Silverfish
Arbiter
- Joined
- Dec 4, 2019
- Messages
- 3,930
X and Y worked just fine. People just didn't want to adapt to new mechanics.
X and Y worked just fine. People just didn't want to adapt to new mechanics.
No, it fucking doesn't.
There's nothing to adapt to. ADP is a simple points dump, one that turns what should be an entirely player skill-based action (not unlike its cousin, parrying)
There is only one type of person who could possibly approve of such mechanics: The type who likes to grind up points and items until a game becomes trivial.
You are that type of person. Hell, you even listed grabbing a powerful ember early as a big reason why you like Demon Ruins.
Another aspect of DS2's ass-backwards approach to hollowing (which was clearly meant to enable invasions, and absurdly makes struggling players even weaker targets thanks to the health reduction) is "soul memory," which allows twinks who know exactly what they're doing and who haven't wasted one soul to match up with average players who have, very understandably, died a bunch of times, spent souls on excessive arrows and consumables, etc. Their characters will perforce be that much weaker.
As far as I'm aware, soul memory is the sole factor in matchmaking, though the ranges can be different depending upon the activity in question. I'm actually all for ganking and the hilarity and butthurt it can create, but creating a lazy system that tends to feed especially weak targets (missing health from hollowing, wasted souls in soul memory) to dedicated builds is a questionable design decision at best.
Shitting on hollowing, soul memory and ADP? It's like 2014 all over again.
Next thing you'll tell me is that transition from Earthen peak to Iron keep makes zero sense.
if stats barely matter other than giving slight bonuses to HP and damage, then why not just go all the way and make the game an action/slasher?If you're going to make a stat for player input in different circumstances, then why not just go all the way and make the game a classic TB JRPG experience on each combat sequence?
Fallacy. Stats do matter. Do me a favour and go beat every boss with Iron Skins and RTSR. You'll even roll through Smough's buttslam that way.if stats barely matter
they used to matter, but with each new game From made them less and less important. ADP was a misstep, but a misstep in the right direction.Fallacy. Stats do matter. Do me a favour and go beat every boss with Iron Skins and RTSR. You'll even roll through Smough's buttslam that way.if stats barely matter
Yeah, this is why I told people to either fuck off to a DS 2 thread, or admit Dark Souls 1 is superior.they used to matter
So you're taking out every single item/spell that you can equip and changes stats from an RPG, because it can be equipped and can change stats.BTW Iron skin (iron flesh?) and RTSR are equippable items that you find, not stats.
are you seriously saying that DaS1's attribute system is superior to DaS2's one? Because that's not true.Yeah, this is why I told people to either fuck off to a DS 2 thread, or admit Dark Souls 1 is superior.they used to matter
The original dispute was about ADP and character's main stats. I said "stats barely matter", and instead of refuting my words by describing how stats work, you mention utility items. Yes, some of utility items are powerful, so what?So you're taking out every single item/spell that you can equip and changes stats from an RPG, because it can be equipped and can change stats.BTW Iron skin (iron flesh?) and RTSR are equippable items that you find, not stats.
Yes.are you seriously saying that DaS1's attribute system is superior to DaS2's one?
I got owned a few hundred pages back when I took seriously a person just like you saying the exact same thing, and got made fun of for taking in-depth mechanical debates about Dark Souls seriously post 2020, so ever since, I kinda refuse to "describe how stats work". Either you've played enough Dark Souls to know, and you know they do OR you're trolling, in which case I don't really need to answer.I said "stats barely matter", and instead of refuting my words by describing how stats work
I said that adding stats for player-based input is looking down on your player. I dislike Dark Souls 2 for its many, many features inspired by the edgy kids out there, but making a stat that helps a player with their reflexes is:i'm arguing that making main stats more important is a good thing.
I disagree with pretty much everything you're saying there, Silverfish.
You're eliminating player input. Basically taking the "action" out of the ARPG.
I mean, I can understand your "position" when you're blatantly wrong comparing a "Capra Demon at lvl 15 + 2 dogs = Artorias in a coliseum"
Which is why Dark Souls 2 would've been more acceptable as a game of its own, instead of bearing the name of its predecessor.It really does. If you can get over how different it is from its predecessors in some respects, most of DS2's mechanics work pretty well in tandem.
Reducing Artorias into merely a dollar store Capra Demon is a prestigious position here?Sorry to say, but Silverfish holds the prestigious position here.
But that still doesn't really justify opening up hollows for invasion, though? Besides, in DaS1, you can't kindle bonfires unless you're a human.Ds1 would be a better game if hollowing cost some of your hp. As it is, there's really not many reasons to use your humanities. Reversing hollowing basically boils down to opting into multiplayer.
https://darksouls.wiki.fextralife.com/Crestfallen+WarriorIt really makes complete sense that there should be some penalty to being a fucking walking corpse rather than a human.
Tell me; would a fucking walking corpse possess humanities (in context of Dark Souls 2, human effigies)? And the corpses that Crestfallen referred to are truly dead, fixed corpses that can be found across the world.When talking to him while hollowed:
"Oh, your face! You're practically Hollow.
But who knows, going Hollow could solve quite a bit!
Hah hah hah hah…
Hm, what? Restoring your humanity?
Well, there are a few ways to go about it…
Collect it bit by bit from corpses, or you can butter up a cleric, and get yourself summoned.
And the quickest way, although I'd never do it, is to kill a healthy Undead, and pillage its humanity.
Coveting thy neighbour is only human, after all!
Hah hah hah hah…
What are you looking at?
Don't try anything clever. You might regret it."
The very existence of ADP, or at least the way it's executed, balances everything out, as per reasons stated already in the last few pages.are you seriously saying that DaS1's attribute system is superior to DaS2's one? Because that's not true.
DaS1 had END governing both stamina bar and encumbrance, and it also had a shitty useless RES stat.
If that's what you think, then what's the difference between the approach to ADP and the approach to DaS1's Endurance?I'm not saying that Dark Souls is a shitty action game where stats don't matter, i'm arguing that making main stats more important is a good thing.
You're eliminating player input. Basically taking the "action" out of the ARPG.
You can have a mesh between player input and stat integration. DS2 is, conveniently, a good example.
I think either you missed my point or I missed yours because I don't understand your reply to me.Tell me; would a fucking walking corpse possess humanities (in context of Dark Souls 2, human effigies)? And the corpses that Crestfallen referred to are truly dead, fixed corpses that can be found across the world.
I know Dark Souls 2 changed the goal of invasions, but I think Dark Souls 1's approach are far superior (perfect marriage between narrative and gameplay).
Just saw this part. Yeah, I don't think hollows should be able to get invaded. Never said that.But that still doesn't really justify opening up hollows for invasion, though? Besides, in DaS1, you can't kindle bonfires unless you're a human.
You may think this way, but to an average player, it's a huge incentive to hold more than 10 Estus as they go; the longer they go without finding a bonfire, the more they would want to have more Estus. And it also would be much better to have the nearest bonfire kindled, to ensure an abundant amount of Estus for when one is going on a prolonged journey or when fighting a boss might end up being a battle of attrition, instead of teleporting to a kindled bonfire every time you died.As for kindling, yeah, that's true. Pretty minor incentive to go human, though. You don't really need to kindle all that often. I only kindled like twice in my first playthrough. And kindled bonfires remain kindled even after you go hollow again.
I don't mean to be rude but I still don't see what any of this has to do with me saying that there being a HP penalty when hollowed is a cool mechanic.My point here in the end is how they all relates to each other; a perfect marriage between narrative and gameplay, an experience that's way more than a sum of its parts.
It's a cool mechanic (for you), but does it manage to do what its predecessor did? What's the point of imposing HP penalty, an increasing one at that, to hollowed players, AND still opening them up to invasions? Other than making the game more 'difficult', as the buzzword puts it? Is there any particular reason? An acceptable one? Is something in the Lore™ states that as an Undead dies every time, they lose their HP? There's a part that states an Undead loses themselves, but I don't think even the developers meant to conceive it in the form of losing more and more of your HP as you dies while not being a human, no?I don't mean to be rude but I still don't see what any of this has to do with me saying that there being a HP penalty when hollowed is a cool mechanic.My point here in the end is how they all relates to each other; a perfect marriage between narrative and gameplay, an experience that's way more than a sum of its parts.
You can't judge each of its aspects in a vacuum.
What's the point of making it a sequel to another game, if we ought to 'get over how different it is'? I might came across as asking for more of the same here, but what's so difficult about asking them to at least stay true to the spirit of its predecessor?
Reducing Artorias into merely a dollar store Capra Demon is a prestigious position here?
It's a cool mechanic (for you), but does it manage to do what its predecessor did?
What's the point of imposing HP penalty, an increasing one at that, to hollowed players, AND still opening them up to invasions? Other than making the game more 'difficult', as the buzzword puts it?