Dungeon puzzles in dark souls 2

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    puzzles in dark souls?

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    LunarFog
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    Dungeon puzzles in dark souls 2

    Post by LunarFog on Mon Apr 15, 2013 12:29 am

    How would you feel if there were some puzzles in dark souls 2 that were on par with the legend of zelda series' dungeons(minus the need for some kind of gimmick to complete it)? Since Dark Souls is trying to improve it's interactivity with the environment the idea of having puzzles isn't totally out of the question.

    How would you like to see some puzzles in dark souls? They could be a necessary area that you have to get past, or maybe just a few puzzles you need to pass to get certain equipment or complete sidequests

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    Re: Dungeon puzzles in dark souls 2

    Post by Dibsville on Mon Apr 15, 2013 12:30 am

    I believe they should be optional, with a few that must be completed.
    Who doesn't love a gauntlet every now and then.


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    Re: Dungeon puzzles in dark souls 2

    Post by Myztyrio on Mon Apr 15, 2013 12:56 am

    Yeah you're missing one poll option: A minor element, not optional. That's how it should be.


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    Re: Dungeon puzzles in dark souls 2

    Post by LunarFog on Mon Apr 15, 2013 1:04 am

    Myztyrio wrote:Yeah you're missing one poll option: A minor element, not optional. That's how it should be.
    optional, minor, same thing.

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    Re: Dungeon puzzles in dark souls 2

    Post by Jansports on Mon Apr 15, 2013 3:34 am

    LunarFog wrote:
    Myztyrio wrote:Yeah you're missing one poll option: A minor element, not optional. That's how it should be.
    optional, minor, same thing.

    Not really. Optional means Optional, as in you don't have to do it to complete the game (you may miss a certain shield or ring but it wont stop you from offing the final boss)

    minor means it simply plays a small role, it's there but it's not the focus of the dungeon.

    Personally I'm against it somewhat. With FROM saying their messing around with the level design to make alternate paths possible in crazy 3d enviornments, putting a puzzle in place seems like it'll just make certain paths more of a pain in the ***.

    I say pain in the *** because there isn't much in DaS that befits puzzle solving, we have levers but you just walk to those, that's not a puzzle it's a maze. Or pressure plates, same problem.
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    Re: Dungeon puzzles in dark souls 2

    Post by Halicarnassis on Mon Apr 15, 2013 7:18 am

    I'd go optional. I'm thnking purely for invading players worlds. What if you spawn in a point locked out and have to wait for the host to solve the puzzle before you can meet him...


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    Re: Dungeon puzzles in dark souls 2

    Post by DNG-PaasDieJonco on Mon Apr 15, 2013 2:15 pm

    I for one would enjoy a couple of puzzles thrown in there.
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    Re: Dungeon puzzles in dark souls 2

    Post by skarekrow13 on Mon Apr 15, 2013 3:28 pm

    They already had one in Demon's Souls. It's name was Dragon God.

    Not being a jerk, I would say that apart from minigames or similar (which I would be against) I like the way it currently stands. Painted World access is kind of like a puzzle or riddle. The best clue you get is if you're lucky enough to see the description of the doll during a load screen and then mentally connect it to the right location. Some ideas that would work well in Dark Souls would be sequencing puzzles. As in, there's three levers/buttons/etc. that need to be done in the correct sequence......OR ELSE!!

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    Re: Dungeon puzzles in dark souls 2

    Post by LunarFog on Mon Apr 15, 2013 3:30 pm

    Jansports wrote:
    Not really. Optional means Optional, as in you don't have to do it to complete the game (you may miss a certain shield or ring but it wont stop you from offing the final boss)

    minor means it simply plays a small role, it's there but it's not the focus of the dungeon.

    Personally I'm against it somewhat. With FROM saying their messing around with the level design to make alternate paths possible in crazy 3d enviornments, putting a puzzle in place seems like it'll just make certain paths more of a pain in the ***.

    I say pain in the *** because there isn't much in DaS that befits puzzle solving, we have levers but you just walk to those, that's not a puzzle it's a maze. Or pressure plates, same problem.

    Ok I guess I get what you mean. Optional can mean minor, but minor doesn't necessarily mean optional.

    Pains in the *** is all a part of dark souls though. Don't you remember blighttown and the tomb of giants? I'd rather have to deal with a puzzle than the tomb of giants for the first time again. And having a puzzle in the game would increase variety, which is something that's really important for games.


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    Re: Dungeon puzzles in dark souls 2

    Post by LunarFog on Mon Apr 15, 2013 3:33 pm

    We have all the elements to effectively do a puzzle. I don't see why not.

    Switches/levers

    Pressure plates

    keys

    Torches

    Breakable objects(or objects that react when struck)

    Long range weapons

    Climbable ladders

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    Re: Dungeon puzzles in dark souls 2

    Post by Tolvo on Mon Apr 15, 2013 3:37 pm

    I'd say as long as it isn't a ******** puzzle it may be alright, but it has to be a non-******** one.

    If you can figure it out on your first attempt reasonably then that is fine. If it is something that will take a lot of simple trial and error until you eventually have tried everything to get the answer, or if you are expected to have knowledge which you shouldn't have, then that will be a problem.

    The Dragon God is actually an example I'm fine with, that boss fight is pretty straight forwards with a fun little mechanic.

    As long as they stick with the Dragon God version and don't go for the Bed of Chaos version.
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    Re: Dungeon puzzles in dark souls 2

    Post by skarekrow13 on Mon Apr 15, 2013 3:44 pm

    Bed of Chaos is a pushover Tolvo winking

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    Re: Dungeon puzzles in dark souls 2

    Post by LunarFog on Mon Apr 15, 2013 3:51 pm

    Tolvo wrote:I'd say as long as it isn't a ******** puzzle it may be alright, but it has to be a non-******** one.

    If you can figure it out on your first attempt reasonably then that is fine. If it is something that will take a lot of simple trial and error until you eventually have tried everything to get the answer, or if you are expected to have knowledge which you shouldn't have, then that will be a problem.

    The Dragon God is actually an example I'm fine with, that boss fight is pretty straight forwards with a fun little mechanic.

    As long as they stick with the Dragon God version and don't go for the Bed of Chaos version.

    What about a puzzle in the form of a dungeon-like area that has several switches that opens a combination of doors and paths that would take an average of 20-40 minutes of searching and trial-and-error to complete?

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    Re: Dungeon puzzles in dark souls 2

    Post by RANT on Mon Apr 15, 2013 4:15 pm

    i'd be fine with them as long as it's more of an uncharted puzzle and not a resident evil puzzle. also, I want there to be more traps, dark souls didn't have enough for me.


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    Re: Dungeon puzzles in dark souls 2

    Post by MasterofShadows on Mon Apr 15, 2013 5:08 pm

    Comeon, the puzzles in the Legend of Zelda games weren't all that hard. In fact, they were pretty awesome, and rewarding too.

    As long as they don't require a TON of back and forth backtracking through the same content over and over again. Those types of "puzzles" are annoying.

    But yeah, more traps, especially ones that operate randomly would be excellent.


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    Re: Dungeon puzzles in dark souls 2

    Post by GaryBlevins on Mon Apr 15, 2013 7:02 pm

    I think minor puzzles would be nice, like the puzzle with Convenant of Artorias Ring. If you talked to enough NPCs along the way (ingward, alvina) you could piece together that you needed something before you could fight the four kings. However, if you just blunt forced your way through the game, you would have eventually fought Sif and gotten the ring anyway.
    I would love more logic puzzles like this one in DS2. Though, i dont know how well puzzles like those suggested in previous posts would fit in with the lore, unless there was a labyrinth type world, where you could manipulate certain elements at the expense of others. Its all about fitting in with the lore that the Devs come up with for DkS2.

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    Re: Dungeon puzzles in dark souls 2

    Post by GaryBlevins on Mon Apr 15, 2013 7:04 pm

    Or I would be way into an absurdly complicated puzzle, like a combination of ten levers, but you only get one chance per playthrough to solve it, and earlier in the game there are small clues as to the right combination. This would be a great optional quest for some really cool ring or weapon or something like that.
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    Re: Dungeon puzzles in dark souls 2

    Post by Oh_the_Humanity on Mon Apr 15, 2013 9:44 pm

    As long as it doesn't turn into Souls Raider I wouldn't mind.
    If From could come come up with some very unique puzzles, not like the ones you see in Skyrim or Tomb Raider, but more along the lines to the peculiar doll where the puzzle spans across different areas of the game.
    I just don't want to many of them. If done right I think some puzzles scattered throughout the game could work.

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    Re: Dungeon puzzles in dark souls 2

    Post by DE5PA1R on Mon Apr 15, 2013 9:47 pm

    I'd enjoy puzzles that you could solve or, if failed/ignored, would make the game harder. Puzzles that collapse the floor beneath an enemy, for example. Or prevents the floor from collapsing underneath you.


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    Re: Dungeon puzzles in dark souls 2

    Post by Slarg232 on Tue Apr 16, 2013 6:07 pm

    I want a Water Temple big grin


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    Re: Dungeon puzzles in dark souls 2

    Post by Dibsville on Tue Apr 16, 2013 6:24 pm

    Slarg232 wrote:I want a Water Temple big grin
    Dear God...
    No...
    Please...

    Wait, which LoZ?


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    Re: Dungeon puzzles in dark souls 2

    Post by Soris Ice Goldwing on Tue Apr 16, 2013 6:28 pm

    Slarg232 wrote:I want a Water Temple big grin
    Here's the puzzle: You can't swim.

    However I like puzzles to be a minor part and not something that has to be done to advance in the game. If I can't solve it then, let me come back when I know the answer to it.


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    Re: Dungeon puzzles in dark souls 2

    Post by Dibsville on Tue Apr 16, 2013 6:32 pm

    Soris Ice Goldwing wrote:
    Slarg232 wrote:I want a Water Temple big grin
    Here's the puzzle: You can't swim.

    However I like puzzles to be a minor part and not something that has to be done to advance in the game. If I can't solve it then, let me come back when I know the answer to it.
    I was just wondering a couple days ago whether they would implement swimming in DK2.
    No diving or anything like that, but at least swimming on top of the water, maybe being able to look down and see what is there and what you could obtain should the water disappear.
    Then again, I couldn't see a knight swimming across a lake.


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    Re: Dungeon puzzles in dark souls 2

    Post by Slarg232 on Tue Apr 16, 2013 7:07 pm

    Dibsville wrote:
    Slarg232 wrote:I want a Water Temple big grin
    Dear God...
    No...
    Please...

    Wait, which LoZ?

    twisted


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    Re: Dungeon puzzles in dark souls 2

    Post by Dibsville on Tue Apr 16, 2013 7:08 pm

    Slarg232 wrote:
    Dibsville wrote:
    Slarg232 wrote:I want a Water Temple big grin
    Dear God...
    No...
    Please...

    Wait, which LoZ?

    twisted
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