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    What do you want the devs to focus on in the next game?

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    Post by FruitPunchNinja Sun Jun 17, 2012 5:20 pm

    Do you want them to focus more on the single player or pvp? I'm torn, i love the single player and would hate to see it be neglected at all just so they can improve pvp. Then again pvp is ultimately the long lasting appeal of the game. I read a few interviews with the creator and i am glad to see he really seems to care deeply about both. He commented on how he pays close attention to pvp(playing himself also) and that he is always thinking of ways to improve it. At the time of the interview he had said the game was not far along enough for him to really comment on the pvp. I guess thats the only good thing about the glitchers/exploiters being so abundant, cause he will be forced to witness some of the "balance issues" for himself. I really would love to see them improve the AI and single player design(not sure if i want it to stay open world or nexus style, i think i prefer open world). That would take a large amount of the effort not leaving too much for pvp, i pray the devs manage to balance the two and create a great game. I feel like demons pvp was/is more balanced then dark,but darks combat was greatly improved. Why they changed items/spells to be so powerful compared to demons is beyond me. Great examples of this are Demons wog VS Dark wog, and Demons master ring VS Dark hornets ring. Sure Demons had running firestorm but that was a glitch comparable to the dragon body bow glitch. I know very similar topics have been posted, but this is more about seeing what people would prefer. A more fine tuned pve experience? Or more focus on pvp?

    Heres just a couple things i personally would like to see in single player:
    1.more humanoid type enemies, i want more areas like boletaria.
    2.advanced AI, less ways to use exploits to kill the tougher enemies/bosses.
    3.balance caster/melee differences. both demons and dark had problems with spells being overpowered in pvp and pve.

    Heres just a couple things i personally would like to see in pvp:
    1.allow host,phantoms,and invaders to all use estus(or w/e healing item is)
    2.greater consideration to balancing, this kinda applys to both pvp and pve imo.
    3.create more alternatives so spell spamming and backstabs are not the best tactics.




    also, did anyone hear about the item that is confirmed being in the dlc that allows you to voice chat? what do you all think of that, im kinda upset by it, i personally hate voice chat in video games. i can see why people would want it though.
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    Post by Buggy Virus Sun Jun 17, 2012 5:45 pm

    If they include PvP and PvE at the same time (which they should, invading is awesome), they have to rebalance it. I don't see why they can't focus on both and just pay attention and do the math to make sure it doesn't get messed up. Obviously the Dark Wood Ring is the best ring for increasing one's mobility. Masks are obviously the most beneficial.

    They should really take time to really flesh out different player options, such as tank builds actually being bigger slower builds and such. I've made threads about how I would like to see this done, but if they balance the disparity between gear and weapons correctly both PvP and PvE should be better balanced.

    Another thing is they should recognize that PvP is a big part of the game, and really smooth out the currently laggy experience. I'm good at parrying, and can hold my own if someone doesn't open themselves up for parries, but if I fight a player with advanced knowledge of the arbitrary backstab system I'll lose 7 out of 10 fights.

    Lastly they need to change up how the areas are set up. They really aren't that big and don't give you a huge dungeon crawling feeling. Even the biggest areas aren't more than four or five rooms. Once you get the handle on an areas basic enemies there isn't much too them.

    Demon Souls may have been "smaller" but it seemed bigger due to the fact that there were more enclosed areas with much more enemies.

    And enemies need to be much faster.
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    Post by WyrmHero Sun Jun 17, 2012 6:44 pm

    That get tested a lot of times so that it doesn't have any type of glitch that could ruin PvP or PvE experience. They should focus more on PvP, balancing all types of builds at any level.
    No <50% equip burden fast roll.
    No masks.
    No backstabs focused battles.
    No estus for phantoms.
    Developers should play some months of the PvP making at least 10 different types of builds and SLs before releasing the game so they can balance everything.
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    Post by bloodpixel Sun Jun 17, 2012 6:47 pm

    I want them to create a boss battle so massive that it makes the Gaping Dragon look like puppy.
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    Post by WyrmHero Sun Jun 17, 2012 7:07 pm

    They should implement cinematic button mashing like God of War boss battles. I think they are really cool and epic. Also a BIG *** super giant.
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    Post by FruitPunchNinja Sun Jun 17, 2012 7:21 pm

    they actually do a lot of testing prior wyrm, games are just very complicated and it would be unrealistic to find every bug in a reasonable time. you may know, but interesting tid bit, maneater mildred wasnt actually made for the game one of the testers was using that set up and invading in blighttown and the devs liked it so much they put her in the game. I wouldnt mind phantoms not being able to use estus if they also didnt get healed by the host(just like invaders) or maybe have it so that if the host heals they also heal the invader(which i remember was a rumor when the game came out). As for the button mashing addition to boss battles, im sorry but i would be so pissed if they added that. I would like to see more human like bosses rather then giant monsters slashing at their ankles(have a few of them still though).
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    Post by Maneater_Mildred Sun Jun 17, 2012 7:59 pm

    Open beta 6+ months before the game ships, let us test the game for you From.
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    Post by Azran Mon Jun 18, 2012 4:16 am

    Yeah, open betas are the best way of getting rid of subtle bugs.

    I'd like them to let phantoms and invaders be able to heal, as a way to even the field of play.
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    Post by eminusx Mon Jun 18, 2012 4:54 am

    what do i want? a fine selection of gnarly Beards in the character creator. . .garrrrr!!!

    They need to build on the key ideas that make Dark Souls such an original experience then really dial them in. The PvE/story experience is utterly unique with the verticality and interlinking game world and online elements being the jewels in its crown. They need to at the very least maintain the difficulty (or maybe offer a 'veteran DS' option for us geeks and obsessives) and keep the story well buried in the world and its characters / architecture.

    Apart from maybe creating a number of dedicated locations, i.e an ampitheatre, giant cage or death pit etc I would pay equal attention to PvE and PvP, theyre both critical mechanics of the game and focussing on one over the other would be a real shame. Its the only game I can think of where the story, co-op & pvp not only merge seamlessly into eachother but really compliment the gameplay, so I think FROM will throw everything they have at the next game and show some love for both PvE and PvP, as they should!

    couple of ideas i'd like to see:

    1 - the same vertically interlinking gameworld but with more variation to allow more exploration, not too much tho to detract from the worlds tightness.
    2 - obvious framerate resolution. . yadda yadda
    3 - anti backstab option, armour? ring? parry?
    4 - beards aplenty (better character creation)
    5 - 'in-world' dedicated PvP locations that link with the story, i.e ampitheatre, pit, giant cage, castle dining hall. . .also maybe with a few ghouls literally 'thrown' in as you battle?
    6 - greater emphasis on your play style without upsetting balance, Tanks should really BE tanks etc
    7 - same voice actors pleeeeease!!!!
    8 - NG+ has additional enemies thrown in or moved about so you dont get too comfy
    9 - the same, beautifully tight swordplay, but maybe an additional move option to make PvP or invader battles less predictable.
    10 - more involvement with NPC's related to your choice of Faith/magic/pyro etc maybe it could be an optional, subtle side-quest with your character development that would impact the final third of the game / ending. The option of 1 relevant, well executed side quest would be a nice change from half a million pointless ones!!
    11 - armour that is influenced by your Faith/magic/pyro status?


    been looking for a thread like this. . .
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    Post by Federally Mon Jun 18, 2012 5:43 am

    WyrmHero wrote:They should implement cinematic button mashing like God of War boss battles. I think they are really cool and epic. Also a BIG *** super giant.

    I kind of want to hate you for suggesting this. Dark Souls is s unique experience, I hope FROM doesn't make it another run of the mill title with ideas like this. Just because you/I/we like something in one game doesn't mean every game should have it.

    On topic, balance is really the key. Elemental weapons are oddly implemented as is and the balance just isn't there. I also think taking strength away from equipment and giving more to the character would make balancing easier. As it stands balancing weapons and armor that maintain their strengths and weaknesses regardless of character level is nearly impossible. Making the character more important then the gear would also help spread build types out further. As is everyone who wants to be most effective is basically the same regardless of SL.

    Lastly, calm down with the *** rings. Most of them are just way over board and literally make or break an entire build. They should be the spice and not the main course.

    Almost forgot. Most important! Don't make another one unless the passion to do so still exists. Demons and Dark ooze passion, you can tell they are made by loving artists, and it's the intangible hook that draws us in. Do not make another one simply to capitalize on success, we will know if its an 'empty' title and you'll loose us.
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    Post by eminusx Mon Jun 18, 2012 5:54 am

    [quote="Federally"]
    WyrmHero wrote:They should implement cinematic button mashing like God of War boss battles. I think they are really cool and epic. Also a BIG *** super giant.

    Federally wrote:I kind of want to hate you for suggesting this. Dark Souls is s unique experience, I hope FROM doesn't make it another run of the mill title with ideas like this. Just because you/I/we like something in one game doesn't mean every game should have it.

    Yeah totally agree with you Fed, DS is unique in many ways and the lack of button mashing and reliance on skill is what separates its combat from the childlike whack-a-mole tactics other games employ. The worst thing FROM could do is dumb down the tight controls, enigmatic storytelling or realistic difficulty and pander to the alleged 'mass market' idea of accessibility!
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    Post by ZikoLogiKa NL Mon Jun 18, 2012 5:57 am

    Im just going to name a few that come to mind

    - Having unique item drops would be a nice added extra (like diablo 2)

    - Hardcore Difficulty

    - More armor-sets

    - Stable framerate silly

    - Leaderboard for all covenants & better ranking rewards

    - Environmental puzzles

    - More Cutscenes , but not too many

    - Statistics (how often you died)
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    Post by Noob-of-Artorias Mon Jun 18, 2012 6:02 am

    For an anti backstab defense, how about having a shield on your back prevents (or at least makes it very much weaker) backstabs?

    Probably a bad idea...
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    Post by Federally Mon Jun 18, 2012 6:06 am

    I think a more advanced AI would be a better substitute for difficulty levels. The game should continue to be able to be completed by weak characters who are played by skilled players, so simply having difficulty levels that multiple HP and damage of enemies would ruin that. A scaling AI would function much better and give us what we want without changing the Souls experience to a Diablo experience. Just imagine if the Knights in the Anor Londo palace were smart enough to defend against a BS and worked together to take you down. This would dramatically improve the experience without going the cheesey route of making mobs have absurd HP and hit like trucks.
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    Post by eminusx Mon Jun 18, 2012 6:10 am

    Noob-of-Artorias wrote:For an anti backstab defense, how about having a shield on your back prevents (or at least makes it very much weaker) backstabs?

    Probably a bad idea...

    nah that sounds entirely logical, there needs to be a way to stop people spamming the BS non-stop, it should be a much more skill / timing-based move like parry. It might also make you think more wisely about how and when you use your shield.

    Might also work by pressing both shield buttons at the same time to swing your shield around and block a backstab?
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    Post by ZikoLogiKa NL Mon Jun 18, 2012 6:12 am

    Well Fed , I agree on a smarter AI

    But I think the enemies on NG+ and beyond should have had double their HP because now , they hit harder , but they die almost just as fast on NG+ then on +++

    ... it becomes more of a hack n slash on second playthrough really
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    Post by eminusx Mon Jun 18, 2012 6:17 am

    Federally wrote:I think a more advanced AI would be a better substitute for difficulty levels. The game should continue to be able to be completed by weak characters who are played by skilled players, so simply having difficulty levels that multiple HP and damage of enemies would ruin that. A scaling AI would function much better and give us what we want without changing the Souls experience to a Diablo experience. Just imagine if the Knights in the Anor Londo palace were smart enough to defend against a BS and worked together to take you down. This would dramatically improve the experience without going the cheesey route of making mobs have absurd HP and hit like trucks.

    the main issue I have with NG+ etc is that it feels like a lost opportunity, its the same characters, in the same spot just, as you say, hitting harder. Improved A.I. would be a massive improvement but I also think it wouldnt hurt to introduce a more random element to the gameplay, if enemies changed position, or were unexpectedly waiting round corners, maybe even introducing a few higher level enemies in surprise spots. It would really invigorate a second playthrough and make it feel like a totally new challenege, also it would most likely be really simple to implement.
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    Post by Forum Pirate Mon Jun 18, 2012 6:22 am

    Heavy weapons (like 10+lbs) being unparryable. the target shield cant parry my dgm, sorry but no.

    Reduce the equipment burden modification stacking, max it at 50%, instead of 130%

    Servers

    Smaller bs hitbox, same as demons is ideal

    parrying thrust weapons should be considerably easier.

    Kill elemental upgraded paths, leave maybe 1 viable nonscaling weapon in each catagory and leave them weaker and or shorter than comparable weapons

    Fix dex, remove its effect on casting speed, don't give it heavy weapons like the mura.

    Focus faith, all healing and support miracles or effects on weapons, rings, and or armor which should be more powerful than currently (except twop), no damaging miracles.

    Focus int, super high damage abilities and weapon buffs, but no support magic.
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    Post by Federally Mon Jun 18, 2012 6:28 am

    Backstab needs to be limited to crit weapons. A guy wielding a massive axe that takes 2 seconds lead up before a swing isn't going to be able to quickly grab my shoulder, knock me to my knees and bash my skull in. It's just absurd. The BS shouldn't be the OHKO wonder it is and it should only be able to be accomplished by the light and fast. Combine this with some weapon balanving and I think you're good to go
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    Post by Federally Mon Jun 18, 2012 6:36 am

    eminusx wrote:
    Federally wrote:I think a more advanced AI would be a better substitute for difficulty levels. The game should continue to be able to be completed by weak characters who are played by skilled players, so simply having difficulty levels that multiple HP and damage of enemies would ruin that. A scaling AI would function much better and give us what we want without changing the Souls experience to a Diablo experience. Just imagine if the Knights in the Anor Londo palace were smart enough to defend against a BS and worked together to take you down. This would dramatically improve the experience without going the cheesey route of making mobs have absurd HP and hit like trucks.

    the main issue I have with NG+ etc is that it feels like a lost opportunity, its the same characters, in the same spot just, as you say, hitting harder. Improved A.I. would be a massive improvement but I also think it wouldnt hurt to introduce a more random element to the gameplay, if enemies changed position, or were unexpectedly waiting round corners, maybe even introducing a few higher level enemies in surprise spots. It would really invigorate a second playthrough and make it feel like a totally new challenege, also it would most likely be really simple to implement.

    I concur. I just wouldn't want FROM to go the way of every other game that has difficulty levels and just modifies enemy HP and Dmg based on your choice. The enemies in NG+ and above are another matter ebtirely though and they could use a boost. NG+ is a breeze for the first half of the game. I also agree that wandering enemies and random enemies should be implemented. FROM does great with the sculpted experience, I quite enjoy the stationary mobs that present well defined and expertly crafted challenges. Though spicing that up with some randomness and/or certain patroling or wandering enemies would be great.

    Also I forgot on my list. If they're gonna include another 'master key' type item, don't make it available until the 2nd playthrough. It nearly ruined my first play through, it just allows you to do so much opposite the intended way and detracts a lot from the first trek through Lordran.
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    Post by ZikoLogiKa NL Mon Jun 18, 2012 6:37 am

    yeah especially with the Hornet Ring so many ''players'' seem to like

    And having random enemies would be awesome , like FROM had in mind with the Black Knights


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    Post by Noob-of-Artorias Mon Jun 18, 2012 6:38 am

    Federally wrote:Backstab needs to be limited to crit weapons. A guy wielding a massive axe that takes 2 seconds lead up before a swing isn't going to be able to quickly grab my shoulder, knock me to my knees and bash my skull in. It's just absurd. The BS shouldn't be the OHKO wonder it is and it should only be able to be accomplished by the light and fast. Combine this with some weapon balanving and I think you're good to go
    Agree'd, perhaps a mechanic where if someone tried to backstab you with a great axe on the wind up your character turns around and ***** slaps them.
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    Post by ZikoLogiKa NL Mon Jun 18, 2012 6:39 am

    yeah that's what we need ,

    a ***slap - riposte animation lol
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    Post by Federally Mon Jun 18, 2012 6:43 am

    ZikoLogiKa NL wrote:yeah that's what we need ,

    a ***slap - riposte animation lol

    I agree. The wind up on most of those big weapons is so long I would have plenty of time to turn around, apply baby powder to my hand and back hand the **** out of them!
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