I think that will be improved due to them using a server-client architecture in DS2 rather than P2P. The reason backstabs were broken was because of lag.
Yeah, both of these should make soul level invasion limits much more effective.It's been confirmed that PvP balance is a much higher priority this time.
Unconfirmed things I have heard:
Pyromancy is now a type of sorcery instead of a stat-independent magic school.
Elemental weapons now scale with various stats instead of being a massive non-scaling damage boost.
I'm not convinced it was lag. I've tested on numerous occasions where I would back myself into a corner, shield raised outwards, the enemy rolls directly towards me and I'm backstabbed and killed. At no time during this exchange is my back ever exposed. I could understand the lag thing if I were fighting in the open and where I was seeing him wasn't actually where he was and he got behind me, but in this case, he never has the ability to get behind me.
I like everything on that list, and echo the others that offline mode is the single-player option for no invasions.
Offline: no invasions, no coop. That's the new covenant.
Now just make Bonfires not heal you to full and restore your healing allotment. Check/save point only.
Well, what would you attribute it to if not lag?
Simple solution: Make sure that the invader will have to deal with the monsters in the area, same as you. That would make many think twice before invading.
This won't end well cause of those guys, and we all been there, facing someone with an overpowered item in low levels (cause of duplication or some other exploit).
So play offline then, what's the problem. In Dark Souls atm under your restrictions, all you're getting by playing online are messages and bloodstains.Getting the Platinum trophy in both games counts as dabbling then, eh? I hate invasions and co-op, because it ruins the atmosphere for me. It's not about the challenge or getting griefed, but the Souls games to me are about myself versus the world. Seeing another person rolling around like an idiot just kills it. I don't want anyone else around, helping or hurting.
Exactly. It sounds great. It sounds to me like more often than not as an invader you are basically going to have to deal with your own "invader" at the same time. Wahooo! Bring it From Soft!I think that's the point of the Blue Covenant. Every newbie is going to choose it to have help with invasions until they're ready to go solo. A LOT of players are going to use it, and it'll make things more dangerous for the invaders.
I am going to build a dedicated anti-griefing character and save people from Dickwraith 2.0 invaders while rocking out to NEON KNIGHTS.
Really, the only annoying thing to me is the co-op time limit. Simple because, for a dedicated group of players, it seems like nothing more than a time-wasting exercise.
The guy played the entire game in co-op with his friend (I would guess while chatting with him). That clearly isn't the type of game From is making. Obvously. They made conscious choices to cut off voice chat and to not allow you to just invite friends to your game.
He was playing Doom with Godmode on. Which is fine, I"m not telling him his type of fun was wrong, but it clearly isn't compatible with what From is trying to do with this series. Dark Souls isn't a supposed to be a co-op loot grind.
I'll give you the Taurus demon, but it isn't anything you won't have faced before if you want the Chaos Ember. Also you have to fight the a Centipede Demon to reach the bonfire in that area, and a series of them if you want to get to another ember at the end of the long hallway.The Taurus Demon and centipede-thing before Firesage. Zip right past them.
Run past the skeleton beasts because they destroy your health bar and aren't worth fighting. The giant skeletons are easy but won't chase you, so just walk right past them.
No reason to stop and fight the golems or clams in Crystal Cave.
The Darkwraiths in New Londo don't do anything to block your path if you approach from Firelink. You can just run right past them. New Londo was the most promising aside from the horrible "ghost room" before you reach Ingward, but the layout is so plain and the Darkwraiths so few that it doesn't amount to much.
Every area can be run through, but the enemies will at least try to block you or come after you. Undead Parish is a good example of the design done right. In the post-Anor Londo areas, they just stare at you, maybe take a swing at you, but they can't keep up with you or try to block you in the first place.
Co-op is literally a summons. Like a summons in FInal Fantasy, it was never meant to permanent help. It was never supposed to be traditional coop. I wish people would stop trying to insist that Dark Souls follow the trafitional conventions of coop play or allow for them. It is doing something different.Yeah, both of these should make soul level invasion limits much more effective.
Really, the only annoying thing to me is the co-op time limit. Simple because, for a dedicated group of players, it seems like nothing more than a time-wasting exercise.
I'll give you the Taurus demon, but it isn't anything you won't have faced before if you want the Chaos Ember. Also you have to fight the a Centipede Demon to reach the bonfire in that area, and a series of them if you want to get to another ember at the end of the long hallway.
Skeleton dog beasts are some of my most hated enemies, but I always kill them for that same reason. Giant skeletons are annoying but you do also have to fight a huge room full of them to get the large divine ember. Golems and clams have a good drop rate for upgrade materials if we are talking about Crystal Cave. They are also part of quests in Darkroot Forest and Crystal Gardens for the princess and female Onion knight.
It's funny you mention Dark Wraith as not only are they some of the best enemies to farm in the game, they are also (coincidentally to the original topic of our conversation) the best kind of enemy to fight to learn proficiency in invasion fighting. You can reposite and backstab these enemies and they perform a lot of attacks that get you into a invasion fight mindset.
Anor Londo is another example of enemies that are a new kind of challenge (giants) which require more mobility and selective fighting instead of trying to kill every one.
I'll agree with you in the sense that there are some areas that are better designed for the type of encounters they hold than others, but I don't think it is ever the case for a player to reach an area for the first time where they will just run past every enemy and never attempt or have to fight any of them. They may be too strong and thus encouraged to come back later, but no enemy is designed to be invincible.
Dark Souls is very much about learning limits and managing risk-reward ratios.
What if they just normalize invaders' stats relative to the host? It wouldn't be a perfect solution, but it would reduce the effectiveness of min/maxing and cut down on some of the more degenerate griefing strategies.
What if they just normalize invaders' stats relative to the host? It wouldn't be a perfect solution, but it would reduce the effectiveness of min/maxing and cut down on some of the more degenerate griefing strategies.
I was talking about farming because what I understood of your position meant that there are enemies that aren't designed to be fought, period. Which is incorrect not only from an enemy loot standpoint for gaining items, fighting experience and souls, but also as guardians for certain treasure chests.We aren't talking about farming. Each of the areas, on its own, from start to boss, is noticeably weaker than those before.
That would be brilliant.What if they just normalize invaders' stats relative to the host? It wouldn't be a perfect solution, but it would reduce the effectiveness of min/maxing and cut down on some of the more degenerate griefing strategies.
Getting the Platinum trophy in both games counts as dabbling then, eh? I hate invasions and co-op, because it ruins the atmosphere for me. It's not about the challenge or getting griefed, but the Souls games to me are about myself versus the world. Seeing another person rolling around like an idiot just kills it. I don't want anyone else around, helping or hurting.[
Well, I don't know what to say other than the game you are describing doesn't sound like it has much relationship to the type of game From is trying to make. I'm not telling you you are "playing it wrong" just that you should at least understand that the way you were subverting by rigging it to always be co-oping with your friend it isn't representative in any way of From's vision of the series.
There are plenty of games that are co-op loot grinds--Borderlands, Diablo 3, Torchlight 2, a billion MMOs, etc. It sounds like you turned the original Dark Souls into another one of those. Maybe you should just play those instead?
Lost Izalith, that's the one. And you're spot on about running past. In fact if you don't know an area, running past the first time you are there you are likely to die very quickly which makes it a bad strategy. It was never my intention to assert that you are meant to kill everything in an area every time you visit. It's easier once you know what the score is, to simply kill what you have to in order to progress. I just meant that there are no encounters where you are just meant to run past everything the first time you get there and never attempt to kill them to explore what they hold or are guarding.Re: Post-Anor Londo being weaker. They did admit to Lost Izalith being rushed.
Don't forget about Dukes, that's certainly a strong area - the design is great, enemies hit hard, turning staircases, a seemingly inesacapable death, getting locked in the tower, stopping the creepy gramophone! Leading to the Crystal Caves with those invisible walkways, this is all good stuff guys, Dukes is an awesome place.
TotG is cool too and scary, those fucking dogs I still only take out with Fire Orb because I don't want to deal with them melee.
It's true you can run past almost everything later on - but your first run you don't know that.
Incoming crow buffet for everyone who predicted a casual game and the death of the series when the sequel was announced!
It's a pretty hefty, detailed article, so here's the rundown:
You'd better get ready to die.
- Possible to be invaded while hollow.
- Humanity scrapped, replaced with a single item like Stone of Ephemeral Eyes.
- Repeated deaths while hollow decrease max HP up to 50%.
- White phantoms now have a limited duration, may have to leave sooner if they do too much work for the host player.
- More visible blood stains and messages thanks to being server-based instead of P2P, messages no longer require an item to write.
- Way of Blue covenant summons a player phantom to help defend if you get invaded.
- 3 item slots per hand, 10 consumable item slots. UI is much denser and more detailed, less scrolling necessary.
- Agility stat that increases movement and dodge speed. Existing stats being retooled, such as Dexterity making bleeding/poison more effective.
Re: Post-Anor Londo being weaker. They did admit to Lost Izalith being rushed.
Don't forget about Dukes, that's certainly a strong area - the design is great, enemies hit hard, turning staircases, a seemingly inesacapable death, getting locked in the tower, stopping the creepy gramophone! Leading to the Crystal Caves with those invisible walkways, this is all good stuff guys, Dukes is an awesome place.
TotG is cool too and scary, those fucking dogs I still only take out with Fire Orb because I don't want to deal with them melee.
It's true you can run past almost everything later on - but your first run you don't know that.
I'll admit I did not read the entire thread, but for the people complaining about invasions while Hollow:
What the hell is the difference between purposely playing as Hollow because you don't want to be invaded, and just playing offline?
Seriously.
It all sounds great. I like the idea of invasions while hollow, there's nowhere to hide anymore! lol. Those not too keen on PvP can join the covenant that summons a friendly phantom when you get invaded, great idea I think.
They want their bloodstains and Praise the Sun messages, don't you see!What the hell is the difference between purposely playing as Hollow because you don't want to be invaded, and just playing offline?
Seriously.
Hey, I was right!You can't see hints or be summoned while offline? I also loved watching bloodstains.
I'll admit I did not read the entire thread, but for the people complaining about invasions while Hollow:
What the hell is the difference between purposely playing as Hollow because you don't want to be invaded, and just playing offline?
Seriously.
I:m excited for this game, but I wanna know who:s composing the music for this game already. I want Motoi Sakuraba again.
Now we have the collectors edition with a soundtrack bonus coming and I can:t get excited for that yet.
The other online features like messages are disabled?
Re: Post-Anor Londo being weaker. They did admit to Lost Izalith being rushed.
Don't forget about Dukes, that's certainly a strong area - the design is great, enemies hit hard, turning staircases, a seemingly inesacapable death, getting locked in the tower, stopping the creepy gramophone! Leading to the Crystal Caves with those invisible walkways, this is all good stuff guys, Dukes is an awesome place.
TotG is cool too and scary, those fucking dogs I still only take out with Fire Orb because I don't want to deal with them melee.
It's true you can run past almost everything later on - but your first run you don't know that.
You can't see hints or be summoned while offline? I also loved watching bloodstains.
The other online features like messages are disabled?
They want their bloodstains and Praise the Sun messages, don't you see!
You can't see hints or be summoned while offline? I also loved watching bloodstains.
[*]Repeated deaths while hollow decrease max HP up to 50%.
I'll admit I did not read the entire thread, but for the people complaining about invasions while Hollow:
What the hell is the difference between purposely playing as Hollow because you don't want to be invaded, and just playing offline?
Seriously.
I see. I didn't realize people cared that much for messages apart from joke ones.
So basically you guys do want easy mode. You don't want the risk of being invaded but you want hints from other players.
So basically you guys do want easy mode. You don't want the risk of being invaded but you want hints from other players.
You still get some online interactions while not getting de-leveled and equipment broken by some jackass a hole.
People are going to respond with real indignation to this, but I agree. From wants the Souls games to be as hardcore as possible. If you want easy mode the souls games aren't meant for you. Deep Down seems like it is aiming to scratch that itch.