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From Software How hard Dark souls is compared to some older CRPG titles?

Achilles

Arcane
Joined
Sep 5, 2009
Messages
3,425
"tactical RPGs of yore that challenge your brain" :lol:? Fishing for brofists?

I have played most tactical RPGs of yore and it's simply a matter of gameplay type. Most turn-based games offer no action elements whatsoever,, so the player has to devise a proper strategy in order to win. Even newer, RTwP games don't require skills commonly used in action games. In action-RPGs the things that matter most are the player's reflexes and the ability to quickly react to enemy attacks. These two game types require two different types of skill, hence they can't be compared wich each other.
 

praetor

Arcane
Joined
Apr 27, 2009
Messages
3,069
Location
Vhoorl
I'm speaking for a mage build (who would have access to fall control) that would miss out on Crown of Dusk boost, which is more important.

if you0re a mage build you probably have more than enough att slots to equip both Spears and Masses, cast light and maybe one more spell. and the loss of CoD for the Tomb isn't that bad (you can compensate with the ring). plus, if you're playing a mage you really should go down there last 'cause there's really nothing useful for int characters in that hellhole (except for the silver serpent ring)

It certainly did weapon upgrades better. Bleeding/poison/better criticals with lower damage/better strength or dexterity or both scaling with lower damage/better magic blocking but worse stability for shields. Dark Souls gets rid of all those, and the only thing it adds is lightning/chaos, and neither of those are very interesting at all. Oh, and raw too. I don't think anyone ever has found a good use for raw.

considering how they changed bleeding, it was for the best that they removed it (but i still miss it). with better criticals nobody would use the weapons that have better criticals (unless you restrict it to the weapons that already have criticals... but then every backstab fisher would use those with the hornet ring that would make them extremely OP) and there's the hornet ring anyway. the loss of poison isn't that bad since it makes the gravelord sword useful and you have the poison resin anyway. yeah, raw is flawed/useless (it was supposed to be something like quality in DeS but with much better base damage early on and pretty bad scaling, but since both the drake and astora sword that most players use early on outdamage pretty much any raw weapon, and raw uses large shards which would be better used for normal and armour upgrades it makes it the most pointless and useless upgrade path in the Souls series. the only use i can think of is applying it to the black bow for characters that don't have enough dex). and getting rid of quality, crushing, and the 2 normal upgrade paths was an excellent idea. btw, the magic blocking for shields is still in there (with the addition of fire, lightning, crystal and divine). and there's also the addition of the crystal upgrade path (which is very cool in theory, but the requirement of a slab kinda kills it for me)

DkS also adds alternative upgrade paths for int and faith (with the latter being potentially very interesting if finally somebody does some conclusive tests)

since sorceries are completely broken.
in PvE? maybe (but at least they're waaaay less broken than in DeS). but, unlike DeS, they're next to useless (with the exception of buffs, of course)
 
Joined
Jan 1, 2011
Messages
589
There are reasons for most of them, but it's still boring as hell getting rid of all those upgrades. Dark Souls gets rid of all the special effects and just gives various types of damage, and most of them aren't even good since they're inferior to +15 and an enchant anyway. I wanted interesting upgrades, these aren't interesting. Combining the two basic upgrade paths was a good idea, though, you're quite right. And making it so you don't need to rely on random drops from lizards that don't respawn to fully upgrade things, that was a good one too.
And yeah, I was just talking about using sorceries against Nito. They're pointless against humans since you'll never hit, but damn do they kill bosses quick.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,429
Location
Flowery Land
Also I can't get the sunlight maggot because dieing in that chamber prevents you from getting it (which I wouldn't have done if fall control didn't suck).
 

praetor

Arcane
Joined
Apr 27, 2009
Messages
3,069
Location
Vhoorl
There are reasons for most of them, but it's still boring as hell getting rid of all those upgrades. Dark Souls gets rid of all the special effects and just gives various types of damage, and most of them aren't even good since they're inferior to +15 and an enchant anyway. I wanted interesting upgrades, these aren't interesting. Combining the two basic upgrade paths was a good idea, though, you're quite right. And making it so you don't need to rely on random drops from lizards that don't respawn to fully upgrade things, that was a good one too.
And yeah, I was just talking about using sorceries against Nito. They're pointless against humans since you'll never hit, but damn do they kill bosses quick.

yeah, gravebro Nito is way too easy :(

and i don't really mind the loss of the other upgrade paths because it makes weapons, spells etc that have bleeding, poison or toxin much more unique and actually viable (for example, the GL sword would be added to the already too long list of cool but utterly useless weapons if you could upgrade every weapon to toxin, it makes the poison resin very cool, and if you could get every weapon to 500 bleeding (or anywhere well over 300), the lifehunt scythe and priscilla's dagger would be very useless with that self inflicted bleeding and poor damage). yeah, more interesting upgrades would've been nice, but honestly i have no idea what would that be :) (except maybe adding special attacks like the dragon weapons or ornie's spear or the iron golem axe)

yeah, +15 weapons are better (even without the buff because they need to go through only one defence instead of 2) but that's pretty much only later on when you get your dex and/or str in the late 30ies (which is why hybrid builds reign supreme in PvP and why there are so many darkmooners) and the buffs are very limited (especially the actually useful, more powerful ones that only have 1 use)

Also I can't get the sunlight maggot because dieing in that chamber prevents you from getting it (which I wouldn't have done if fall control didn't suck).

huh? the only thing preventing you from getting it is.. getting it (or dying after killing that one maggot that drops it and doesn't respawn. just like every dropped item :P)
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,429
Location
Flowery Land
Sadly incorrect. It won't spawn anymore if you die in the area it is in. This would be impossible if Fall Control worked, but it doesn't.
 

praetor

Arcane
Joined
Apr 27, 2009
Messages
3,069
Location
Vhoorl
Sadly incorrect. It won't spawn anymore if you die in the area it is in. This would be impossible if Fall Control worked, but it doesn't.

i have died plenty of times to invaders in that place (not once to falling even from the very top to the bottom) and quite a few times to the titanite demon while farming for titanite and the red-eyed maggot was always there (5 different characters so far). i think that's either a glitch in your game or you died after killing it and not collecting it
 

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