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    Doing a 'realistic' playthrough

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    IV_Mark_VI
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    Doing a 'realistic' playthrough Empty Doing a 'realistic' playthrough

    Post by IV_Mark_VI Thu Nov 01, 2012 2:49 pm

    Hey guys,

    Been doing a 'realistic' playthrough with a friend and having an absolute blast. The rules are still in development, but the main goals were:

    1) You can only carry what you currently have equipped. Everything else you have to drop. Bottomless box can hold 2 extra items, but you cannot pick up items, carry them in some weightless extradimensional space, and bring it to the bonfire; you actually have to have a slot free to go get it, put it in your inventory, and bring it back.

    2) Still working on how to implement this, but limiting items. Simplest idea is to just be able to use the items in your current inventory.

    3) Character classes have unique stat/weapon/armour options. Knight and Bandit are the only ones who can take heavy armour for example, and Knight and Cleric are the only ones that can take miracles. Stat limits across the board, to make playing a hunter feel unique in that they are ranged masters, for example.

    4) No elemental weapons of any kind.

    5) You must always have Torso, gauntlet, and leg gear on, unless there's a very good character reason not to (playing a shirtless Swashbuckler).

    Anyways, still working on the rules, but it makes the game a ton of fun. Throwing it out there for anyone that wants to help develop rules around it.
    felclef
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    Post by felclef Thu Nov 01, 2012 5:39 pm

    It remembers me the load limit in DeS. Good times when you cant carry 999 arrows/bolts lol

    Woah, I want to help in these rules and you should record a playthrough like this! =O
    BIG TIME MASTER
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    Post by BIG TIME MASTER Thu Nov 01, 2012 5:44 pm

    I did something similar a while back, but didn't go past Anor Londo (or the first half of the game as I call it).

    In addition to only carrying what is visible, I turned off the HUD. It was good for an immersive playthrough, I really got to appreciate the graphics more especially without the HUD. Not being able to see your health, stamina, and enemy health teachs you to play based on visual and audio cues as well. In the end I just got tired of it, but going with a friend will probably get you to finish one game at least.
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    Doing a 'realistic' playthrough Empty Re: Doing a 'realistic' playthrough

    Post by felclef Thu Nov 01, 2012 6:32 pm

    BIG TIME MASTER wrote:I did something similar a while back, but didn't go past Anor Londo (or the first half of the game as I call it).

    In addition to only carrying what is visible, I turned off the HUD. It was good for an immersive playthrough, I really got to appreciate the graphics more especially without the HUD. Not being able to see your health, stamina, and enemy health teachs you to play based on visual and audio cues as well. In the end I just got tired of it, but going with a friend will probably get you to finish one game at least.

    :affraid: :affraid: :affraid:

    WTF DUDE! Woah! Srsly, I'm okay to say the game aint that hard, but wow!!! xD

    I wish I could do something like that... But first I need to finish the work on my chars to get back to PSN asap...

    What if we get the weapons descriptions of "inhuman strength" and such to make the thresholds of stats??

    Maybe the items like Havel's ring could make you hold one of those inhuman weapons... Don't know...
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    Post by IV_Mark_VI Thu Nov 01, 2012 9:21 pm

    Rules are rough, this is what we have so far:
    (Note, copied direct from a shared google doc that we're talking/working on, so it's messy)
    Mid area about classes is from a spreadsheet; don't know how to cleanly get it up here. Could put it into a table I guess... but it'll have to wait as I have to get a bunch of work done tonight.

    Let's figure this out. Picking numbers off the top of my head, so let me know if it makes sense. Have to figure out what Med. armour would be as well. This is a really rough draft, want to make it balanced and fun.

    Rules:
    1) No weapons, shields, or armour in your inventory; only what you're carrying. Max inventory of all items (firebombs, for example) is 20.
    2) Bottomless box can hold 2 extra items such as armour/weapons (maybe?) and 40 inventory of other items, so we'll have 60 items total. Estus flask doesn't count. Or do you think it'd be better just to have nothing in the inventory, and have your 'slots' as items? Only 5 things in your slots? Hmm what would be better.. don't like the idea of holding 99 of anything; just kills the feeling of realism, but also don't like the idea of constantly checking/managing inventory.
    3) Can't select master key, except the theif.
    4) Rings count as inventory; so a ring counts as say, a firebomb. Estus flask is ignored, or counted as 1 (essentially, it's one bottle, just how potent it is changes)


    Class concepts/restrictions: Concept Roll Speed Melee Armour Ranged Magic Shield
    Warrior All around fighter. Balanced Str/Dex. Can use ranged reasonably well. No magic. Doesn't have the raw strength of Bandit or Knight. med or less. Varied, but nothing giant and two handed. Any Any bow to +10 None. Any
    Bandit Heavy weapon/armour brute str. fighter. Lowish dex. Any Any Any Crossbow to +15 None. Any
    Hunter Ranged, med. armour, med shields/weapons med or less. 1-Handed any Medium or less Any None. Med. or less
    Knight No ranged (honour!). No backstabbing. Must attempt to fight head on, including bosses. Must die before host if summoned; if not, dishonoured, must make up for it somehow. Will be slow or med. Any Heavy at all times. None. Limited Faith. Only Warrior of Sunlight, and Miracles under 20(?) FTH. Med or Heavy only
    Cleric Must be in Way of White, Warrior of Sunlight, or Princess guard, or Gravelord Any 1H blunt only Medium or less Crossbow to +10 Faith Only. Med. or less
    Wanderer Dex based, limited magic support, access to Exotic weaponry (asian, avelyn, etc) Med or less Limited Light? (Should med be included?) Bow to +10? Low level Sorceries (16 and less?) Med. or less
    Maybe cap the wanderer's dex to make the Thief more viable?
    Thief Starts with the master key. Should have very high dex matched by hunter. Limited Vit? Fast Very limited Light Shortbow only Low level Sorceries (16 and less?) Light
    Sorceror Limited Vit/End Any Very limited Light None All sorceries Light (none?)
    Pyromancer Pyromancy, but not sure how to limit weapon selection. They seem to be based around being tough... maybe a requirement of 2 stats invested in RES for every flame increase? Meaning a 30 stat investment (42 overall) to get a max flame...? ? ? ? Crossbow +5 Pyromancy obviously ?
    Deprived All around, crappy equipment. Maybe limit equipment upgrades...? Unsure. Med or less Limited Medium or Less Crossbow/Bow +5 Limited Pyromancy (flame +10?) Restricted by RES as well Med or less


    Also, I don't want to get too much into elemental weapons, as it seems to steal the thunder out of classes. Maybe ban them altogether, except for the Pyro with Flame/Chaos?
    I think Maximum in stats will help mould a character in the right direction. Low VIT for thief/sorceror for example
    Two handed weapons count as two weapon slots; this is all Ultra great weapons

    Weapon Categories:
    Daggers -- All classes
    Straight Swords -- All classes
    Great Swords -- Knight and Bandit, Warrior?
    Ultra Great Swords -- Knight and Bandit
    Curved Swords -- Wanderer / Warrior
    Katanas -- Wanderer / Warrior
    Curved Great Swords -- Bandit and Wanderer (If not samurai)
    Piercing Swords -- Sorcerer, Thief?
    Axes -- Warrior, Knight, Bandit, Hunter, Pyromancer
    Great Axes -- Bandit, Knight
    Hammers - Warriors, Bandits, Clerics, Knights
    Great Hammers -- Bandit, Knight
    Fist Weapons -- Thief (claws)
    Spears -- Warrior, Bandit, Knight, Hunter, Wanderer
    Halberds -- Knight (actual halberds, lucerne), Wanderer (Black Knight Halberd), Warrior (all kinds) & Bandit (scythe)
    Whips -- Wanderer, Thief
    Bows -- Warrior, Hunter, Bandit, Thief (crossbows preferred)
    Greatbows -- Bandit/Warrior/Hunter
    Crossbows -- Hunter, Bandit (heavy crossbow), Thief (light crossbow preferred), Wanderer (exclusive access to Avelyn)

    Small Shields -- All classes (Sorcerer prefers leather shields & buckler, Warrior prefers round shields, Thief prefers buckler)
    Standard Shields -- Warrior, Knight, Hunter (prefers leather and wooden shields), Bandit, Wanderer
    Greatshields -- Knight (exclusive access to Greatshield of Artorias), Bandit (exclusive access to Bonewheel Shield)

    There's a list of LIght, Medium and heavy armour here, but I disagree. We should do it by weight or poise. Black Knight set is medium??
    http://darksoulswiki.wikispaces.com/Armor


    Stats
    VIT HIghest should belong to (Bandit, Knight), then (Warrior, Hunter), then (Cleric, Wanderer, Deprived, Pyromancer), then (Thief, Sorceror)
    ATT (Sorc, Cleric, Pyromancer), then (Thief, Wanderer, Knight, Deprived)
    END (Bandit, Knight, Warrior), then (Hunter, Cleric), then (Wanderer, Deprived), then (Thief, Sorceror, Pyromancer)
    STR (Bandit, Knight), then (Warrior, Deprived), then (Hunter, Cleric, Pyromancer), then (Wanderer, Thief, Sorceror)
    DEX (Hunter, Thief), (Warrior, Wanderer), (Bandit, Deprived, Sorc), (Bandit, Knight, Pyromancer, Cleric)
    INT (Sorceror), (Thief, Wanderer, Pyromancer), (rest)
    RES (Pyromancer, Knight), (Bandit, Warrior, Hunter, Deprived), (Cleric, Wanderer), (Sorceror, Thief)
    FTH (Cleric), (Knight), (Deprived, Bandit, Pyromancer), (Warrior, Hunter, Wanderer, Thief, Sorceror)

    For the highest class, use 40 as the high end, then break into appropriate chunks. 50 in NG+.
    For pyromancy, each +1 flame needs 2 stats invested in RES.



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