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From Software Dark Souls 3

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Mar 18, 2009
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the only place that fucked up enemy placements in SotFS is the Iron keep with the horde of knights. the rest is infinitely superior to vanilla

All I know is I attempted to play through vanilla DSII three times, all dropped due to boredom. Once I got Scholar of The First Sin edition I became so hooked I finished the game more times than DS. I guess I just love all those "imbalances".
 
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Perkel

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Bloodborne and DeS are Sony IPs. I'm pretty sure Miyazaki alluded to not make any sequels to these.

VR would probably hint something first-person, but that's just conjecture.

They are contracted for 3 games for Sony either way. They also said that they won't do DS game in a while. I don't think that meant that they won't do DS esque game in a while thus B2 or DeS2
 

Haplo

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Pillars of Eternity 2: Deadfire
Scholar of the First Sin (...) and they made it free for PC users.

Yeah, no they didn't.
Last time I checked they tried to rip me off by making me pay twice for the same game (I don't have the DLCs).

Fortunately I'm too smart for such schemes. :keepmymoney:
 

Morgoth

Ph.D. in World Saving
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Yes, I remember when Miyazaki said they're done with Dark Souls. In the same interview however, he also denied a Bloodborne 2. So most likely, it's a new DS-esque IP that they can keep full control over. From Soft has been acquired by some other publisher, Kadokawa, last year and I think they want to go forward with self-publishing.

I personally would hope for a new King's Field.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
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That would be nice but being contracted for 3 Sony games indicates otherwise. I doubt Fromsoft would be interested in having their own IP competing with the sony backed versions of the same kind of game. So unless sony contracted them to do a trilogy of some completely new kind of game, they're probably making Demon Souls 2, Armored Core 6, and a sequel to one of those for sony. FS's own IP will be some random new thing Miyazaki wants to do just for the sake of doing something different, like a first person shooter or elder scrolls style game. 50/50 odds it's complete garbage, as these things tend to be. I've never been less hyped for this company.
 

praetor

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the only place that fucked up enemy placements in SotFS is the Iron keep with the horde of knights. the rest is infinitely superior to vanilla

If you mean superior just by increasing share number of enemies then yes.
Also only Iron Keep ? Forest of Giants starting areas with twice as many enemies ?
Only good change i saw was introduction of those sneaky motherfuckers from NG+ in that piratebay and some undead hitting treegiants.
Rest of changes are simply monster swaps + more monsters.
Iron Keep is not the outhier. Just standard. Difference here is that Iron Keep Knights are just better than you regular mob.
They increased also amount of summons so it is clear why they did it.

Vanilla + DLC is better than let's swap placements and add more enemies edition.

But i guess if they release new edition of DS2 with even more monsters per sq2 it will be your favotite.


That edition shouldn't even exist. It should be mode in options. Imo it would fit better covenant on NG+ you know which i mean.

oh you colossal dumb fuck.

in the forest they removed the nonsensical heide knight, they put the hollow mobs in an inactive state so that only complete idiots like yourself will cry about "twice as many" as anybody with more than 2 working neurons will never fight more than 1-2 at a time, unlike the immediate 3-4 enemy gangbang in vanilla. "omg omg there's a dozen thrash mobs who die in 2 hits when you fart and you can deal with them 1 by 1!" cried the dumb scrubs in unison...

heide has more enemies, but half of them are passive until you kill the "main" boss of the area (so now you have to think about the way you'll approach the small and previously trivial level... preposterous, i know!). oh, and a dragon (or rather drake) in front of the dragonslayer.

brightstone has much more spiders, but now you can nullify them just by holding a torch.

dragon shrine is 15 times as awesome thanks to the changes i enemy placement and behaviour.

drangleic is cleansed of random nonsense. and that's just a few examples

then there's the fact every sublime dust in the world has a syan knight guarding it. same for king's gates.

and plenty of other small changes like this that make the experience about 999 times better for everybody except extremely dumb idiots (as proven in this very thread)

and not only that, but the item placement makes about 3000 times more sense (both in pacing and lore-wise) and the enemy placement also make more sense lore-wise. there's also some small level changes that improve the thing (added shortcuts, some bonfires are less accessible, some paths are gated behind fragrant branches and both are much more sensibly placed and paced in the world...).

but it's not like a drooling idiot like yourself would even understand such "subtleties" because for you changin one of the key concepts in Souls level design, i.e. enemy placement, is "simply monster swaps + more monsters". your stupidity is truly mind-blowing
 

Cromwell

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Those knights in the Iron keep were very subtle when they all started rushing towards me after I set only one foot in it.
 

Hyperion

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Let's not forget giving Petrified Branches of Yore actual use and rarity, patching up everyone's problem with finite spawns (which solves the Twinkling Titanite and Petrified Dragon Bone problems with it), soul memory, soul level-based arenas, the Pursuer actually PURSUES you, the original lighting effects were brought back, No Man's Wharf shortcut, Forlorn invader (more invaders is always good), Grand Lance available from the start (!!!!), and God knows what else.

The only complaint from the community they ignored was the absurd power of katanas. But hey, it's a Japanese games and you gotta keep the weebs happy so they can continue their Sephiroth cosplay and slow walk away from your corpse after every killl.
 

Perkel

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Reality:

You leave room in which you killed 5 mobs. Then you turn left once and then you have next 5-6 mobs, you again kill them then you move right and then you have another 5-6 mobs. You can repeat it for whole game.
Welcome to DS2 shitty edition where whole idea of exploration and atmosphere goes out window because someone had to balance game around coop (with added 1 more player at the same time at that) instead of single player.

And you using poor AI to justify "well you shouldn't take all of them at once lol" is just proof you are idiot.

Also don't even start with Yore branches. What earlier was stopping your weapon progression until later in game now is open from start and you can get weapons up +6 without spending more than hour with game. So naturally all low level stuff is piece easy.
 

DramaticPopcorn

Guest
the original lighting effects were brought back
Not even close to the demo, actually. Don't even fucking try to lie about this you fuck.

Still severely butthurt about this, having played the PAX/E3/Press demo back in 2013
 

praetor

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Reality:

You leave room in which you killed 5 mobs. Then you turn left once and then you have next 5-6 mobs, you again kill them then you move right and then you have another 5-6 mobs. You can repeat it for whole game.
Welcome to DS2 shitty edition where whole idea of exploration and atmosphere goes out window because someone had to balance game around coop (with added 1 more player at the same time at that) instead of single player.

really? and which rooms would that be? give me one single example of 3 rooms in sequence featuring a total of minimum 15 enemies gangbanging you 5-6 at a time. only one

And you using poor AI to justify "well you shouldn't take all of them at once lol" is just proof you are idiot.

it's proof that you cannot play the damn game. that you're a casual scrub who gets his ass whooped by the lowliest of the low thrash mobs in easy games. it's not poor AI (no souls game has ever had particularly good AI, and DaS2 is no different to the others in the series in that respect), it's enemy placement. and i'm not saying that you shouldn't (actually, i am saying that you in particular shouldn't because you're so colossally stupid you still haven't realised you have opposable thumbs), i'm saying they're placed there that way for a reason (which you still cannot understand. not that i'm surprised...)

Also don't even start with Yore branches. What earlier was stopping your weapon progression until later in game now is open from start and you can get weapons up +6 without spending more than hour with game. So naturally all low level stuff is piece easy.

with this it's just obvious that you have never played either version of the game for more than 5 minutes and you're basing your opinions on reddit posts and video reviews from 2 years ago.

you truly are a dumbfuck of cosmic proportions. not even J_C is this stupid
 

sullynathan

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Perkel might be right. No man's wharf has one room that has 3 enemies in one, then the next room like 7 or 8 just gang bang and follow you. It's right before the fight with the dual bosses.
 

toro

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1309544936001.jpg
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
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Perkel might be right. No man's wharf has one room that has 3 enemies in one, then the next room like 7 or 8 just gang bang and follow you. It's right before the fight with the dual bosses.
You mean those enemies that are terrified of light who you can kill with a torch or simply walk away from into a well lit area?
 

sullynathan

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Perkel might be right. No man's wharf has one room that has 3 enemies in one, then the next room like 7 or 8 just gang bang and follow you. It's right before the fight with the dual bosses.
You mean those enemies that are terrified of light who you can kill with a torch or simply walk away from into a well lit area?
I meant The royal swordsmen in Lost Bastille
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
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Perkel might be right. No man's wharf has one room that has 3 enemies in one, then the next room like 7 or 8 just gang bang and follow you. It's right before the fight with the dual bosses.

NMW is hilarious in Sotfs.

You start area. You have already 2 dudes + dog, then you get to building i think 3, then archer and 2 vygrad or whatever undead and they you hit two homes and you get like 6 dudes coming for you.

In vanilla it was like 2 dudes in house + v undead on roof and 4 dudes from houses + if i remember right that spidershitthing on right in building.

We are talking about 15 enemies compared to like 7.

NMW has transformed from abadoned warf into fucking city with more people per sq2 than tokyo.


Some changes are good like NG+ dudes near end of NMW but overall it is standard Sorfs treatement: more is better fuck level design, logic and atmosphere. We diablo now.
 

Gentle Player

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Perkel might be right. No man's wharf has one room that has 3 enemies in one, then the next room like 7 or 8 just gang bang and follow you. It's right before the fight with the dual bosses.
You mean those enemies that are terrified of light who you can kill with a torch or simply walk away from into a well lit area?
I meant The royal swordsmen in Lost Bastille

As far as I'm aware that section hadn't changed since the original release, other than adding the petrified hollow blocking the door. It's also, in my opinion, one of the game's highlights in terms of encounter design, making great use of the environment. Funnily enough I struggled with that section much more in NG+, despite there being no red phantom additions, as at that point I was overconfident and charged in without making use of the choke-point.
 
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Perkel might be right. No man's wharf has one room that has 3 enemies in one, then the next room like 7 or 8 just gang bang and follow you. It's right before the fight with the dual bosses.

NMW is hilarious in Sotfs.

You start area. You have already 2 dudes + dog, then you get to building i think 3, then archer and 2 vygrad or whatever undead and they you hit two homes and you get like 6 dudes coming for you.

In vanilla it was like 2 dudes in house + v undead on roof and 4 dudes from houses + if i remember right that spidershitthing on right in building.

We are talking about 15 enemies compared to like 7.

NMW has transformed from abadoned warf into fucking city with more people per sq2 than tokyo.


Some changes are good like NG+ dudes near end of NMW but overall it is standard Sorfs treatement: more is better fuck level design, logic and atmosphere. We diablo now.


Nu Male's Wharf is indeed garbage. I just skip it unless if I want the pyro flame in which I case I just run through it.
 

Perkel

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I doubt Fromsoft would be interested in having their own IP competing with the sony backed versions of the same kind of game.

What people need to understad is that From Software isn't publisher. They are developers.

What does that mean ?

They get money from someone for developing game and they develop game and if things go good maybe they get bonus or royalty on each copy sold after that (assuming their contract did include that)

Which means that from their point of perspective despite selling less than Dark Souls 2 or 3, Bloodbourne could be way more profitable for them simply because Sony got them better deal.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
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They are a publisher as well though; they self published the Dark Souls games in japan. So the question is, should they do something like that again if sony is giving them a better deal? Why not just give up on their own IP and take the deals from Sony?
 

Mozg

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Best thing about No Man's Wharf in SotFS is lighting the big torch thing and checking out the cool looking dynamic lighting effects on the cave walls to see what From intended to do with the incredibly shitty looking monotonous textures in DS2 before they nuked the whole lighting element to PS2 levels. I imagine they meant to fix it again when they started SotFS and still couldn't do it and it ended up being mostly just an all-the-DLCs pack.
 

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