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From Software The Dark Souls II Megathread™

Cowboy Moment

Arcane
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Feb 8, 2011
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praetor incidentally, do we actually know what the current state of rolling mechanics is? At one point there were supposed to be no iframes on roll, it wasn't affected by equip load, but roll speed was increased by Dex. Recently I've read that it's now the same as in DkS, except Dex increases the number of iframes, or somesuch. Is there any definitive info concerning this? Roll not having iframes would be a monumental change. From watching that recent demo, it certainly seemed like rolling through the Mirror Knight's attacks was a lot more difficult than it would've been in the first game.
 

praetor

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praetor incidentally, do we actually know what the current state of rolling mechanics is? At one point there were supposed to be no iframes on roll, it wasn't affected by equip load, but roll speed was increased by Dex. Recently I've read that it's now the same as in DkS, except Dex increases the number of iframes, or somesuch. Is there any definitive info concerning this? Roll not having iframes would be a monumental change. From watching that recent demo, it certainly seemed like rolling through the Mirror Knight's attacks was a lot more difficult than it would've been in the first game.

afaik, from the beta the guys that tested it saw that roll i-frames were tied to agility and that low/base agility felt sluggish (like the slower mid-roll from DkS i guess) while higher agility made it feel more responsive (iirc, the guy i saw remarked it felt like DkS around 20-25 agility).

although considering the changes from the beta up to the recent playtest as reported in that reddit/gamefaqs linked before, i wouldn't be surprised if it was changed further (considering resistance was scrapped and rolled into another stat). the press embargo ends soon (tomorrow morning?), so i guess we'll know more details then
 

Heresiarch

Prophet
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Mar 8, 2008
Messages
1,451
What? Dark Souls II for PC delayed???

:rage::rage::rage::rage::rage::rage:

So what am I supposed to play? Replaying Witcher 1/2 in preparation for Witcher 3?!
 

praetor

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ok, bored at work so a bit of a recap of info from what i gathered yesterday/today (all are technically spoilers since they spoil the mechanics, but no story/lore spoilers):

  • 8-9 starting classes (thief, pyro, wanderer are gone. it seems we are left with sorcerer, soldier, swordsman, temple knight, warrior, explorer [the new royal?] and 2 more i can't remember/weren't mentioned, probably deprived/barbarian and "gadgeteer"), only 1 starts with a shield, initial stat allocation is "tuned for more roleplaying" (i.e. sorc starts with 3(!) strength), all classes start at SL1
  • chargen seems to be much much better (beards, motherfuckers!)
  • you get 1(!) estus flask at the start after the tutorial, so early hp consumables will be mostly lifegems
  • there are 4 paths from the initial area
  • mirror knight is reportedly one of the first bosses from one those 4 paths
  • no more level-up at bonfires, now you have to get back to the maiden in green emerald herald (retarded decision, imo)
  • bonfire warping is acquired much earlier (thank satan, because of the retarded decision above)
  • soul drops seem to be like unpatched DaS1 (i.e. miserly)
  • 3 weapon slots (per hand)
  • 10 item slots
  • 4 ring slots
  • voice chat ring (supposedly both players communicating need to have it equipped). easily the most retarded addition to a souls game ever, but it's a ring so.. meh
  • option to have either the old "lock on and swing in that direction" from DaS1 or the new more "freeform" one
  • poison and bleed upgrade paths confirmed
  • torches can scare some enemies away
  • burn human effigies at bonfires to stop invasions
  • no more master key gift
  • one item (gift?) you can burn at bonfires to make the gamer harder (self-gravelording?)
  • penalties for disconnecting while invading/invaded (no more alt+f4 for pussies like gouda... but there's also an item that "forgives" the disconnections. hopefully that means a more solid and reliable anti-cheat system. http://imgur.com/qhibhgh <- cheaters banned from offline, yay!)
  • agility and resistance rolled into "adaptability" (also nerfed a bit?)
  • looks like every level will add a bit of HP (vigour is the new resistance?)
  • AI is improved (more aggressive enemies when you heal, attack in groups etc)
  • you can play left-handed (i.e. attack with left, block with right)
  • first (tutorial) boss is
    vanguard 3.0
    (like we didn't see that one coming :))
  • headshots stun into the riposte animation
  • torches last 5-15mins
  • divine blessings seriously nerfed (healing animation takes a loooong time)
  • jumping is either L3 or the old "double tap O"
  • there's some talk of some enemies near bonfires not respawning (or not doing so after a while) to discourage soul farming... i'm not quite sure what that means, all the info was rather vague
  • probably tons of other shit i forgot
edit:

Namco twitter said:
Who's excited for #DarkSoulsII? Would you like to try an exclusive demo with the latest version of the game before launch? Watch this space!
 
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Cowboy Moment

Arcane
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  • no more level-up at bonfires, now you have to get back to the maiden in green emerald herald (retarded decision, imo)
  • bonfire warping is acquired much earlier (thank satan, because of the retarded decision above)

That's a pretty weird decision. What was so unsatisfactory about the DkS system that they felt the need to change it? The game starts feeling a bit disconnected once you get the Lordvessel, so having that earlier on does not excite me much. Hopefully you'll only be able to warp between a small number of bonfires (to move between major areas), and that this will result in a more sprawling level design, since they no longer need to have so many shortcuts. On that note, mentions of puzzles and other non-combat exploration aspects make me hopeful as well; the two main Souls' influences - dungeon crawlers and metroidvanias - both use puzzles to great effect, so they should feel right at home.

Maybe warping will cost resources, so you'll need to be more careful about when you want to level?
 

LivingOne

Savant
Joined
May 5, 2012
Messages
485
Maybe they reintroduced the maiden in black/emerald herald to make leveling up less immediate and discourage people from farming?
 

praetor

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Maybe they reintroduced the maiden in black/emerald herald to make leveling up less immediate and discourage people from farming?

doubtful. it was probably because someone on the team on DeS was a nostalgiafag or something, because that decision will only add to the tedium and nothing else. hopefully there'll be something to make leveling up at bonfires at a certain point in the game
 

praetor

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on the subject of enemies not respawning after a certain amount of kills (from a gamespot article):

I'm told that certain enemies will only respawn near each bonfire a certain number of times, which the PR rep estimates to be about 15. However, you'll need to actually kill them rather than simply respawn at the bonfire for this counter to increase. The developers made this change to stop you from grinding; with no enemies to gather souls from to then spend on levelling up, you are eventually forced to venture into dangerous, unknown territory. This also makes repeated runs to a boss encounter less frustrating

edit:

Miyazoe on DLC said:
"There is definitely potential [for DLC]," he explained. "Again, it's all about fan feedback. Right now we are concentrating on completing what we've got, but I think there are next steps on how we can expand on Dark Souls 2.

"So I'm not really ready to say look forward to more information, but I think the potential is definitely there."
 
Joined
Jan 1, 2011
Messages
618
  • burn human effigies at bonfires to stop invasions
That's a good idea. It makes a lot more sense to pay to stop people from murdering you rather than having to pay to enable them to like in DeS/DaS. Doubly good since effigies have another use, so now you have to choose what's more important.
 

praetor

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moar info:
  • characters make lots of meta-references to your losing your souls by dying over and over
  • durability is more important (shit degrades faster)
  • ring that you can inscribe with the name of a Diety; when you wear it, it makes it easier to invade other players with that same Diety on their ring (Codex God? :P)
  • some framerate issues in wide open coastal areas
  • can use all Soul consumable items at once
  • new Crow NPC in tutorial area; different voice
  • can change/alter your character's appearance in some way during the game
 

DragoFireheart

all caps, rainbow colors, SOMETHING.
Joined
Jun 16, 2007
Messages
23,731
moar info:
  • characters make lots of meta-references to your losing your souls by dying over and over
Amusing.


SCRAPING SPEAR PLEASE!?

  • ring that you can inscribe with the name of a Diety; when you wear it, it makes it easier to invade other players with that same Diety on their ring (Codex God? :P)
Interesting. Convent wars?

Coastal areas? CAN I HAZ SWIM?

Holy shit From it's about time.

I can drop items near it for pretty shiny shit?


  • can change/alter your character's appearance in some way during the game

Amusing.

EDIT:

there's some talk of some enemies near bonfires not respawning (or not doing so after a while) to discourage soul farming... i'm not quite sure what that means, all the info was rather vague

Probably means that soul farming, while doable, will be much harder and/or inconvenient. Making all enemies stop re-spawning after awhile would break the game. OR the reviewers are retarded and it's going to be the same thing like in the previous games (super strong enemies like Black Knights don't respawn, etc).

Which class will be the new "Royal". DeS it was Royal (duh), in DKS it was the Pyromancer.
 
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Cowboy Moment

Arcane
Joined
Feb 8, 2011
Messages
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Commentary free:



A few nice points of incline I noticed:

- Flasks don't heal instantly, so no more chugging with high poise while facetanking an enemy. This was probably known for a long time, but I completely forgot about it. Drinking animation also seems slightly longer.
- It seems like if you get your shield knocked away, stamina doesn't start regenerating until after the stagger animation is over, which is more punishment for poor stamina management.
- Stamina regen feels slightly slower in general, not sure about this one though.
- Charging grab attacks. :smug:
 

DragoFireheart

all caps, rainbow colors, SOMETHING.
Joined
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Messages
23,731
But which class will be the new Royal? Melee/magic hybrid that is the easier class to start off with.

I'll be sad if they don't have one this time. Some things should be a little bit better than others. All the classes shouldn't be equal (assuming equal player skill). Some classes should be good and others should be shit.
 

DragoFireheart

all caps, rainbow colors, SOMETHING.
Joined
Jun 16, 2007
Messages
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Guy is quite good at dodging, but sucks at using his shield. Pretty much every time he dies in this video, he could have saved himself by raising the shield.

Probably played too much Demon's Souls, thinking dodging is the answer to everything. Sometimes dodging is better, sometimes blocking is better.

And sometimes, cheesing that big ass Demon with ranged attacks is best. FUCK YOU TITANITE DEMON!
 
Joined
Feb 13, 2011
Messages
2,234
  • no more level-up at bonfires, now you have to get back to the maiden in green emerald herald (retarded decision, imo)

i doubt thats the only way to level up. guy from giantbomb killed that lady the very first time he met her and she did not respawn like maiden in black in demos soul. i doubt From would make such an essential npc killable( like kathe/frampt).

i think they are trying to mix nexus with firelink shrine. this majula village seems to be like a place where all useful npc live/gathere (like in nexus) but at the same time its not so artificially disconnected from the rest of the game world. there are 4(?) different paths from village like in firelink shrine.

so far pure :incline:


http://www.totalxbox.com/70392/previews/dark-souls-2-hands-on-seven-reasons-for-fans-to-worry/

xboxfaggot complaining about random spawns of some enemie called "Pursuer":patriot:

As the name suggests, it's a kind of Dark Soulsy Nemesis, who will appear to fight you at specific intervals during the game - and this makes me a little wary.Don't get me wrong, I love the idea of an enemy that never stops chasing you, but I do worry what this unknown element could do to my carefully laid plans and tactics

more info:

Hollowing is a gradual process now

Even though Dark Souls’ story featured NPCs who were slipping gradually into a hollow (undead) state, you as a character were always either living or hollow depending on whether you’d used humanity points to revive at a checkpoint bonfire. It was very much a binary heads-or-tails proposition. Dark Souls 2 does a better job of capturing the gradual nature of the hollowing process by both reducing your pool of HP and degrading your visual appearance with repeated deaths. I started out playing as a beautiful female knight, but after a few deaths, her eyes started to glow. A few deaths later, her skin became grey and wrinkled. By the time I finally reached the 50% limit of health reduction, only straggly tufts of hair remained on my scalp, giving the appearance that I’d ripped most of it. I found this slide far more emotionally compelling than the living-hollow light switch of the game’s predecessors.
There’s almost co-op this time
The game’s producer Takeshi Miyazoe gave a brief presentation before the hands-on time and offered a few clarifications about some of the game’s online features. Even though there’s still no straightforward co-op option, there’s an item called the Name-Engraved Ring, which allows you to choose which of the game’s gods you’ll pledge fealty to. If you and a friend playing online both revere the same god, there’s a much better chance that a summoning sign will pair you together. When I followed up with Miyazoe after the presentation, he assured me the ring would break after a limited number of uses.
Griefing others will cost you
Dark Souls 2’s invasion system has been refined to make it fairer. If you choose to grief other players by invading their worlds, you will now automatically accrue sin points, which will make you a more frequent target of invasion. There’s now a hierarchy in terms of your chances of being invaded. High-sin players have the greatest chance of being invaded, then players currently engaged in co-op, then living solo players, then undead solo players. Even though the shocking news that hollow players could be invaded is accurate, the chances of it happening are fairly remote.
The world’s more populated
The world of Dark Souls 2 feels much more lived-in and populated with NPCs. In the opening minutes of the game I encountered a brightly lit cottage within a dark cavernous space – unnervingly echoes of Hansel & Gretel. Inside were four different characters, three elderly retired Firekeepers who fixed their milky, disgusting cataracts-covered eyes on me and opined on the curse I bore, and a serving girl with multiple snippets of dialogue. I had to engage certain NPCs in dialogue three or even four times to hear all of what they had to say.

Then just outside the tutorial area, I stepped out into bright light where I found a sun-kissed coastline, lapping waves, and an honest-to-god settlement. There was a chatty merchant in one shop who told me about his journeys. There was a sorrowful adventurer sitting by an obelisk who shared his tale of woe. And there was a woman who provided me my first Estus Flask. Then I found a Scottish knight who was sitting on the ground, stumped over how to enter a nearby locked door which another poor wretch had apparently been turned to stone while trying to open. Dark Souls 2 feels less lonely. And I can a larger and chattier NPC population bringing the story elements slightly more aggressively to the fore.
There’s investigation as well as exploration
There’s a detective element to Dark Souls 2 that feels new to the series and offers a more explicit reward for player exploration than simply finding a bit of loot on an out-of-the-way corpse or treasure chest. When I inspected the reverse side of the aforementioned obelisk, there was a worn etching that I was invited to press a button to investigate when I stood in close enough proximity. Even though my attempt to read it was unsuccessful, it seemed pretty obvious that there was some item I needed to be able to elucidate the characters and would uncover later in my quest. Finding special items and combining them with environmental features could add a host of novel interactions to this game that go beyond the core combat. When I created my character in the Firekeepers’ cottage, I had a chance to select a gift from a list of options. One of those options was a petrified lump. I want to know what that item does. I wonder if I needed to rub it against that obelisk inscription
It’s had a huge make over

Dark Souls 2 is an incredibly beautiful game. The lighting is exquisite and far more dynamic than previous Souls games. Characters look far more detailed. The game’s opening cinematic is itself a marvel of pre-rendered CGI theatre. Namco Bandai has clearly poured a substantial amount of cash into the development of this game and it shows. Miyazoe assured me that it was the company’s biggest and proudest hope for their 2014 lineup. High stakes is what Dark Souls is all about.
 
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Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
But which class will be the new Royal? Melee/magic hybrid that is the easier class to start off with.

I'll be sad if they don't have one this time. Some things should be a little bit better than others. All the classes shouldn't be equal (assuming equal player skill). Some classes should be good and others should be shit.

The temple knight was it? The one with the cape and the halberd + soul arrow thing. Really tho I think Royal was OP cuz of that fuggin mana regen ring.
 

LivingOne

Savant
Joined
May 5, 2012
Messages
485
In Dark Souls II, you might come across a foe called The Pursuer. I first encountered him on top of some castle ramparts - a giant freaking eagle swooped down and plonked this hulking, armoured figure right in front of me. The Pursuer is huge, fast and exceedingly deadly, and obviously, it killed me in seconds. But, when I resurrected at a bonfire and went back to the spot where it had first appeared, neither the foe nor its eagle were anywhere to be seen. As the name suggests, it's a kind of Dark Soulsy Nemesis, who will appear to fight you at specific intervals during the game - and this makes me a little wary.

Don't get me wrong, I love the idea of an enemy that never stops chasing you, but I do worry what this unknown element could do to my carefully laid plans and tactics. Miyazoe says that the development team is wise to this, however. "There are specific points where he will turn up," he told me. "One of the things about a game like Dark Souls is, we didn't want to randomise very many things, just because we wanted players to learn from what they did and take on different strategies. When something is randomised, you have a different strategy in mind and you go there, it's hard to adapt." So the Pursuer will tail you, but he/she/it won't drop in at completely random intervals. Still though, you better hope you can adapt your strategy when he does crash the party - take it from me, the dude's hella tough.

Reminds me more of:
Death.png
 

aris

Arcane
Joined
Apr 27, 2012
Messages
11,613
Griefing others will cost you
Dark Souls 2’s invasion system has been refined to make it fairer. If you choose to grief other players by invading their worlds, you will now automatically accrue sin points, which will make you a more frequent target of invasion. There’s now a hierarchy in terms of your chances of being invaded. High-sin players have the greatest chance of being invaded, then players currently engaged in co-op, then living solo players, then undead solo players. Even though the shocking news that hollow players could be invaded is accurate, the chances of it happening are fairly remote.
:incline: Justice for griefing faggots, and better for me who don't intend to do a lot of invasions. Let the griefers grief eachother. Even better would be if you could invade the griefers 2 or 3 at the time, gank the motherfucker.
 
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Sunsetspawn

Arcane
Joined
Feb 10, 2013
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New York
  • burn human effigies at bonfires to stop invasions
That's a good idea. It makes a lot more sense to pay to stop people from murdering you rather than having to pay to enable them to like in DeS/DaS. Doubly good since effigies have another use, so now you have to choose what's more important.
Ah yes, first you pay five dollars a month to allow invasions, then you pay in-game farm-able currency to prevent them.
:retarded:
Probably means that soul farming, while doable, will be much harder and/or inconvenient. Making all enemies stop re-spawning after awhile would break the game. OR the reviewers are retarded and it's going to be the same thing like in the previous games (super strong enemies like Black Knights don't respawn, etc).

I would assume the reviewers are retarded. Souls are disposable; you can lose them permanently if you die often and these games are built around death. If souls are both disposable and nonrenewable some players may find themselves gimped and possibly unable to progress. You know what though, I think From revels in the idea of people breaking their consoles in frustration, so maybe they will make souls nonrenewable.
 

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