apologies for the VD-style quoting in advance
I kind of suspect this is the case for a good amount of Dark Souls PvPers, a "baby's first competitive multiplayer" of sorts, which is why their elitism over non-PvPers is so awkward, just look at Serious Business above.
competitive muliti? in dark souls? you mean the 2-3 "tournaments" a year thrown on some forums that have absolutely no meaning even for the participants other than being a bit different than random duels?
the point of DkS multiplayer is not to be competitive or balanced (in the traditional sense). DkS (and DeS, of course) multi is different because it's not "separated". and i'm not sure why you mock SB, because he does raise valid points and highlights how different the whole thing is (other than insulting you, of course
)
Really, I'm not sure why I should be explaining this, but single player challenge is usually different from multi player challenge.
and i'm not really sure why I should be explaining this, but the Souls games don't really have a separate SP/MP challenge, it's all in one package, there are no specific MP-only arenas where you play deathmatches or CTFs or whatever, and their experimentation in the DLC with something like that failed rather miserably, which imo shows the different dynamic of the Souls games
The AI in single player games typically enjoys significant advantages over the player, which allows it to be challenging in spite of behavioral deficiencies. Enemies in Souls are often more durable and stronger than the player, come in groups, and attack in terrain/architecture which benefits them.
the durability rarely comes into play (other than (mini)bosses, of course) since you can usually 2-shot most mobs rather easily, and the more durable ones are extremely slow and predictable, groups can be easily pulled one-by-one, and the terrain advantage is mostly moot after the first time you encounter them (unless you have the memory of a goldfish
)
That said, again, the occasional invasion is fine, it makes the game less predictable. I just don't like the idea of the PvP content overwhelming the PvE, because the latter is what I mostly enjoy Souls for.
well, i on the other hand mostly enjoy the mix of PvE with PvP, making it a rather unique experience (not to mention one of the very very few game that does melee combat properly)
For me, they do outweigh the pros, because I don't much cherish the idea of summoning help when I get invaded; I don't like summoning help in general. This exchange began with you accusing me of wanting all the "pros" of online play without any of the "cons". What I'm trying to explain, is that the "pros" I do use - messages and bloodstains - are quite insubstantial compared to the "cons" - unavoidable invasions - in DS2.
i guess i wasn't clear before, but the "you" in my original statement is a "general you" not "you specifically"
so yeah, objectively, for the average player, the "pros" outweight the "cons" (not to mention that,
as has been repeatedly stated in interviews and previews, there will be ways to avoid being invaded)
Then there are also indirect "cons" in the game's design, like SL1 playthroughs becoming a lot more tedious due to weapon requirements increasing with upgrades, or trying roll speed to agility, which are both unnecessary for a PvE, and apparently necessitated by PvP.
they're already more tedious than normal so whatever. putting artificial restrictions on myself to compensate for the poor AI and make the PvE more interesting is really not my cup of tea, but i wouldn't jump the gun so soon and instantly cry that all the changes i don't like were made with PvP first and foremost in mind (sure they're putting more emphasis on the MP aspect, but from there to saying that "tying roll speed to agility was necessitated by PvP"...)