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Post by Deleted on Sept 26, 2011 6:34:20 GMT -5
Ahhh, okay. Yeah, that level drain attack was nasty.
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Post by kyouki on Sept 26, 2011 6:52:41 GMT -5
Are there areas in Dark Souls that feel like that? Like you need a buddy watching your back? Can I change my answer? Imagine fighting Maneater from Demon's Souls at the end of the first stage. That's Dark Souls. No exaggeration, either. The first boss you fight outside the tutorial is basically the Maneater fight on a roof. If you are in human form you can get an NPC to help, though.
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Post by kyouki on Sept 26, 2011 7:12:54 GMT -5
I got all excited because I found a new area to explore... but... after getting a few steps in there are two stone soldiers who (like most enemies now) can kill me in two hits and take dozens upon dozens of hits to take down. Plus they can cast a spell that forces you to move slowly and disables rolling. :/ Okay, From Soft, got the message. I'll follow your ultra linear path through Dark Souls.
There's also a miniboss before that area who will jump on top of you, disabling your target lock and hitting you no matter what. And judging by the damage I am doing with my +2 weapon, it would take HUNDREDS of attacks to take him down.
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Post by kyouki on Sept 26, 2011 8:40:43 GMT -5
Finally!
I managed to beat the gargoyles. You don't get much for it, but it is a requirement to get on with the rest of the game.
From there I beat that miniboss that was giving me a hard time, on the way to the woods. Bastard was tough, but his pattern wasn't too bad and now he's gone for good. Got a bunch of souls plus some unique item for beating him and leveled up a bit.
From here my only option is the wooded area which I am not looking forward to. I'm hoping the tough guys down here are minibosses that will be gone forever if I beat them.
Not many chances to upgrade my equipment so far, and I am simply not doing enough damage. Fights feel tedious rather than thrilling most of the time.
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Post by Sketcz-1000 on Sept 26, 2011 9:11:55 GMT -5
Read all this... I'm getting the feeling that FROM failed to understand what people liked about the first game and, thinking it was just the difficulty, focused on that? One of the strongest things I took from Demons Souls was the fantastic architecture. The stages felt both like real habitable (or formerly habitable) places, coupled with some clever check-point systems, in the form of unlocking doors, dropping bridges and so on. Re-exploring them you'd find little passages and short-cuts, and they were quite excellently designed. Often also allowing a couple of different approaches to some places. I take it from mentions of linearity that the exquisite architectural design is absent from this?
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Post by caoslayer on Sept 26, 2011 11:20:37 GMT -5
I think that FROM expect people to break down the game like the first one until it turns easy.
I guess that if people don't stop complaining they will patch the game with a pussy mode like they did with catherine.
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Post by Deleted on Sept 26, 2011 11:32:49 GMT -5
Hmm. I'm getting kind of hesitant about my pre-order now. Then again, it took a few months for me to wrap my head aroud Demon's Souls, so who knows...
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Post by justjustin on Sept 26, 2011 11:43:25 GMT -5
The poorly implemented attack buffering is definitely not an isolated case, I've read other people experiencing the same thing. So it's there for everyone, but some seem to notice it more than others. Demon's Souls had something similar, especially when using heavy weapons, but it only resulted in an accidental extra attack from mashing a button too much-- you could just roll or block to cancel the longer animation and generally be okay. The attack always came out at the right time, at least.
So for Dark Souls this is how I understand the problem: Actions like just moving around somehow take priority over the attack command, then the attack doesn't happen until you try to do something else. Is that correct? Does it happen at random or is it possible to reproduce the problem consistently? Maybe it's only a problem for certain weapons or if you're moving a certain way?
Anyway, I'm reading other complaints about people dying unnecessarily because of this, too. Definitely something to be concerned about. Apparently the online is fixed by now (?), but I would expect another patch in the near future if the control problem is really this bad.
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Post by 9inchsamurai on Sept 26, 2011 12:29:09 GMT -5
Perhaps they're trying to push the online features more this time around by making normal enemies tougher to take down...too bad going online causes the game to crash! I have a hard time believing so many people are experiencing that attack buffer glitch - that definitely seems like something QA would catch. I guess I just have to experience all of newtmonkey's observations for myself. I mean, it's goddamn From Software, right?!
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Post by kyouki on Sept 26, 2011 19:03:09 GMT -5
Read all this... I'm getting the feeling that FROM failed to understand what people liked about the first game and, thinking it was just the difficulty, focused on that? One of the strongest things I took from Demons Souls was the fantastic architecture. The stages felt both like real habitable (or formerly habitable) places, coupled with some clever check-point systems, in the form of unlocking doors, dropping bridges and so on. Re-exploring them you'd find little passages and short-cuts, and they were quite excellently designed. Often also allowing a couple of different approaches to some places. I take it from mentions of linearity that the exquisite architectural design is absent from this? I think From definitely took the praise of Demon's Souls difficulty and ran with it. I've read that Dark Souls is anywhere from 3-4 times larger, so maybe I am still in the "first stage" so to speak, and things will open up in a bit. Stage design is still very good, but not as detailed as it was in Demon's Souls. I remember finding entire new subareas on consequent playthroughs of 1-1, but Dark Souls stages are pretty straightforward (unless hidden stuff is hidden extremely well and I am missing it). The "hub" area in the beginning has lots of hidden stuff, though most of it is just items that give you Souls. So for Dark Souls this is how I understand the problem: Actions like just moving around somehow take priority over the attack command, then the attack doesn't happen until you try to do something else. Is that correct? Does it happen at random or is it possible to reproduce the problem consistently? Maybe it's only a problem for certain weapons or if you're moving a certain way? Thanks for the comment. I'm glad to hear it's not just me or my controller! That's correct. It happens most often when I have an enemy targeted and am trying to strafe around him. I'll hit R1, nothing will happen, and by then he has pivoted to face me and I'll hit L1 to bring up my shield, but instead my character swings his weapon. Once it happened with an enemy that has a parry stance, and thanks to that he one-hit killed me. :/ I've encountered it with every weapon I've tried so far: dagger, hand axe, spear. Might be a problem with the shield, I've not tried going shieldless. Perhaps they're trying to push the online features more this time around by making normal enemies tougher to take down...too bad going online causes the game to crash! I have a hard time believing so many people are experiencing that attack buffer glitch - that definitely seems like something QA would catch. I guess I just have to experience all of newtmonkey's observations for myself. I mean, it's goddamn From Software, right?! This is a good point, that would explain why enemies can take so much damage and why magic is impossible to rely on. I could see mages working as support though. There is a boss battle pretty early in the game where if you are in human form you can recruit an NPC to help (sort of like the Penetrator battle in Demon's Souls). With his help the boss is ridiculously easy. I tried beating them solo three or four times and I got very close once but they are like Maneater crossed with Flamelurker and once you get close to beating them their pattern gets a lot more aggressive.
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Post by TheGunheart on Sept 26, 2011 21:05:05 GMT -5
Ugh, that same thing happened in Murakumo. For some reason I can't fathom, the A and B buttons only worked like, 70% of the times you hit them. Also, for whatever reason, you couldn't dive/climb and turn at the same time.
I have to admit, this is really making me reconsider my Preorder, especially with Rage and Arkham City coming out the same month.
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Post by kyouki on Sept 26, 2011 21:23:18 GMT -5
The attack glitch is definitely the biggest problem. If they can fix that, it would at least be a fun action game.
There's no fixing the linearity though, I'm just hoping that once I beat the next boss I'll have some options. As is, it's extremely frustrating when you get to a point you have trouble with, because you can't do anything else but throw yourself at it until you figure it out. Would be nice if I could go explore another area or try another boss, then come back a little stronger.
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Post by kyouki on Sept 27, 2011 10:08:18 GMT -5
Patch came out today and online is working. Tons of messages all over, but I only saw two "ghosts" playing. No blood stains!
I only ran into the buffer glitch once in my two hours of playing tonight, so they may have partially addressed that as well.
Made quite a lot of progress, but the game is still very linear. I am hoping that after I take down the next boss, things will open up a bit.
Apparently you can sequence-break a bit: there's an item that you can buy for 20,000 souls (a TON at this point... in two hours of playing and beating a boss, I had about 3,000 souls saved up) that opens up a door and leads to some new areas. People have found a spot where you can beat some enemies you aren't supposed to be fighting yet to harvest souls. Not a big fan of grinding out souls, so I'll pass.
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Post by LouieBee on Sept 27, 2011 17:41:55 GMT -5
Xbox360 *Better controller That's a joke, right? With movement on the left stick and camera on the right, I have always found the 360's non-symmetrical design to be nausea inducing. I mean, why aren't the sticks level? For a system touted as being all about the FPS, I find them totally unplayable with non-symmetrical sticks; I feel like I'm being forced to write an essay left-handed. Sorry, but I always question it when people say the PSOne/PS2/Sixaxis design is uncomfortable. For digital pads the Japanese Saturn is my favourite, while for analogue sticks the Sixaxis is - I even use it on my PC for emulation. EDIT: And the reason I question this is, because everyone says it's the msot comfortable controller out there, I fear for the future when all controllers will use non-symmetrical design. Thankfully the Wii Classic Controller totally ripped off the Sixaxis design, and as such is most comfortable. But what about the next gen and beyond? I'm living on borrowed time. This. And to add, the bumpers stick and feel nasty to use, the Xbox guide button is FAR too big and let's not even get started on the D-Pad. The 360 controller is given far too much credit for it's worth.
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Post by caoslayer on Sept 27, 2011 17:45:22 GMT -5
And weights like a whale.
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