KittenMaster
Member
I am aware of this. I am saying that if they're going down that route, it can be done well even if it will never top Dark Souls' greatness.Bloodborne already tried this, and it just isn't as good as the DS1 system.
I am aware of this. I am saying that if they're going down that route, it can be done well even if it will never top Dark Souls' greatness.Bloodborne already tried this, and it just isn't as good as the DS1 system.
This has probably been posted elsewhere but here's some info from the new Famitsu interview:
>
-If the story of Dark Souls 1 was killing the gods, DS3 is about killing the kings.
-Story takes place after DS2 but you don't need to have played the previous games to understand it.
-Features returning from DS2 include the number of weapons and rings you can equip in addition to bonfire warping and jump button remapping.
-They're already out of Alpha
-Tanimura brought in recently for polish
>
No wonder they are saying Early 2016. Sounds like the game is really far along. I wouldn't be surprised if Tanimura recently finished the prototyping stage of the next game.(DS4...?) I think what's making everything feel fast is that DS2 was probably originally planned to come out about 6 months earlier than it did. Probably the same for Bloodborne too. I bet they learned a lot working on those two games and DS3 production has been super smooth.
This has probably been posted elsewhere but here's some info from the new Famitsu interview:
>
-If the story of Dark Souls 1 was killing the gods, DS3 is about killing the kings.
-Story takes place after DS2 but you don't need to have played the previous games to understand it.
-Features returning from DS2 include the number of weapons and rings you can equip in addition to bonfire warping and jump button remapping.
-They're already out of Alpha
-Tanimura brought in recently for polish
>
No wonder they are saying Early 2016. Sounds like the game is really far along. I wouldn't be surprised if Tanimura recently finished the prototyping stage of the next game.(DS4...?) I think what's making everything feel fast is that DS2 was probably originally planned to come out about 6 months earlier than it did. Probably the same for Bloodborne too. I bet they learned a lot working on those two games and DS3 production has been super smooth.
Holy shit, 3 weapons for each hand and 4 rings coming back with DS1 movement?
god yes YES YESSSSSSSSSSSSSSSSSSSSSSSSSSSSUUUUU
FUCK YIS
Holy shit, 3 weapons for each hand and 4 rings coming back with DS1 movement?
god yes YES YESSSSSSSSSSSSSSSSSSSSSSSSSSSSUUUUU
FUCK YIS
Does DS1 movement mean I can't roll in any direction while I'm locked on? This is important because DSII was perfect for me.
Holy shit, 3 weapons for each hand and 4 rings coming back with DS1 movement?
I guess it refers to movement speed and sense of weight in the animations, rather than these other limitations. BB had roll in any direction.
I don't get it, there was a sense of weight in DSII, and movement speed differed with armor weight.
You couldn't roll while locked on in BB unless you mean the dash. It's not the same though, BB uses the same lock on controls as DSI and Demon's. I don't know how to explain it, but it feels like you are magnetized to the enemy during lock-on.
Imru’ al-Qays;169082147 said:If Dark Souls 3 implemented constant checkpointing I'm sure people would say the exact same thing: "I have no urge to constantly replay the same content when I die." Sometimes you have to look past what you find immediately entertaining and try to apprehend the effect it'll have on the game as a whole.
Glad warping is back. I have no urge to constantly walk to the same places.
Does DS1 movement mean I can't roll in any direction while I'm locked on? This is important because DSII was perfect for me.
There is no sense of weight to Ds2 movement, especially when compared to the other games. Also your movement speed does not change with the amount of armor you wear, just roll distance.
Also BB has dashing in 8 ways as opposed to Ds1s 4. If you notice in BB you can dash towards someone at a 45 degree angle and you can dash backwards at a 45 degree angle. And yes you are magnetized to the enemy while locked on. It always keeps you facing the enemy and helps to get attacks in faster. Ds2 loses this sense of speed because you roll and completely face away from an enemy, have to wait for the character to turn back and face them, then swing.
-Features returning from DS2 include the number of weapons and rings you can equip in addition to bonfire warping and jump button remapping.
I was thinking of the stamina regeneration then, which is effected by weight. I don't know, I definitely feel the weight in DSII. There's more tiers of equip burden so you really feel the effect of heavier armor. Let's not forget DSI had some dumb backflipping Havel nonsense.
I prefer DSII's lock-on system TBH. You can do some tricky stuff, and it feels a lot smoother for me.
Really hope they make good use of the 4 rings. DS2 didn't have a ring for walking in water (which was really necessary in DS1) or in the Abyss etc etc. Kind of made the four rings thing into overkill (at least some of them were forced for some of the covenants). Having four rings should mean switching them around all the time.
L3 jumping is fantastic news. Bonfire warping from the start has me rather concerned, though.
I'm really curious to know why that's a "concern", since that was actually good in DSII, the Chosen undead in Dark Souls triggered the warping in the first place. The Monarch thousands of years later could then warp from the very start instead of needing to trigger it.
It didn't affect the game in any negative way as far as I can see.
Unless people are being stupid and assuming you can warp to bonfires you've never been to, which is like why would you think that, or better yet why would they ever do that?
This. People always want something to change for their convenience and dont take into consideration how it will effect the overall experience and what made these games such cult hits in the first place.
I'm really curious to know why that's a "concern", since that was actually good in DSII
Wait this paranoia over warping is from people thinking DSII was designed around it? Now it all makes sense, but that is ridiculous, DSII's level design was because of bad planning, nothing more, hell the Elevator going UP from a windmill down into the depths of the Iron Keep tells you everything about that game's level design.Nah, people just equating being able to warp anywhere with this meaning that OF COURSE the world design will be simpler as a result. As if there's any connection between the two.
I really, really doubt that instant warping from the start was what created the level design issued in DkS II. In fact, I'd largely wager that it was implemented as a result, not a cause of.
It's not like you can't have both. Just because they didn't do it as well in one game doesn't mean that they're suddenly unable to improve on things. The world design in BB was also excellent and that had warping from the off.
I'm pro-bonfire warping. Wasting time running between different areas and having to avoid enemies just gets old after a while. I found myself much more likely to go back to an old area and re-explore it in DkS2 since I could just teleport exactly to the location I wanted.
Backtracking through old areas I've been through a few times doesn't really add anything to me, and it never made it cult hit for me since I started with Demon's Souls, which if you think about it, uses a DSII-like warping system as well.
Imagine Fallout 3 not having a fast travel system and how much a pain in the ass it would be to go back and forth between places. The difference here is the Souls series isn't even a fraction of the size of Fallout 3, and it doesn't have as much of a reason to walk between places because it's a whole lot more linear, so it doesn't seem as big of a deal to exclude warping, but that doesn't mean it isn't a waste of time, though.
Like I said before, generally the only reason I backtrack is for buying items, spells, upgrading weapons, leveling up or doing other mundane tasks. Excluding warping hurts my experience more than anything, because I won't want backtrack however long it takes to go shopping. As far as I'm concerned, it's a quality of life change.
Wait this paranoia over warping is from people thinking DSII was designed around it? Now it all makes sense, but that is ridiculous, DSII's level design was because of bad planning, nothing more, hell the Elevator going UP from a windmill down into the depths of the Iron Keep tells you everything about that game's level design.
Miyazaki was the one who loves everything being interconnected properly without using impossible space, hence Bloodborne being pure shortcut porn.
hell the Elevator going UP from a windmill down into the depths of the Iron Keep tells you everything about that game's level design.
.
I'm really curious to know why that's a "concern"
For me backtracking through areas means becoming much more familiar with the world and gives it a better sense of "place". That first playthrough I never found myself complaining about having to backtrack through areas, especially when I had gotten a better understanding of how everything interconnected. Getting the lordvessel and being able to warp felt like an actual reward for all the time I spent being marooned in Blighttown.
Not being able to warp makes the depths or TOG actually feel way underground and not just a level. A feeling that a place like the Gutter never evoked. Its much more than just backtracking for supplies or merchants, it makes the game world feel real large and menacing.
Like others have said BB has excellent individual level design but areas dont greatly connect except for one and you never get the feeling of being in a no turning back situation since you can always leave and go somewhere else.
Of course Im speaking heavily about a first playthrough here and on subsequent go's this backtracking could be an annoyance. But then it goes back to the first playthrough for the answer.
If the game is designed around no warping at the start, areas will naturally all be connected and have shortcuts that allow getting back to places quickly, and then you throw in a master key that allows the player to skip portions of the game to get back to warping as quickly as possible. Guess what I just described(the first half of Dark Souls 1). It did it the very best and it sucks that feeling might not be returning for the sake of convenience. Hopefully its simply a case of not knowing everything about how the game will operate.
We're just going to have to agree to disagree, because I don't get feelings like that playing the game. It feels perfectly large and menacing to me because warping isn't stopping me from going through it as I normally would otherwise. I also highly doubt warping is going to stop Miyazaki from adding his shortcuts all over the place. DSII's problem was a troubled development, and they had to cut and paste locations around unfortunately.
The answer is clearly much fewer bonfires.
This is why no Souls game, Bloodborne included, will ever be as good as the first half of Dark Souls.Don't like warping from the start.
Imru al-Qays;169082147 said:If Dark Souls 3 implemented constant checkpointing I'm sure people would say the exact same thing: "I have no urge to constantly replay the same content when I die." Sometimes you have to look past what you find immediately entertaining and try to apprehend the effect it'll have on the game as a whole.
I think its more a psychological thing. Knowing you have the option to run lessens the tension than if you didnt have that option.
Oh I dont doubt that shortcuts to bosses will be there and levels themselves will be complex at all. Its the complexity of connections between actual levels.
But yea agree to disagree. If I have to give up no warping from the start for Ds1 style movement and gameplay then so be it lol
-Features returning from DS2 include the number of weapons and rings you can equip in addition to bonfire warping and jump button remapping.
The answer is clearly much fewer bonfires.
Why are people sad about the warping? Maybe don't use it?
Because, as quite a few people pointed out, the ability for any player to instantly warp from one end of the game to the other means the level designers may focus less on interesting shortcuts between the various zones. DS2 and even Bloodborne are very different from DS1 in that respect.Why are people sad about the warping? Maybe don't use it?