TeddyShardik
Banned
It's stylistically designed to be that way and you can't undo that.
That's a very late "first post" reply. Bravo. xD
It's stylistically designed to be that way and you can't undo that.
Why are you using Great Souls to get souls? Mod that shit into a weapon, yo
And weird hitboxes? In 2 maybe, but in 1, 3, and Demon's, the hitboxes are perfect
Fahzgoolin it's SUPER hard to defend against some Souls fans. They'll justify absolutely anything and in the process question your skill.
It's my favorite series, but I can still see that the games aren't perfect. Worse still, a lot of the imperfections have been around since Demon's Souls.
From playing bloodborne and talking about it, it seems like the defense for bad design is always "but that's bloodborne/souls baby"
*Lips dont move
-Kicking is the same button press as your standard sword swing. You press RB to swing and you have to press RB + up to kick. This can lead to obvious problems and is just awkward.
You would never get hit by an arrow otherwise.
This. Jumping in DS 1 and 3 is also a horrible experience after the far better jump mapping in DS2 and Bloodborne, no idea why reverted it back.
I'm still working my way through DS1 but this is still a thing with later games? Don't tell me there's some lore behind this too.
I'm still working my way through DS1 but this is still a thing with later games? Don't tell me there's some lore behind this too.
Speaking of lore, I guess that's my biggest issue with the game but that might just be my own fault of not taking that time to read stuff here and there. Because I don't though, I feel lost most of the time and just find myself moving from one area to the next.
One thing that i found very odd was that in Demon's souls you had an item on your belt which explained the faint glow your player character emitted, can't remember the name of it but when Dark souls came out your character still had the glow but they removed the item, i never understood why because that was a nice way of explaining it.
It was at the point in DS1 where, after taking ages to defeat Tauros, I think, I came to a giant bridge. As soon as I was slightly across that bridge a dragon swoops down and engulfs the entire bridge in flames that kill you instantly. There is also no bonfire between this bridge and the boss you've just beaten. That was where I knew it was time to just give up and stop wasting my time and energy and move on to superior games.
That's one of the cheapest moments in DS1. There are a few hints (you can hear the dragon coming, plus the game teased the dragon earlier in the stage), but yeah, most people die to that if they're not warned ahead of time. On the plus side, a shortcut back to the bonfire is right there if you manage to not die.
Honestly, I kind of think they meant for everyone to die there to teach the lesson - just 'cause you beat a boss, don't get cocky. You beat a boss, you use a Homeward Bone or find some way to spend those souls ASAP.
Mimics.
Mimics everywhere.
All things that look like illusory walls, but aren't.
Difficulty options change the experience for everyone. In order to start the game on normal or hard, you (almost always) have to ignore the lesser options first.
The reason people like that the Souls games have no external difficulty selector is because when you get to a new area or a new boss - you earned it, and you know everyone else who's played the game has shared in that experience. The existence of an easy mode trivializes that, and makes it so anyone can make it to the bottom of the Nexus or the Kiln of the First Flame without having to learn the games the way everyone has (that is to say, it cheapens the journey).
-Large enemies frequently slash around large weapons in tight spaces killing you, but if you try to swing your sword it clanks against the walls.
-Enemies can swing their weapons through walls and doors (such as prison gates) to hurt you
-Enemies can take an incredible amount of fall damage, but you can barely survive a fall of much lesser height.
-Thick swampy water slows your movement, but enemy movement is never affected (even enemies that aren't native to swamps).
-Environmental hazards (poison, lava, etc) illogically don't affect enemies.
-Working really hard to defeat an enemy to get past a door only to find a dead end with a worthless item.
-Using a great soul from a boss only to find it was only worth 10,000 when you have souls you have picked up from corpses that are worth the same or more.
-Your blood stains are frequently in the wrong place when you return to retrieve your lost souls
-Kicking is the same button press as your standard sword swing. You press RB to swing and you have to press RB + up to kick. This can lead to obvious problems and is just awkward.
-Enemies that not only snipe you, but fire projectiles that home in on you like a charged plasma pistol shot from Halo.
-Enemies often have incredibly weird hit boxes and can hit you when they clearly missed by a wide margin.
-Different enemies have "invincibility frames" that you can't predict or know until you get punished over and over.
-The game heavily relies on invincibility frames and is overly generous in providing enemies invincibility frames (such as smacking an enemy into the ground only to find that they are invincible when getting back up. This wastes your stamina and they resume slashing at you).
-Bosses often resort to incredibly cheap moves that cause area of affect damage when it makes no sense (such as slamming a hammer on the ground in front of them and nearly killing you when you are behind them)
-Certain classes and attributes are extremely worthless in comparison to others, frustrating players that don't have experience with the "way these games usually work."
And I'd someone can't continue because of the difficulty, screw 'em, right? (Or don't have time to progress) It's more important that the games not have a difficulty option.
This is the kind of narrow-mindedness that I cant. I loved bloodborne for all the madness and faults, but I almost gave up several times and was able to continue only because I had plenty of free time to invest. Not everyone has that luxury and I can't imagine depriving those people of the experience, the same experience I was deprived of when I first played demon souls and couldn't continue due to difficulty and time investment.
These two points are the ones that bother me the most. Especially the kick. I can never do it whenever i want. I just try it and hope i get a kick instead of a weapon hit.-Large enemies frequently slash around large weapons in tight spaces killing you, but if you try to swing your sword it clanks against the walls.
-Kicking is the same button press as your standard sword swing. You press RB to swing and you have to press RB + up to kick. This can lead to obvious problems and is just awkward.
Having those painfully BORING and sometimes very long treks to the boss every time you die is the worst decision in the Souls games, it absolutely kills the fun.
Camera and lock-on/auto-center are really the only problems I have with Souls games. And it's annoying when a kick comes out instead of an attack but it's not too bad.
Anyone who complains about being lost or how obscure some locations are need to shut up.
I'm serious. Best thing about the games.
Sorry to say then but not every game is for everybody. I don't want 4X games dumbed down because I don't personally have the time to get everything.And I'd someone can't continue because of the difficulty, screw 'em, right? (Or don't have time to progress) It's more important that the games not have a difficulty option.
This is the kind of narrow-mindedness that I cant. I loved bloodborne for all the madness and faults, but I almost gave up several times and was able to continue only because I had plenty of free time to invest. Not everyone has that luxury and I can't imagine depriving those people of the experience, the same experience I was deprived of when I first played demon souls and couldn't continue due to difficulty and time investment.
Not everyone has the time and investment to play EVE Online, but you don't see players whining about EVE needing an easier, shorter, single player mode, because at that point you wouldn't be playing the same game. Yet, every Souls thread ends up with people asking for an easy mode and then calling the Souls fanbase close-minded elitists.
Not every game has to cater to everyone, and that's good. Let's say we give Dark Souls an easy mode. At that point, why are you playing Dark Souls?
For the level design? With enemies no longer being a threat, the shortcuts and interconnectedness means nothing because you'll backtrack a lot less.
For the challenge? Oh, wait, no. You said as much.
For the story? There's no story so to speak. You figure out what happens by reading item descriptions and talking to NPCs.
So why would you play Dark Souls if you don't care for the challenge? Every other aspect of the game revolves around the risk/reward gameplay and the difficulty. Remove the challenge and it's just a game about travelling places and reading item descriptions.
The only major issue I have is something that most people don't even notice but bothers me to no end. The run and roll button are mapped to the same button, yes I know it sounds petty but hear me out. Running is done by holding the button and rolling is done by pressing and releasing. Nothing bad about that except for the fact that because of that configuration a roll is executed after you release the button and not right when you press the button. This causes some noticeable delay fron when the button is pushed to when I actually roll.
When I first starting playing I didn't know why my character would just sit there after I pressed the button. I had to teach myself not to slam the button down when I wanted to roll. Even after I learned the slight delay is still noticeable. Not a deal breaker but just something that's super annoying to me personally
Easier difficulty defeats the purpose of the game, of course it can be done but it changes the experience completely and I'm sure devs wouldn't want that. I understand the rest and agree with some of them.
Regarding difficulty, what I hate is cheap difficulty, it doesn't happen often but it happens.
I hate to sound like a broken record with other people, but co op is the game's easy mode. It Legit breaks all the bosses.How about the atmopshere, the story (yes, some people like putting together the bread crumb trail), the creature and environment design, the music....hell, you COULD even include challenge in that list because just because an easy mode will be easier than the main game doesn't mean it would be entirely bereft of challenge. It makes no sense to act as if those who want an easy mode are asking for no challenge whatsoever, or else they wouldn't be into gaming at all, because every game, even the most casual ones, have some challenge pieces somewhere.
The thing that makes dark souls come off as elitest is that people shouldn't have to justify to you what they want to play dark souls for. You have no authority to judge what is and is not dark souls to any other individual other than yourself.
So why would you want to play dark souls if you don't care for the challenge? That's a question you ask conversationally to want to get another's opinion, but I see it more often framed as a challenge. Suppose I do want a game about traveling places and reading item descriptions, and those places and item descriptions to be specifically what is present the Souls games. The hell are you to tell me I shouldn't?
And honestly, it feels like a disservice to the series to say that the only thing that makes the souls games worthwhile is the difficulty. There's so much effort put into the environments, story, music, weapon variety, enemy design, and to say that you may as well not be playing it if you aren't dying 10 times per level is kind of bullshit.
Me personally, I find the challenge of Dark Souls a bit overstated, and I don't even consider myself a good gamer. It's tougher than most games on normal, but I've also had way more challenge on other games if you just up the difficulty a little bit. Some parts of Uncharted 4 on crushing is way harder than anything in Bloodborne or Dark Souls. If you want a challenge tougher than Dark Souls, it's not hard to find it. It really mostly is just a matter of losing the 'prepare to die!' reputation to me.
It changes the enire attitude of progressing through the game. Why bother putting effort when most people can cheese through an easy mode? If devs ever put in an easy mode in a Souls game, it means they caved in and abandoned their vision.I will never understand how Souls fans always look down on CHOOSING your difficulty. It stems from nothing other than elitism. How does someone else playing it on Easy effect your experience?
I hate to sound like a broken record with other people, but co op is the game's easy mode. It Legit breaks all the bosses.
So no need for it. The game offers an easy solution for those that need.
Also, the fact that it has RPG mechanics means that you can grind to win. That is another reason for not needing it. In fact, do some co op with others and you will net yourself a nice amount of Souls. The fact that defense is linked with every update means that you will eventually out level enemies ' attacks.
It's true that the lore and exploration are other reasons to progress, but the series is married to having challenge. The point of progression is that you figure out the enemies' weaknesses. They have made it easier than ever for this as well. Because in DS3, the enemies are fast, but once you find out that you can stagger 90% of everything, the game becomes a lot easier.
Basically, the RPG and co op elements are really a hidden easy mode.
I will never understand how Souls fans always look down on CHOOSING your difficulty. It stems from nothing other than elitism. How does someone else playing it on Easy effect your experience?
-Kicking is the same button press as your standard sword swing. You press RB to swing and you have to press RB + up to kick. This can lead to obvious problems and is just awkward.
You should be able to answer these questions yourself. From Software has imposed restrictions on co op. For example, only being able to summon when an area boss is alive. Being embered while able to summon means you can get invaded. Your summon disappears when you beat the boss or die. Also, co op is a legit game mechanic that adds to the gameplay and is tied into the story. These are mechanics that are balanced to affect the game, and make it easier whilst also giving a fun, alternate experience. Still, it makes all the bosses a joke.Here's what I don't understand about this argument that is kind of self contradictory:
if the game 'already has an easy mode', then how can it be said to be married to it's challenge?
And if the easy mode exists without it the souls community dispersing, how is that not proof that Dark Souls can still be dark souls with an easy mode?
Furthermore, how would the existence of an easy mode eradicate the normal mode, in which players who feel challenge is fundamental to the dark souls series can play uninteruptted? That's the real thing that I can never get a real answer on. Okay, so you feel if someone played a dark souls in easy mode, they wouldn't get the 'real dark souls experience'. So what? They'll get the experience involving the assets of dark souls they want. And you'll get the 'real' dark souls experience. How is everyone not a winner in that scenerio?
It changes the enire attitude of progressing through the game. Why bother putting effort when most people can cheese through an easy mode? If devs ever put in an easy mode in a Souls game, it means they caved in and abandoned their vision.
For example, the entire game is built with the singular focus of being challenging but fair. With an easy mode, there's no need for that well crafted design. Developers would then focus on making the harder difficulty harder simply by increasing stats, which is not the way to go.
And as I said before, the game has an RPG level system. You can make it easier by design, as a player choice through leveling.
You should be able to answer these questions yourself. From Software has imposed restrictions on co op. For example, only being able to summon when an area boss is alive. Being embered while able to summon means you can get invaded. Your summon disappears when you beat the boss or die. Also, co op is a legit game mechanic that adds to the gameplay and is tied into the story. These are mechanics that are balanced to affect the game, and make it easier whilst also giving a fun, alternate experience. Still, it makes all the bosses a joke.
Yeah, because that's an increase after you already beat the game. And it's commonly said that DS3's ng+ is disappointing because precisely that:. They didn't do anything else to spice up the gameplay.That's literally how they increase the difficulty for NG+, no?? We don't hear many complaints about that of course, cuz Souls bruh.
Get a smaller sord dude or do thrust attacks.-Large enemies frequently slash around large weapons in tight spaces killing you, but if you try to swing your sword it clanks against the walls.
dont eat everything you lay eyes upon-Using a great soul from a boss only to find it was only worth 10,000 when you have souls you have picked up from corpses that are worth the same or more.
It's not jank, it's a weird design decision. People frequently praise the series for "genius" level design, when there are often places that are worthless and add nothing to the level at all. Perhaps you could call it "trolling the player", but that's...not really fun?
Don't get me wrong, I think the Dark Souls series deserves a lot praise. However, after nearly finishing Dark Souls 3 I have noticed that a lot of the "lows" in the game come from sheer frustration in response to terrible design decisions, not the actual challenge (which is severely overblown IMO). I think Dark Souls 1 was such a unique experience for many of us that we were quicker to overlook the jank.
We are now several games in and a lot of the same design decisions persist and I don't think they benefit the game:
-Large enemies frequently slash around large weapons in tight spaces killing you, but if you try to swing your sword it clanks against the walls.
-Enemies can swing their weapons through walls and doors (such as prison gates) to hurt you
-Enemies can take an incredible amount of fall damage, but you can barely survive a fall of much lesser height.
-Thick swampy water slows your movement, but enemy movement is never affected (even enemies that aren't native to swamps).
-Kicking is the same button press as your standard sword swing. You press RB to swing and you have to press RB + up to kick. This can lead to obvious problems and is just awkward.
-Enemies that not only snipe you, but fire projectiles that home in on you like a charged plasma pistol shot from Halo.