What I really don't want to see in Drk Souls 2

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    What I really don't want to see in Drk Souls 2

    Post by mr_no_face on Sat Aug 03, 2013 6:05 pm

    Stupid Mosquitoes in a giant *** swamp >.<


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    Re: What I really don't want to see in Drk Souls 2

    Post by CakeThiefPro on Sat Aug 03, 2013 6:10 pm

    I kinda want to see the Great Swamp although I hope they make the mosquito things have a spawner you can kill with a certain item or magic or something. I still think the Depths and Blightown/Swamp areas were actually the best to play through because they actually felt finished, you found awesome items and they were the hardest to get through imo


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    Re: What I really don't want to see in Drk Souls 2

    Post by IHateTheFourKings on Sat Aug 03, 2013 6:17 pm

    I like CakeThiefPro's idea of a spawner-like enemy that could be killed, but I'd be equally glad to see them gone altogether. 

    And off-topic, but am I the only one who thinks that the mosquitoes look more or less like shrimp with wings instead of what they're meant to look like?


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    Re: What I really don't want to see in Drk Souls 2

    Post by Forum Pirate on Sat Aug 03, 2013 6:35 pm

    Be grateful.

    It could be giant, club weilding, black phantom alligator zombies that can't be blocked and cannot be dodged because the swamp makes every "dodge" the same as the twop "dodge" animation.

    Blight towns got nothing on 5-1/5-2


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    Re: What I really don't want to see in Drk Souls 2

    Post by MikailArksot on Sat Aug 03, 2013 7:04 pm

    Gankers, modders, hackers, cheaters.


    I'd prefer to not have another Crystal Cave, honestly.


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    Re: What I really don't want to see in Drk Souls 2

    Post by CakeThiefPro on Sat Aug 03, 2013 7:46 pm

    Forum Pirate wrote:Be grateful.

    It could be giant, club weilding, black phantom alligator zombies that can't be blocked and cannot be dodged because the swamp makes every "dodge" the same as the twop "dodge" animation.

    Blight towns got nothing on 5-1/5-2

     5-2 wasn't actually that bad I thought although I'm almost always too leveled by the time I get there I think. Blightown wasn't far off 5-1 due to the blow dart guys.


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    Re: What I really don't want to see in Drk Souls 2

    Post by mr_no_face on Sat Aug 03, 2013 8:11 pm

    lol Demon's souls swamps are some **** >.< probably my least favorite area although the most amusing to be in. the constant misty rain. we need more weather affected areas


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    Re: What I really don't want to see in Drk Souls 2

    Post by Cronotis on Sat Aug 03, 2013 8:44 pm

    CakeThiefPro wrote:
    Forum Pirate wrote:Be grateful.

    It could be giant, club weilding, black phantom alligator zombies that can't be blocked and cannot be dodged because the swamp makes every "dodge" the same as the twop "dodge" animation.

    Blight towns got nothing on 5-1/5-2

     5-2 wasn't actually that bad I thought although I'm almost always too leveled by the time I get there I think. Blightown wasn't far off 5-1 due to the blow dart guys.
    PBWT 5-2 was pretty beast, especially in higher NG+s.  Fighting BP Giant Depraved Ones on a 2 ft. wide patch of dirt.....  ahh good times.


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    Re: What I really don't want to see in Drk Souls 2

    Post by MosquitoPower on Sat Aug 03, 2013 9:31 pm

    I don't want any wimpy NPC red/normal phantoms!

    NPC fight should = Boss fight
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    Re: What I really don't want to see in Drk Souls 2

    Post by Reaperfan on Sun Aug 04, 2013 3:10 am

    MosquitoPower wrote:I don't want any wimpy NPC red/normal phantoms!

    NPC fight should = Boss fight

    BP Rydell and Scirvir were tougher than any non-Maneater-or-False-King boss fight. BP Satsuki is also a bigger annoyance than most bosses, but only because the mofo won't stop grassing lol!

    OT: Things I don't want in Dark Souls? Any equivalent of the Family Masks. The tradeoff for a bonus effect on a piece of armor shouldn't be "it has low defense stats," since those can always be compensated for with heavier armor in other armor slots. The Crown of Dusk did it right with having a coinciding negative status with its positive status, which is something that FROM should think of doing more often.


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    Re: What I really don't want to see in Drk Souls 2

    Post by TheWanderer101 on Sun Aug 04, 2013 4:16 am

    I don't want another hornet ring, I like my fights to last and encouraging players to abuse the back stab mechanic doesn't teach them to improve their tactics, if there is another hornet type ring I would be fine if its just reposts that get the extra damage.
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    Re: What I really don't want to see in Drk Souls 2

    Post by MosquitoPower on Sun Aug 04, 2013 4:37 am

    Reaperfan wrote:
    BP Rydell and Scirvir were tougher than any non-Maneater-or-False-King boss fight.  
    BP Satsuki is also a bigger annoyance than most bosses, but only because the mofo won't stop grassing

     
    I was too much of a softy to ever pick a fight with the non aggressive NPCs in Demon Souls.... other than Old King Doran... and we all know how that went.

    But wow do I remember Satsuki... NG+ and he would kill me in two hits. I would hardly cause any damage on him. What a looooong fight... my nerves were shot at the end of that one. And those other red phantoms from Demons... shudder....

    NPC Character Dark Souls Fixes:
    Danger! Dont look if you have not completed Dark Souls!:

    -Mildred should have had MASIVE hitpoints and been un-stun-able.
    -Knight Kirk should have caused damage on anyone that hit him or bumped into him.
    -Lerooy needed to have splash damage on normal attacks and cast TWOP. 

    -Hollow Crestfallen Warrior...well I guess he needs to stay being a looser....but what a change up it would have been if it turned out was a beast in combat. All his wining was just because he lost his will to fight... not because he is a wimp.
     
    -Cristal Guy in Dukes, all attacks bounce off him like hitting a wall (Sort of like chained prisoner in DLC.)
    -Solare, needs a lot more hit points and have lightning bolts just fly from his eyes (Sort of like the weird globe projectiles in Monk fight in Demons).
    -Latrec... completely unblockable moves and utilizes glitchy back stabs...cuz he don't play by the rules.


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    Re: What I really don't want to see in Drk Souls 2

    Post by tigab95 on Mon Aug 05, 2013 7:23 pm

    No pursuers spell please


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    Re: What I really don't want to see in Drk Souls 2

    Post by Reaperfan on Mon Aug 05, 2013 7:44 pm

    MosquitoPower wrote:
    Reaperfan wrote:
    BP Rydell and Scirvir were tougher than any non-Maneater-or-False-King boss fight.  
    BP Satsuki is also a bigger annoyance than most bosses, but only because the mofo won't stop grassing

     
    I was too much of a softy to ever pick a fight with the non aggressive NPCs in Demon Souls.... other than Old King Doran... and we all know how that went.

    But wow do I remember Satsuki... NG+ and he would kill me in two hits. I would hardly cause any damage on him. What a looooong fight... my nerves were shot at the end of that one. And those other red phantoms from Demons... shudder....

    Pick a fight?  You don't choose to pick fights with Black Phantom NPCs or not, they just attack you indiscriminately lol!

    I would like to see more BP versions of normal enemies.  Gravelording was good in concept, but bad in execution, and not just because it was locked into NG+ playthroughs.  Unfortunately I don't really know what I'd rather them do.  I loved the World Tendency system, but I realize it was kind of convoluted and unnecessary, so I don't think they'd bring it back.

    Maybe make Gravelording a PvE based covenant rather than PvP?  You drop your Eye of Death and it spawns BP enemies in another player's world.  If they die to a BP mob you get the souls as if you'd killed them, but if they kill a BP enemy it counter-curses yourself and spawns a BP mob into your world.  If you kill that enemy, it spawns another BP mob back into their world. You get a game of anonymous enemy ping-pong, facelessly sending more and more enemies at each other until someone goes down.


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    Re: What I really don't want to see in Drk Souls 2

    Post by Serious_Much on Mon Aug 05, 2013 7:46 pm

    I don't want cheap bosses like BoC or Dragon god. If they make a puzzle boss- actually make it a puzzle, and actually make it difficult.

    I don't want exploits like false dead angles (yes im calling it that because I'd be fine with it if they were legit), and toggle abuse. You've got the budget from, now deal with it.

    I don't want any way of fast character creation. As the game steps to even newer heights of popularity I want souls to avoid griefers, hackers and everything in between as much as possible.

    I don't want an arena. I understood what they were trying to do, but it's very presence I felt was a betrayal of their own online system and the concept behind it. In a different form it may be ok, but as is it's definitely not a good thing.

    I don't want there to be a reduction in magic separation. I know it's been confirmed fire has been unified again, but to me it just gives them an excuse to just visually rehash the spells they already have with sorcery and put in zero effort.

    I don't want samey bosses. More variety please. I'm not talking visuals here, most bosses in Dark (pre DLC) were slow (not counting the normal enemy bosses either). The classic stable of "big and bad" was followed, and that would be fine but it was to the letter. You need variety in concept. Vary the kinds of moves, vary the kinds of bosses in terms of aggression, size and nature. Give them unique concepts and ideas back. I miss things like the blind old hero and the stuck in one spot armour spider. It made the bosses easier sure. But it made them more enjoyable and varied.

    Don't make the game biased to dex again. Str need a boost and big time. I want giant weapon slingers to be viable in pvp.

    I don't want dumb miracles. You know what I'm talking about. The second chances and TWoPs of this world should be thrown on the incinerator.

    No more stamina grass- honestly whats the point? it's just like DofE gold (british will understand), it's not a good thing to have it, it's only a bad thing to not.

    I don't want separate FARMABLE healing items. In my opinion there should be none. Only ones that are unique and as said above you cannot get multiples of. In my opinion humanity healing was too far. It just gives a route to go down to make the game too easy PvE.

    There's my list. I'm sure there's others, but thats everything i can think of right now.


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    Re: What I really don't want to see in Drk Souls 2

    Post by Reaperfan on Mon Aug 05, 2013 8:10 pm

    Serious_Much wrote:Don't make the game biased to dex again. Str need a boost and big time. I want giant weapon slingers to be viable in pvp.

    Unfortunately, the difference in usefulness isn't in the game's balance.  It's in the basic concepts of the two strategies.  Strength relies on landing single, powerful hits.  Dexterity relies on movement and speed to land lots of smaller hits.  The mobility and speed of a dexterity weapon simply means it has more options available to it, which in a competitive environment means the player using them has more chances to make things happen, where a strength user has to work harder for any successful hits at all.  This isn't just video game logic, either (though it can be adjusted for in video games via mechanics such as poise), it's basic theoretical strategy.  The one with more options has more opportunites to turn to their advantage.

    EDIT: Something on topic so I don't start a derailing discussion. I want to see one-handed weapons have more usefulness. Going sword and board doesn't feel right when you spend the entire game two-handing the weapon with a shield sitting uselessly on your back.


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    Re: What I really don't want to see in Drk Souls 2

    Post by Serious_Much on Mon Aug 05, 2013 8:20 pm

    Ummmm... In PvE I always go sword and board.. shield is just too useful to not have bounce 

    I agree reaper. I think though that just the way souls is creates the problem- it's based around avoiding damage. Rolling, blocking, spacing.. All tools that we are made so familiar with as our heals are limited. The whole game revolves around the concept of dealing damage without receiving any. Fact is Dex weapons will always be better most likely.. But i can dream silly


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    Re: What I really don't want to see in Drk Souls 2

    Post by Reaperfan on Mon Aug 05, 2013 8:32 pm

    Serious_Much wrote:Ummmm... In PvE I always go sword and board.. shield is just too useful to not have bounce 

    I agree reaper. I think though that just the way souls is creates the problem- it's based around avoiding damage. Rolling, blocking, spacing.. All tools that we are made so familiar with as our heals are limited. The whole game revolves around the concept of dealing damage without receiving any. Fact is Dex weapons will always be better most likely.. But i can dream silly

    It's also why you find yourself two-handing weapons most often. Who needs to block when you can dodge, and if you aren't blocking why aren't you two-handing for increased damage? Shields have their uses and I never play without one, but be honest...when you get even semi-competent at PvE and when you decide to make an offense move on an enemy you're two-handing 85% of the time.


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    Re: What I really don't want to see in Drk Souls 2

    Post by Serious_Much on Mon Aug 05, 2013 8:36 pm

    The way I play pve is floating between parrying for riposted or strafing shield up for a BS, so to be honest my 2 handing is minimum silly


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    Re: What I really don't want to see in Drk Souls 2

    Post by TheMeInTeam on Tue Aug 06, 2013 3:27 pm

    1.  You heal with estus or spells (mostly miracles) only, and lloyd's are still around.
    2.  No Bed of Fake Difficulty, and don't add it to a game that has virtually none otherwise (aside from the occasionally jerky camera stuff which is extremely rare).
    3.  Patch out glitches please.
    4.  Disconnecting while invaded kills you, but invaders have a time limit where they must do damage or contact the host in some way.
    5.  No stamina grass or similar "everyone has this farmed advantage so nobody does"
    6.  Make it difficult/nearly impossible to fast roll with high-tier poise.

    Useful addition that would help get rid of some current issues:

    7.  Arena exists, but you can't use PvE characters there.  You can quickly make arena characters from scratch, but also can't take them to PvE.  Arena can play games with rules setting (or even have randomized ones that are hard-enforced by game code if one prefers), PvE absolutely never does.  This suggestion because duel and invasion play is almost entirely separate even now, and it would lend itself much better to competitive PvP to keep that stuff in the arena.


    Unfortunately, the difference in usefulness isn't in the game's balance.  It's in the basic concepts of the two strategies.  Strength relies on landing single, powerful hits.  Dexterity relies on movement and speed to land lots of smaller hits.  The mobility and speed of a dexterity weapon simply means it has more options available to it, which in a competitive environment means the player using them has more chances to make things happen, where a strength user has to work harder for any successful hits at all.

    Let me show you the real problem:

    Str: http://mmdks.com/3hek

    Dex: http://mmdks.com/3hem

    Str: http://mmdks.com/3hes

    Dex: http://mmdks.com/3her

    "Strength relies on single, poweful hits, dexterity on lots of smaller hits"

    I don't know what game you're playing, but it isn't dark souls if that statement is reality big grin.  Dex weapons are:

    1.  Faster
    2.  Have comparable reach or criticals
    3.  Expose themselves much less to criticals
    4.  Have nearly identical ARs, or are only very slightly lower with the sole exception of the super large, super-slow str weapons.
    5.  Much faster than those huge str weapons, and can combo for more damage than any 1 hit via 2 hits, which take the same amount of time.

    Whiff animation on str weapons is inexcusable for balance/realism in dark souls.  It punishes a weapon class that alreay pays in terms of equip weight and often in reach.  An axe weighs half as much as a washing pole, but has a slower swing, less reach, AND A whiff animation?  WTF?  Even a 3 pound piece of wood has that whiff...it's absurd!

    Str weapons, especially hammers, are even further penalized by a glitch, but that wasn't by design anyway and they'd be too weak even without the glitch.
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    Re: What I really don't want to see in Drk Souls 2

    Post by Myztyrio on Thu Aug 08, 2013 7:48 pm

    Less 5-2, more 3-2.


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    Re: What I really don't want to see in Drk Souls 2

    Post by Forum Pirate on Thu Aug 08, 2013 11:48 pm

    3-2? latria? the only problem i ever had with that was the maneaters knowcking me off the bridge. as a level its pretty easy, at least compared to some of the others.

    2-2, 1-4 and 5-2 (in the opposite order) are where i had the most trouble. 

    5-2 is confusing (the first couple times) and one cannot dodge much of the time, 2-2 has the flamelurk, and 1-4 is really straight forward but the redeye knights are all kinds of strong and have a nasty habit of catching you in groups of 2 or 3 by that point (untill you know their exact aggro ranges,) and old king


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    Re: What I really don't want to see in Drk Souls 2

    Post by Wilkinson3424 on Fri Aug 09, 2013 12:34 am

    Get rid of....

    Poise

    Backstabs

    Dead angling (Make an intended Dead angling feature, or at least a technique to get through shields, without having to spam kick.)

    Toggle escapes

    FPS issues.


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    Re: What I really don't want to see in Drk Souls 2

    Post by Reaperfan on Fri Aug 09, 2013 12:42 am

    Wilkinson3424 wrote:Get rid of....

    Poise

    Backstabs

    Dead angling (Make an intended Dead angling feature, or at least a technique to get through shields, without having to spam kick.)

    Toggle escapes

    FPS issues.
    There was a quote back in one of the developer interviews where they said they cared more about the impact of the moment than the technical limitations of the machine.  If they need to risk some frame issues in order to attempt to deliver a moment in the game they really want to, they'll risk the frame issues.

    I can't remember the exact quote and am too lazy right now to look it up, but I know it's been said that they aren't treating framerate with much priority.


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    Re: What I really don't want to see in Drk Souls 2

    Post by Fayt on Sun Aug 11, 2013 9:46 am

    I never really liked the valley of defilement or blighttown. But I bet just to torture me Fromsoft have developed a new swamp type area that is way more deadlier and depressing than both combined.

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