Nah, new threads are always better. We just need a complete translation to make sure we're not missing out on anything good.
I'll refrain from making a new thread (as there's nothing too substantial here), but I picked up a couple of things I either hadn't seen mentioned elsewhere, or otherwise where info may have been fuzzy. For anyone who's interested/missed it:
- If another player rates a message you've written, your health will replenish (like in Demon's).
- Dieing while in Hollow form will not halve your HP, but will reduce your max HP with each successive death (going no lower than half of your original max HP).
- Too many consecutive deaths will cause your character's appearance to deteriorate (hair falling out, etc.)
- The idea of having small and large soapstones (determining time the summoned player can stay with the host) was to try and discourage players just leaving their signs either at the beginning of an area or at the boss door. E.g. maybe there's one tough enemy half-way through the level, which a quick summon would be useful for.
And a quick and dirty translation of the interview:
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4Gamer
The difficulty seemed pretty high in the network test. Is this any representation of the final game?
Tanimura
The areas you could go in this version were tailored specifically for the network test. The final version will be different, taking into account the overall progression and difficulty balance of the rest of the game.
4G
So, to put it bluntly, will it be easier or harder?
T
I get asked that a lot, but I think as with Dark Souls, the main thing is the "sense of accomplishment", not whether it's easy or hard. It won't be unreasonably difficult or a lukewarm challenge. We're aiming for a balance that offers a suitable sense of achievement, so will continue to adjust until it reaches a stable point, similar to the previous game.
4G
Would you say what we experienced with the test version was more on the difficult side?
[Good grief, he won't shut up about this, will he?]
T
I can't go into detail, but the area you played is relatively close to the endgame, so overall it's not an especially difficult area. However, I feel one of the two bosses in particular is pretty difficult.
4G
Even for a test version, there are quite a lot of forks in the road on the way to the boss. Are you consciously going for an open-field layout?
T
That's right. The seamless transition between areas will be the same as the previous game. Maps connecting in various ways with diverging routes is part of the Dark Souls style that we wanted to maintain.
4G
Will there be anything like the Painted World?
T
There will be a (some?) unique world(s?) like that, but basically it's all contiguous land.
[Bit of general talk about new server system and covenant connectivity.]
4G
Is there any possibility of too many messages or blood stains appearing with the new network play?
T
The system has an upper limit as to how many can appear at one time. Also server-based means ratings can accumulate. Highly rated messages remain for a long time, while pranks and spam quickly get phased out.
4G
The game is scheduled to release on 3 platforms this time, but will the servers be separated?
T
Platform will be separate, but region will be shared. The servers are worldwide, so PS3 users from US or EU will be able to play with PS3 users in Japan.
4G
Is there any system for playing with friends?
T
There's definitely a lot of demand for that sort of thing, but we've got a system that links people in a different way rather simply calling your friends. There were suggestions for connecting directly with friends, but in the end we wanted to stress that Dark Souls is different from a regular multiplayer game, offering players this loose connection. We want to bring a different approach than "playing with friends".
[Known stuff about the differences between Human and Hollowed forms.]
T
[...] We wanted players to be motivated to become Human, rather than simply feeling safe in Hollow form
[...] But as with being Hollow in the previous game, we do have a different counter-measure available to people who don't want to be invaded from the start.
[Stuff about summoning for shorter periods of time.]
4G
Will players be able to distinguish different soapstone sizes?
T
Yes. Players being summoned will also be able to make their intentions known, so it should be easier for both sides. The actual size of the sign differs, too.
[Stuff about having several means of health recovery (keep Estus system plus overall limited supply of healing agents) for various play styles.]
Finally, in terms of the test version, the director recommended the Sorcerer for beginners (with long-ranged attacks) and the Dual Swordsman for pros (with no defence).
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Like I said, not exactly ground-breaking stuff, but I hope there's something new to someone at least.