They’re both more precise due to using grid design. They might be slower, but neither felt like you had moments where you lost control or slipped due to being too loose.You can't seriously consider Tomb Raider and Soul Reaver good plataforming tho, that's some really rose tinted glasses.
Those examples are the definition of finicky.They’re both more precise due to using grid design. They might be slower, but neither felt like you had moments where you lost control or slipped due to being too loose.
But since you don't like those games, how about something like the recent 3D Mario games? There's precision and timing in them too.
What example do you feel works better?Those examples are the definition of finicky.
Mario has a lot of air control so it's not even close to be the same.
Ghost and goblins probablyWhat example do you feel works better?
It's been a while since I've played but that game's jump makes you commit to the direction right? Like Castlevania? Both games also use grid measurements for jumping iirc.Ghost and goblins probably
yup, very little to no air control unless you double jump, that's why.It's been a while since I've played but that game's jump makes you commit to the direction right? Like Castlevania? Both games also use grid measurements for jumping iirc.
I remember liking the jump because there was always a calculated guarantee on distance when landing. Maybe if ER had that I could consider the platforming to be a bit better. Currently it just feels a bit too loose and slippery, especially on horseback. This is their first souls game with horses in it though so there's always room for improvement.yup, very little to no air control unless you double jump, that's why.
The deserts of Egypt is a bad location? That’s why I bought the game - it was the best part of it.I do appreciate your attempt at balance, but oh boy let’s hope From doesn’t move away from awe inspiring fantastically imagined worlds to…the deserts of Egypt.
What is fantastically imagined in From’s medieval castles and shantytowns and caverns?I do appreciate your attempt at balance, but oh boy let’s hope From doesn’t move away from awe inspiring fantastically imagined worlds to…the deserts of Egypt.
I disagree with loot being useless. It's very rare to have a "best" weapon in Souls games. There are too many factors, not only with your build and how the weapon scales with your particular stats, but with how weapons have completely different move sets that feel or work better/worse on how you specifically tend to play the game.FROM could definitely learn some better balancing and loot. (Don't know how good Ubisoft does it recently though)
Difficulty went from hard to absolute face roll easy after a few hours if you get the right weapon. (Which also shows the issue with loot, most of it is useless)
I disagree with loot being useless. It's very rare to have a "best" weapon in Souls games. There are too many factors, not only with your build and how the weapon scales with your particular stats, but with how weapons have completely different move sets that feel or work better/worse on how you specifically tend to play the game.
any especial weapon dwarfs the normal ones stat wise, there is a lot of equipment that you could replace that for if you wanted to.I don't know, I got a 100% physical defense shield and the Bloodhound's Fang like 6 hours in and the game went from hard to super easy.
Kills most normal enemies in 1-3 hits and bosses in like 10. That's not using the spirit summons which would make it even easier.
No other stuff I found in the next areas was anywhere near as good. So I checked Fextralife and comments say both the shield and sword are some of the best in the game and can pretty much carry you all the way through. Why is that stuff in the starting area?!
I guess things look different in PVP, but in the normal game the balancing is way off IMO.
I can think of one thing: better climbing/traversal system.
Imagine being able to pull yourself up, mount, scale, and have more precision jumping in Elden Ring. It would be just a small enough change to improve one aspect of the game that's somewhat poor in execution.
So you don't want more verticality animations and options, leading to better vertical level design, in the next From Software game? Ok.
I prefer BOTW like climbing/gliding. I'm done with that frog thing.So you don't want more verticality animations and options, leading to better vertical level design, in the next From Software game? Ok.
That's fine too. My post was about verticality options in general, not about them copying Ubisoft's Assassins Creed climbing 1 to 1. The gif I posted could have been of Prince of Persia Sands of Time but the point would remain the same.I prefer BOTW like climbing/gliding. I'm done with that frog thing.