(Sorry, browser crapped on me... trying again)
I hear what you are saying and I think Dark Souls 2 has really got a hard job ahead of itself trying to please people like you as well as the other school like me who thinks being broken like that (so being invaded is pretty much a death sentence) is actually perfect.
So you think something being broken is "perfect"?
All the painful things like that, or getting killed a million times or rolling off a cliff are ok by me because if you stick with it, one day you will be the bastard invading or doing one hit kills on the bosses. Making it fair would remove or lesson a lot of that fun.
Oh wow, I couldn't disagree more.
Yes, we all die "a million times". But to me, what makes Demon's/Dark Souls so great is that these deaths are
not cheap, but
your own fault. You roll off a cliff in a panic? Your mistake. You ran blindly without putting your shield up and got ambushed? Your fault. You walked by too fast and missed the trap that you'd have seen had you been paying attention? Your fault. The game rewards you for taking your time, paying attention to your environment, building up your character intelligently, and learning monster behaviour instead of button smashing. There was even a cute cartoon posted not that long ago (I forgot in which thread though) exemplifying that very nicely.
When the deaths become cheap, the difficulty is artificial, and not a genuine challenge based on strategy, tactics, or skills. That's one thing I thought Demon's Souls did better than Dark Souls: no cheap deaths. The only one would be the lock-on bug on the mantas in 4-1 and 4-2 where you're facing a skeleton, hit lock-on and are suddenly turned around towards the mantas and fall off the cliff. Obviously such a death is the game's fault, not yours, but that was a bug, obviously not intentional.
Dark Souls, on the other hand, had a few cheap stunts, such as Seath's insta-death (the first time), and the stupid broken Bed of Chaos, and of course all the PvP imbalances the first one didn't have (and Demon's did have imbalances, but nothing nearly as broken as Dark).
I don't think automatic deaths that are not caused by the player's mistake make the game better at all. Obviously you disagree, but I don't get why. The whole "lol you'll DIEEEEEE" thing is getting tiresome, the multiple deaths weren't what made Demon's so great, it was how these deaths were your own fault and how rewarding it was to overcome the trials. There's nothing rewarding about avoiding cheap deaths.
Just pointing out here that the Red Eye Orb is not the only unlimited invasion tool in the game. And cracked red eye orbs are not the only avenue for early-game PvP; you can reach Darkroot Garden very, very early.
Most new players won't get indicted, so that's moot. And most new players won't reach the Sif area
that early, and if they do, they actually
do have a chance to be in that area with half-decent gear, since by then they will have reached the blacksmith, and might even have accessed fire elemental weapons.
Of course if what you're complaining about is balance than Forest Hunter pvp is even more of a shit show.
It is, but for different reasons, the imbalance is generally skewed towards invaders rather than hosts (aka SL 700 duping hosts and "forest gankers"). I've done low level runs in the forest and while I sometimes died to more powerful invaders, they were never so horribly overpowered that I stood no chance, unlike in the Parish and the Burg, because by that time you have something more than +0 gear.
PvP for its own sake is broken as hell in the forest, yes, but at least it's not game-breaking as far as PvE goes, so I am far less annoyed by it since one can simply avoid the PvP-for-its-own-sake ganking lameness.
I guess this is just an issue of priorities, but balancing low-level PvP shouldn't limit my PvE options (and this includes gear/equipment choices as well as order of progression).
These things are already limited, since you have stat requirements on weapons and spells. And your order of progression is limited, you never have more than a tiny handful of paths available; you can't do New Londo without beating the forest, you can't reach the forest before crossing the Parish (or the Burg/Basin), and so on.
And yes, of course challenge runs are about increasing challenge, but adding arbitrary SL thresholds to items that were always meant to be stat-neutral is not the way to go about doing it. Increased challenge should be imposed from the bottom up (i.e. individual players deciding how they want to play the game, from a plethora of viable options) than top-down (From Soft limiting the pool of options by adding stricter stat requirements or SL thresholds or progression gates).
Completely disagree. Difficulty, challenge and balance are the developer's responsibilities entirely. If someone wants to gimp themselves to make it harder, so be it, but
I shouldn't have to gimp myself to enjoy a challenging game.
By your logic, we should make every gear item and every magic teacher available from the start and it's up to each player to decide how he wants to play... yeah, stupid, right?
I don't really agree with Morrigan about level requirements being necessary (I'd rather they leave that as it is and just fix the matchmaking to account for gear quality or win/loss record), but how does that suggestion limit PvE options in any way? Other than some numbers being different with zero gameplay impact.
The level requirements on gear was just one idea, it might not be necessary if it's balanced in some other way, but I just don't see how you'd program gear quality comparisons when there are so many different possible variables. But yeah, I don't get what the big outcry at my suggestion is. Oh no, you can't cheese bosses with a maxed out pyro glove and then brag you beat the game at SL1 as if that meant anything since an SL1 can already be super-powerful? Poor baby, now you have to be truly hardcore to beat it at SL1.
So you'll die even more. Isn't that what you all want?
I enjoyed Crystal Cave quite a bit actually. The invisible floors were great at creating that tension where it feels like every step could lead to death, but they really weren't that dangerous with a bit of caution.
Yes! Again,
this sums up what makes Dark Souls so great.
Highlighting this for emphasis.
The only issues I had with it were the butterflies (is it possible to kill those? I just gave up and ignored them) and that one non-essential invisible path that curves, which was a pain to navigate.
You can kill them with ranged attacks. I don't know how to kill them otherwise. Maybe you can lure them above ground but I never really tried. As for the path to the slab, I just spammed those prism stones. Hey, they actually have a use this time around!
If From Soft were to slap on a bunch of stat or SL requirements on stuff like the pyro glove or other things normally usable at SL1, it would limit your options for low-level PvE/challenge runs/whatever. While admittedly a minority of players would be pissed about that sort of thing, I still think it's a bad idea.
So, how did people beat Demon's Souls at SL 1 without their pyro glove crutch? Seems like it's not at all necessary.
(Of course, they probably poison cloud-cheesed every boss to death, but that's another issue I guess... funny how
they fixed that in Dark Souls and most bosses cannot be poisoned. Hmmm, it's as if they thought, "wait a minute, that's a... balance flaw!"
).
I think we're just going in circles here because I still think it's fine how it is.
Even completely disregarding SL1 runs, I don't want my options for progression limited just because new players tend to take the more obvious paths. I often grab the gravelord sword right when starting the game for example, and it only takes a few levels to be able to 2H it. I don't see raising the requirements for this weapon doing anything except making that weapon less useful.
If all weapons had level requirements it wouldn't be less useful than others. And also, level requirements could be applied to upgrades, so a Gravelord sword+0 is not the same requirement as a +5. You can grab it by speedrunning to the Catacombs early on, sure, but you can't grab 10 demon titanites that early after all.
Elemental paths have more uses than low SL runs, too. Higher requirements on elemental paths wouldn't make sense because they're outclassed by their +15 counterparts when you have the stat investment. They're the paths you choose when you don't have the stat investment.
Personally, I'd remove all non-scaling paths myself. I know I'm in the minority, though. But elemental weapons are broken: they're way too powerful at low level, and entirely outclassed at high levels. I didn't care for dragon weapons in Demon's Souls and I like Dark Souls elementals even less. Not just for the early-PvP, mind you, I just don't like the concept.
And a dragon weapon vs starting equipment in 1-2 is virtually the same thing. Not to mention Demon's Souls has the scraping spear which serves no other purpose other than to completely troll other players. Or even someone with a kris blade and ring of magical sharpness can kill a new player in a single fire toss.
No, it's really not the same thing at all. Believe me, I played the
hell out of both games, and PvPed til kingdom come. I've been invaded by idiots with dragon mirdan hammers in 2-1 when I had nothing but a starting longsword or maybe a winged spear, and I could still kill them. Scraping spear was very easily countered as well, never caused me problems. And flame toss is so easy to dodge it's never, ever a threat. No Demon's Souls invaders was ever harder than the boss of the level (unless they used the running Firestorm glitch maybe, but then, that
is a glitch.)
And while armor is perhaps too strong in Dark Souls, it's too useless in Demon's.
That is true, it was. I like that armour is now useful.
I don't really care if a new player has no chance against some jerk who decided to come to the party with maxed out stuff. The new player will die and move on.
Of course he will. I'm writing all this, but don't imagine I spend hours raging at the Parish invaders or anything. I even killed some of them with phantoms's help on occasion, and when they kill me I just roll my eyes at the losers and move on. But that doesn't mean these things couldn't be improved in a future game.
Edit: that was a long-ass post! Sorry for the quote fest ^^