Scholar Of The First Sin To Get Patch Addressing Durabillity.

2-3 hits is hyperbole, but with some gauntlets, it's not that far removed from being annoying.
Like the gauntlet before Velstadt, if you're playing multiplayer and the host decides to not skip the Syan knights, you can get to Veldstadt with a very broken Great Club.

Did you even play the game? The "gauntlet" before Velstadt is now two Syan knights, a non-respawning Dragonrider and a few zombies (unless you let them strike the bell to call on casters).
 
Forgive us "apologists" for assuming that a gameplay mechanic in the easiest Souls game by far that makes it a little closer to the difficulty of the other Souls games was intended. I actually like the "bug" since the game has been a joke, difficulty-wise (except the DLC)


So your motivations were "i like it, so it's not a bug"... Not much technical i think.
Anyway, i forgive you. :D
 
Hey, i like it too because it made my ds2 runs more challenging but this does not change the fact that it is an issue... And from soft is about to solve this: end of the story.
We have to move forward: from pls fix hitboxes. :D
 
The people defending the bug are on the same level of people who defended the blatent lies in the advertising of the OG release, imo. So honestly, I really don't care what they have to say on the matter.

I've been dealing with the bug since the launch of the PC version, and anyone wanting to tell me why some weapons break after about 3/4 encounters on some versions and not on others need to get over themselves.
 
I think some people are still going to be upset with durability after the patch because all From have stated is that they are fixing the large durability decrease from swinging through corpses or friendly phantoms. That is great for everyone and is particularly great for certain weapon types, but it isn't like durability in general is no longer going to be an issue.
 
Did you even play the game? The "gauntlet" before Velstadt is now two Syan knights, a non-respawning Dragonrider and a few zombies (unless you let them strike the bell to call on casters).

i'm talking about the original gauntlet (7 syans).
it was an example of how low the durability can be, not pointing out the specific problematic area in itself.
 
So how long has it been since this game was first released on PC?
Now they're patching it. Glacially slow.

Don't worry it's probably a month off to make us console 'peasants' wait a bit. It is a bloody annoying bug. Sometimes the weapon risk prompt pops up and 1 or 2 accidental swings later, BROKE.
 
Modern gaming is exhausting. How is this an updated, remade version of the game from last year and yet a bug like this was overlooked?

I'll wait to pick up Scholar for a while then.
 
Modern gaming is exhausting. How is this an updated, remade version of the game from last year and yet a bug like this was overlooked?

I'll wait to pick up Scholar for a while then.

Doubt it was overlooked, probably just thought we'd put up with it. Thankfully the release of the console version just caused more of a ruckus.
 
People keep saying it's only the corpse bug but the spokesman/info from FROM in the Kotaku article says:

“Fixed issue whereby weapon durability was decreased drastically when used on enemy corpses, friendly characters, etc.”

“The fix will be issued for PS4, Steam and Xbox One, and will be apparent for people running the game at 60fps as the durability decrease rate is linked to the frame rate,” said the company. “We are still working on the exact release date for the patch, which will also fix additional issues not just durability, and will follow up with the date as soon as possible.”
 
People keep saying it's only the corpse bug but the spokesman/info from FROM in the Kotaku article says:

“Fixed issue whereby weapon durability was decreased drastically when used on enemy corpses, friendly characters, etc.”

“The fix will be issued for PS4, Steam and Xbox One, and will be apparent for people running the game at 60fps as the durability decrease rate is linked to the frame rate,” said the company. “We are still working on the exact release date for the patch, which will also fix additional issues not just durability, and will follow up with the date as soon as possible.”

That kind of sucks, actually. The weapons that are worst off at 60fps are also worst off at 30fps with the current mechanics in place. The corpse durability loss needs to be outright gone, not halved, for things like whips to viable weapons.
 
The main issue here is that durability decrease rate is linked to framerate in the first place. That's just stupid and senseless. I wouldn't call it a "bug" in any version of SotFS or vanilla...I'd just call it a dumb design decision and a poor coding implementation.

OTOH, the dead corpse thing is an obvious bug, so good on From to address that.
 
Going through the game at the moment on PS4 and I'm really not seeing much of a problem.
I was expecting the worst based on the horror stories here but so far I got the 'Weapon at Risk' message twice in Forest of the Fallen Giant and in No Man's Wharf both after slaying dozens of mobs..

It makes repair powder actually usefull now as opposed to just another item that gets stored in my inventory up to 99.
 
Going through the game at the moment on PS4 and I'm really not seeing much of a problem.
I was expecting the worst based on the horror stories here but so far I got the 'Weapon at Risk' message twice in Forest of the Fallen Giant and in No Man's Wharf both after slaying dozens of mobs..

It makes repair powder actually usefull now as opposed to just another item that gets stored in my inventory up to 99.

The bug is nowhere near uniform across all weapons. Some break down at 3x the standard rate that they would at 30fps, some as "little" as 1.5x. You pick a "bad" weapon, and you'll have shitloads of problems with durability throughout the game.

On my OG run I had three different Ricard's Rapier maxed because by NG+3 I was breaking them inbetween bonfires constantly.
 
I guess somewhat of a fix is better then no fix.

Still have no idea why the fuck hitting dead bodies should reduce durability but.. *shrugs*

And the notion that I should carry multiple weapons because of durability bugs is so stupid. No thanks. Never had to do it in the previous Souls game and won't change for Souls 2 just because of stupid bugs.
 
I guess somewhat of a fix is better then no fix.

Still have no idea why the fuck hitting dead bodies should reduce durability but.. *shrugs*

And the notion that I should carry multiple weapons because of durability bugs is so stupid. No thanks. Never had to do it in the previous Souls game and won't change for Souls 2 just because of stupid bugs.

Do you think those other 2 slots are for decoration then or something? Just equip a second weapon and press right on the dpad every once in awhile, it's really not that hard

I mean, yeah the bug is stupid, especially the corpses thing, but the way you make it sound is that you hate all this just because you refuse to even equip a second weapon.
 
Do you think those other 2 slots are for decoration then or something? Just equip a second weapon and press right on the dpad every once in awhile, it's really not that hard

Well, they were for decoration when I played the other Souls games... so yes?

I always focus on upgrading one weapon and generally one with a moveset that I enjoy. A playstyle that worked for me in all the other Souls games. Why would I change anything now due to a bug that is atleast partially getting patched?
 
Do you think those other 2 slots are for decoration then or something? Just equip a second weapon and press right on the dpad every once in awhile, it's really not that hard

I've always thought the *general* complaint about durability being silly as to having to carry around multiple weapons. Your response was the entire reason for them implementing the system, because players were generally gravitating towards a select group of weapons and nothing else, so they tried to implement the new durability system to try and entice players to experiment more with their tools. It's also why each hand has three slots in DS2.

It's a good idea in theory, if the durability bug didn't exist and massively stacked the deck against some weapons vs others to the point some of them almost aren't even viable.
 
Well, they were for decoration when I played the other Souls games... so yes?

I always focus on upgrading one weapon and generally one with a moveset that I enjoy. A playstyle that worked for me in all the other Souls games. Why would I change anything now due to a bug that is atleast partially getting patched?

What's so bad and hard about upgrading a second weapon and trying to like a second weapon though?

Yeah, I've always thought the *general* complaint about durability being silly as to having to carry around multiple weapons. Your response was the entire reason for them implementing the system, because players were generally gravitating towards a select group of weapons and nothing else, so they tried to implement the new durability system to try and entice players to experiment more with they're tools. It's also why each hand has three slots in DS2.

It's a good idea in theory, if the durability bug didn't exist and massively stacked the deck against some weapons vs others to the point some of them almost aren't even viable.

Yeah I can understand for some weapons it being really bad. Having those 3 slots though have actually got me trying new things when I play since in Dark 1 I pretty much just ran around with either my Uchi on my Dex character or my Zwei or Great Demon Mace. But here I was able to play alot of the game with Bastard Sword, Zwei, and sometimes club, along with wearing Drangleic armor, and having only put 29 points into the equipment burden stat. It got me switching between the 3 differernt weapons to experiment with different movesets I liked. It's probably one of the more interesting things about DS2 for me honestly. I do hear that some weapons have it rough though, and degrade faster, and I think that's stupid.
 
Do you think those other 2 slots are for decoration then or something? Just equip a second and use weapon and press right on the dpad every once in awhile, it's really not that hard

People have different playstyles. Can't except everyone to play the game the way you play the game.
 
What's so bad and hard about upgrading a second weapon and trying to like a second weapon though?

Nothing. But some people don't like other weapons. Others carry weapons that are heavy so multiple weapons are out of the question as fat roll = death in most situations. My brother, for example has tried damn near every build in the game, but always goes back to using one katana held two-handed because it's his preference. There's also the role playing folks who want it as realistic as they can get it and carry the one weapon so they don't have the magical disappearing armory (yeah, some people actually care about that).

"Stop liking what I don't like" isn't a valid argument for this issue and that's what a lot of people on both sides seem to be turning it into. But only one of the two opinions allows both camps to play the game how they want, and that's the one where they fix durability as a bug. People who want multiple weapon options can still play the way they did before, and people who devote a character build to a specific weapon are happy, too.

So I don't get how this can be a bad thing, regardless of one's personal thoughts on if it was as designed or not.
 
Nothing. But some people don't like other weapons. Others carry weapons that are heavy so multiple weapons are out of the question as fat roll = death in most situations. My brother, for example has tried damn near every build in the game, but always goes back to using one katana held two-handed because it's his preference. There's also the role playing folks who want it as realistic as they can get it and carry the one weapon so they don't have the magical disappearing armory (yeah, some people actually care about that).

"Stop liking what I don't like" isn't a valid argument for this issue and that's what a lot of people on both sides seem to be turning it into. But only one of the two opinions allows both camps to play the game how they want, and that's the one where they fix durability as a bug. People who want multiple weapon options can still play the way they did before, and people who devote a character build to a specific weapon are happy, too.

So I don't get how this can be a bad thing, regardless of one's personal thoughts on if it was as designed or not.

Honestly I don't mind them fixing the whole thing at this point if it gets more people to give the game and chance to actually enjoy it. And I understand where everyone is coming from, just was wondering why someone would get mad at the durability but refuse to use anything more than 1 weapon in a game that gives you 3 slots per hand. I'm fine with them fixing everything though, because then atleast others can enjoy the game as well, maybe it can even cut down on the "lol durability, take that L B-Team" condescending stuff that pops up sometimes. It's a great game that I never gave the chance too after all the hate I had seen here, so it's been a big surprise to me to be experiencing this game over the last few weeks. I mean it's nowhere near my favorite Souls game, but it's been one hell of an experience for me, and if the durability fix can help more people finally give the game a chance, then I'm all for it. (My ranking goes DS1>BB>DS2>DeS)
 
The bug is nowhere near uniform across all weapons. Some break down at 3x the standard rate that they would at 30fps, some as "little" as 1.5x. You pick a "bad" weapon, and you'll have shitloads of problems with durability throughout the game.

On my OG run I had three different Ricard's Rapier maxed because by NG+3 I was breaking them inbetween bonfires constantly.

I see.. I'm rocking the simple Mace I started with ( very underestimated weapon) and a Greatsword and make a stop at every bonfire I come accross and had no problems so far.

Anyway, won't be sad to see it patched if it pisses of so many people.
 
I mean obviously tying durability to something like framerate is a dumb (most likely programming) decision, and they should fix that.

But I think hitting dead corpses should most definitely reduce durability.
Just because the enemy is dead doesn't magically make his armor and/or body air, there should be loss of durability on that impact as well, it should be the same whether the body is alive or dead.
 
People keep saying it's only the corpse bug but the spokesman/info from FROM in the Kotaku article says:

“Fixed issue whereby weapon durability was decreased drastically when used on enemy corpses, friendly characters, etc.”

“The fix will be issued for PS4, Steam and Xbox One, and will be apparent for people running the game at 60fps as the durability decrease rate is linked to the frame rate,” said the company. “We are still working on the exact release date for the patch, which will also fix additional issues not just durability, and will follow up with the date as soon as possible.”

Where does it state they are fixing anything other than the issues with corpses or friendly characters? There is a very specific issue where you lose much more durability from hitting a corpse or a friendly than you do a living enemy. That issue is worse on the 60 fps versions of the game because of how durability is tied to frame rate. It is also compounded by the fact that there can be no easy way to avoid it in certain situations where you are fighting multiple enemies. There are also many weapons that swing close to the ground or even come into contact with the ground when swung which are much worse off than something like a thrusting sword that has high swings.

The second quote starts with the words "the fix." What is the fix? It is the fix mentioned in the first quote which is from the patch notes.

Read it this way:

“The fix (for weapon durability decreasing drastically when used on enemy corpses, friendly characters, etc.) will be issued for PS4, Steam and Xbox One, and will be apparent for people running the game at 60fps as the durability decrease rate is linked to the frame rate,” said the company. “We are still working on the exact release date for the patch, which will also fix additional issues not just durability, and will follow up with the date as soon as possible.”

It is possible they are fixing more than that, but I think people are misreading what is being said here because they aren't familiar with this particular issue and the comment from the rep is somewhat poorly worded. People see 'fix' and '60 fps' and think there is a fix across the board, but the patch note mentions a very specific issue.
 
I mean obviously tying durability to something like framerate is a dumb (most likely programming) decision, and they should fix that.

But I think hitting dead corpses should most definitely reduce durability.
Just because the enemy is dead doesn't magically make his armor and/or body air, there should be loss of durability on that impact as well, it should be the same whether the body is alive or dead.

Problem is that hitting a dead enemy takes off more than hitting an enemy that's alive. Which is nonsense :P
 
Problem is that hitting a dead enemy takes off more than hitting an enemy that's alive. Which is nonsense :P

Well yes obviously, which is why I said that it should take the same.
Some people are talking like hitting corpses shouldn't take any durability, which I find nonsensical.
 
Update-patch notes on Dark Souls FB page
Attention: Dark Souls II players!
We will be pushing a version and calibrations update in the coming weeks to address a few gameplay enhancements. Please see below for a list of changes:
On Xbox One, PlayStation 4, Steam (DirectX 9), Steam (DirectX 11):
--Fixed issue whereby weapon durability was decreased drastically when used on enemy corpses, friendly characters, etc. (Especially apparent for users running the game at 60 fps as the durability decrease rate was linked to the frame rate).
--Fixed issue whereby actions requiring both button and stick controller input (Jump Attack, Guard Break).
On Xbox One, PlayStation 4, Steam (DirectX 11):
--Fixed issue whereby summoning sign was displayed in Drangleic Castle and Throne of Want even though the player had defeated all bosses in the area.
--Fixed issue whereby the moment of death reply for some blood stains weren't being displayed online.
--Fixed issue whereby client side may hang during the event movie for Laddersmith Gilligan in Earthen Peak.
--Fixed issue whereby the Host may not be able to load their save data after stopping the game while waiting for matching to complete in online mode.
On Xbox One:
--Fixed issue whereby game may quit suddenly if player pauses the system during online multiplayer.
--Fixed issue whereby game may leave online multiplayer if the user pauses the system during online play then starts the game again.
--Fixes issue whereby the game may hang if the user goes back and forth between different maps over and over again.
--Fixed issue whereby the host may not return to normal offline play as intended when their network connection is cut off during online multiplayer.
On Steam (DirectX 9):
--Fixed issue whereby, when playing online, it may appear that the player is sliding forward because the walking motion animation is not being displayed properly.
We'll update everyone as soon as we know the exact date and time that the version and calibrations changes will occur. Thank you for your feedback and patience!
 
I FUCKING TOLD YOU SO.


Sorry, had to get that off my chest. Anyway, now the game is perfect. No, random apologist dudes, I won't be complaining when my weapons still degrade, I still enjoy the mechanic only now I will enjoy not carrying 4 to six upgraded weapons for my dual wield swordsman build. And maybe I'll actually try using a whip since they will last more than 3 or 4 swipes. I'm so glad this 'working as intended' crap has been silenced.
 
The Namco post seems to say that it's only about the corpse bug, not all durability. So uh... "I told you so", you sure about that?

I mean it was obviously a bug, or rather just bad programming practices, but at this point they should just remove the durability stat since it was already nearly pointless. Fixing it will just make durability a non-issue, so why even have it?
I disagree. I played both on PS3 and PC and it's not entirely insignificant. On PS3 I'd need repair powder or an alt weapon occasionally, especially the DLC. That's okay, it's how the game is designed. It certainly wasn't "broken" to me, it was just there to force the player to be cautious and plan ahead. So even if they make it the way it was on PS3, the mechanic would not be entirely useless.

Weirdly enough, on PC, I didn't notice much difference even if I played at 60 FPS (DX9 version). I used low durability weapons too, dual scimitars and rapiers. I needed powder and weapon swapping, but I didn't feel like I needed more of it than, say, my katana user on PS3.

My worst character for durability, actually, was on PS3: I have a dual whip user who uses two Old Whips. Without the bracing knuckles ring+2, it's pretty much non-viable, haha. But those weapons are specifically designed to be very powerful but very brittle. I don't know if they'd be viable at all on PC, but I made them viable on PS3.
 
Why? :lol

If you mean "Why?" in the more general sense, it's because some elements of the physics (particularly related to collision detection) are framerate-reliant. There were also some features of the engine that were reliant on frame timing in the original Dark Souls, which is why DSfix could cause some amusing bugs and control differences.

If you mean "Why would they program their physics engine to be that way?" well, I'd be curious to hear the answer to that, too. The best guess I could offer is that they were trying to save some resources on hit detection by not using a drawing-agnostic option.
 
The Namco post seems to say that it's only about the corpse bug, not all durability. So uh... "I told you so", you sure about that?
Lol yea I'm sure. Also it says corpses, npcs, ETC, which makes me wonder what the etc refers to. It's not even just corpses that are being fixed, clearlyx.

The corpse issue was 90 percent of what caused my problems during testing. Couple that with the dramatic increase in enemy swarms during certain encounters and it was the ROOT CAUSE of virtually all our complaints.

There's no defending it anymore. It's embarrassing watching people try. It's particually amusing watching the defense force backpedal and try to use the corpse thing as some sort of arguing point. Once they fix it, weapons will still degrade making the mechanic still have some value. If anything it should be something everybody can get on board with, a nice middle ground. The fact that some people are still choosing the 'working as intended' hill to die on is a real case study in human behaviour
 
Lol yea I'm sure. Also it says corpses, npcs, ETC, which makes me wonder what the etc refers to. It's not even just corpses that are being fixed, clearlyx.
...Walls?

The corpse issue was 90 percent of what caused my problems during testing. Couple that with the dramatic increase in enemy swarms during certain encounters and it was the ROOT CAUSE of virtually all our complaints.
So... it is about the corpses? Or not? I'm confused now. I'm pretty sure everyone agreed that the corpses thing was indeed a bug.

There's no defending it anymore. It's embarrassing watching people try. It's particually amusing watching the defense force backpedal and try to use the corpse thing as some sort of arguing point. Once they fix it, weapons will still degrade making the mechanic still have some value. If anything it should be something everybody can get on board with, a nice middle ground. The fact that some people are still choosing the 'working as intended' hill to die on is a real case study in human behaviour
No one has said the corpses thing was working as intended...
 
...Walls?


So... it is about the corpses? Or not? I'm confused now. I'm pretty sure everyone agreed that the corpses thing was indeed a bug.


No one has said the corpses thing was working as intended...
Some people are in a serious rush to lay some I-told-you-so's on people, before anything has even been clarified.

Ironic that the person makes a comment about a study in human behaviour...
 
I had my weapon break just from hitting Ancient Dragon and nothing on the way there. Glad they're fixing this crap.
 
I forget but did they ever improve the durability of dex weapons in a previous patch? I played Vanilla on PC and the durability system was a huge middle finger to the Swordsman class. I wasn't able to defeat a boss without my scimitar breaking (which is a case where the corpse effect wasn't in play) due to how weak the damage was and how many times I had to hit.

Granted Dex weapons got a significant DPS buff in one patch so that might have helped either way.
 
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