souls where any soul levels that were drained from you were left at your bloodstain. Reducing the number of flasks per attempt is also an idea I'd thought about that I like. Although I think it doesn't play as nicely with the lore and mechanics of the game as something tied to your souls / soul level. |
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#784 |
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Member
Join Date: Oct 2006
Posts: 333
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My argument is that not summoning should make the game "harder", not "more frustrating." It gets messy because "frustrating" is very subjective, but there are types of challange that are more likely to be frustrating than others, and I believe that the Souls games in many cases default to having things just be grindy and frustrating instead of interesting and challanging in a lot of cases.
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#785 | |
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Member
Join Date: Oct 2006
Posts: 333
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#786 | |
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Member
Join Date: Jun 2007
Posts: 679
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#787 |
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Member
Join Date: Oct 2006
Posts: 333
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That doesn't make it *good design*. I have a pretty good sense of what these games *are*. What I'm laying out is what I'd like to see some developer (possibly even From) do in this space in the future.
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#788 | |
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Regular
Join Date: Jun 2005
Posts: 24,977
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Dark Souls announcement on the way
http://www.gamespot.com/news/dark-so...he-way-6367347 Quote:
__________________
My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#789 |
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Member
Join Date: Oct 2006
Posts: 333
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Announcements of announcements are the dumbest things in history. Why do game developers insist on this sort of childish crap?
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#790 | |
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Regular
Join Date: Jun 2005
Posts: 24,977
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Dark Souls: Prepare to Die Edition Is Coming To PC This August
http://www.siliconera.com/2012/04/11...c-this-august/ Quote:
Please support PS3 and PC cross play so I can bring my character there to kick some *sses ! And about that Vita version... can we talk in a closed room ?
__________________
My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#791 | |
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Senior Member
Join Date: Nov 2007
Posts: 2,064
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#792 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,056
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This game has such annoying design elements that really discourage one from playing! We've revisted where we left off, after a healthy break ready to progress. Rung the second bell and returned, feeling all powerful against the skeletons that sued to be such a bane. Visited the blacksmith and had the option to upgrade our bow to a Divine Bow which we did, to supposedly add magic damage to our attacks. Only it doesn't work like that. This game lets you upgrade a bow to a Divine Bow to add damage to your attacks according to the stats, but doesn't actually add the damage to your attacks, and the end result was worse than the bow we upgraded! Contrary to every other game where a 'fire bow' adds fire to every arrow shot, and the stats of the bows themselves where the physical damage stat of the bow affects arrows daamge, and thus all expectations, the Divine Bow shows a damage stat but will only add magical damage if you hit someone over the head with it.
With that, interest in the game plummeted once again...
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#793 | |
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Member
Join Date: Jan 2010
Location: Europa?
Posts: 277
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Also if you have a high faith stat it will also make the damage of the bow higher. |
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#794 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,056
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Yes, reading online you need fancy arrows to get the weapon bonus. This is contrary to the expectations set within the game though, and just another severe frustration that this game delivers like no other! Why wouldn't an upgrade to the bow's damage stat apply to every shot? What warning was there that our damage would decrease in making this upgrade?
The proper way to play this game seems to be to read up about it online before hand and every step along the way.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#795 |
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Senior Member
Join Date: Nov 2007
Posts: 2,064
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The game needs a proper tutorial badly.
But why are you making a divine bow anyway? Unless you plan to invest heavily into the faith stat, and until you've actually done that the other bows will be more effective. There aren't a lot of enemies weak to magic damage either. The fire and lightning upgrade paths are a lot better without the need to invest in a specific stat. If those aren't available stick to the regular upgrade path. |
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#796 | |
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Member
Join Date: Jan 2010
Location: Europa?
Posts: 277
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Quote:
Dark & Demon's Souls is all about finding stuff about the game by discussing the game with other players, if you don't like that and you want detailed tutorials about everything then this game is not for you. |
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#797 | ||
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,056
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Because we went to the blacksmith and that was the option available to us.
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__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#798 |
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Senior Member
Join Date: Nov 2007
Posts: 2,064
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If my guide is still correct then Moonlight Arrows cost 500 souls each. That will get expensive fast.
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#799 | |
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Senior Member
Join Date: Sep 2008
Posts: 1,878
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At the end of the day it's a niche game. It wasn't built with the intention of pleasing everyone. |
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#800 |
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Member
Join Date: Oct 2006
Posts: 333
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Having an experiment go wrong is not uncommon in JRPG's. Having no ability to restore from a previous save to undo the damage, however, is pretty rare.
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