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    Areas with Prerequesites

    SadPanda
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    Post by SadPanda Tue May 28, 2013 1:30 pm

    So, in Dark Souls and Demon's Souls there were areas where certain needs had to be met to progress. In Demon's Souls the Dragon God had to be killed to advance to 1-3 Boletaria. In Dark Souls you had to have placed the Lordvessel to access the areas of the four lords (excluding New Londo).

    Specifically a goal had to be met to progress, But instead of having to backtrack to kill Sif to enter the Abyss, or having to kill the goddamn Flame Lurker to get to Dragon God, I think there should be ways to bypass certain bosses or areas by having different skills. Examples:
    -Strength can move large objects
    -Dexterity and low burden could clear large jumps
    -Faith could have some sort of "divine intervention" to trigger something
    -Intelligence could allow you to read some old script that tells of a secret passage

    In other Souls games these stats would just be used to increase attack in means, but I would like to see them be more dependent. Thus raising the viability for standard weapons over elemental weapons even more. I'm not saying gamebreaking potential, but areas with small trinkets or consumables, an NPC summon, or a shortcut through a particularly challenging area.

    It could allow for summons to do something other than deal and take more damage, as you could summon somebody with high dexterity whereas you have high strength. Also teamwork areas would be great, of course there would need to be NPC's to help or some other means to get to the specific area so offline players can cope.

    Good idea? Bad idea? Let me know.
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    Post by WhatDoesThePendantDo? Tue May 28, 2013 2:04 pm

    Not a bad idea for PvE (pretty interesting, in fact) but I do worry about the carry-over to PvP.
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    Post by SadPanda Tue May 28, 2013 2:09 pm

    I think it would improve it greatly. Instead of just circling for 3 minutes, or running away to summon or into the face of enemies just to get backstabbed, that these could be implemented. Still want traps though, maybe with the same idea here.
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    Post by ublug Tue May 28, 2013 3:56 pm

    SadPanda wrote:So, in Dark Souls and Demon's Souls there were areas where certain needs had to be met to progress. In Demon's Souls the Dragon God had to be killed to advance to 1-3 Boletaria. In Dark Souls you had to have placed the Lordvessel to access the areas of the four lords (excluding New Londo).
    You only had to kill an archdemon once in demons souls to open up 1-3, so when you got to ng+ you could go back there straight away without visiting any other world, I liked this system better than dark souls. I don't know how they could have improved it in dark souls, maybe you should have kept the lordvessel, or perhaps sen's fortress should remain open granting you access to anor londo right away.

    SadPanda wrote:Specifically a goal had to be met to progress, But instead of having to backtrack to kill Sif to enter the Abyss, or having to kill the goddamn Flame Lurker to get to Dragon God, I think there should be ways to bypass certain bosses or areas by having different skills. Examples:
    -Strength can move large objects
    -Dexterity and low burden could clear large jumps
    -Faith could have some sort of "divine intervention" to trigger something
    -Intelligence could allow you to read some old script that tells of a secret passage
    They kind of did a similar thing with npc/spell trainer access and the chaos covenant shortcut, I assume dks2 will have this as well although this only affects single player. I also hope they continue the trend with covenant perks, not just spells and items but area access as well.

    SadPanda wrote:In other Souls games these stats would just be used to increase attack in means, but I would like to see them be more dependent. Thus raising the viability for standard weapons over elemental weapons even more. I'm not saying gamebreaking potential, but areas with small trinkets or consumables, an NPC summon, or a shortcut through a particularly challenging area.
    So 40 strength could for example break the hidden wall in sen's fortress or the entrance to vamos? I'm all for different approaches to reach an area, but the area should also be accessible if you go the long way around.
    20+ faith in demons souls granted you a pure faithstone, other npcs also had mini quests that earned you rare ore, I hope these mini quests return as well.

    I also suspect they will do something like the world tendency system in demons souls, but instead of tendency it will probably be time. Think darkroot garden vs royal wood. I'm not sure how this affects the multiplayer aspect though.
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    Post by twigsterxd Tue May 28, 2013 8:58 pm

    First I need to say Dragon God is "not" the only way to unlock 1-3. You can kill any arch demon.
    The whole part starting -Strength can move large objects, (sorry on ps3 so I can't do cut n paste), doesn't make sense because everyone would be stuck playing the same type of builds. -Strength can move large objects sounds like Pokemon's HM move strength lol. Also, alot of people make 1 build and stick to it. Your idea would make it hard to do everything in 1 playthrough. How many people would boost faith on a mage just to unlock divine intervention. You also got to think about trophies. All souls games have trophies. So how would they be incorporated if you were to make a faith/mage/strength/dex build.
    Lastly, bypassing bosses would hurt some players cause there would be no co op in that area. Take BoC for example, as big a pain as it is, that would probably be the 1 boss everyone bypasses.
    Unlocking things via story works. Keep in mind not everyone has the same build.
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    Post by SadPanda Tue May 28, 2013 10:30 pm

    Well, ****, I've been killing Dragon God this whole time. Stormking is just as hard to get to though.
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    Post by SadPanda Tue May 28, 2013 10:43 pm

    twigsterxd wrote:
    Your idea would make it hard to do everything in 1 playthrough.
    Why would it? It's making it so that each skill has a niche. It wouldn't be some on command thing either, I'm talking animations in set areas where if the stats were met you could trigger something. It doesn't necessarily mean that one will be picked over another. There will ALWAYS be a second way to get to the areas themselves, but with the incentive of having a certain skill it would save you the trouble.

    I'll try to name some more NON GAMEBREAKING examples:
    -if high dexterity, say you could jump onto the rotating platform in Anor Londo; thus skipping the whole walkway section
    -if high faith the statue of Gwyndolin would disappear bereft of you having the seance ring or not
    -if high strength you could break down some minor doors without having the key for them; basement door, Griggs room, depths shortcut, etc.
    -if high intelligence your character could read books or something...

    I'm no game designer, so don't be a stickler about examples since I'm bad with them.
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    Post by twigsterxd Tue May 28, 2013 11:03 pm

    I found world 5 easiest. Even if you don't do a faith build you can kill the final boss without fighting her body guard. Also depends on your route; I go 1-1, 2-1, 4-1, 4-2 just to rescue priest, then world 5 then finish world 1, 2, 3, 4. If faith build; 1-1, 5-1 make blessed weapon then go anywhere

    In your starting post, you didn't say alternative routes so I assumed you meant you can't unlock something unless you met certain stat requirements. To which would make it hard for an sl 1 playthrough.

    You said, "Specifically a goal had to be met to progress," meaning wut I said above. That's not bein a stickler bud, I'm just going on wut you posted.
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    Post by SadPanda Tue May 28, 2013 11:27 pm

    In recent Souls games there were needs that had to be met to progress, we know almost nothing linearity wise for DaSII so it'd be too early to make assumptions. And I wasn't directing the last part to you for your recent post, but for the examples I provided in that post.
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    Post by Myztyrio Wed May 29, 2013 12:41 am

    It'd be a cool concept. But the entire game should be accessible eventually, regardless of your build.

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