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From Software Dark Souls 3

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
15,007
Started another run. The entire swamp area (the one with the goats) is uninspired as shit.

I had two invaders which basically "turtled" behind every fucking mob from the invasion area.

I had like 4 hosts which disconnected on low health. I know it sounds strange but it never happened to me before. It's like they unplugged the network cable or some shit.

And I get constantly raped by curved swords. Carthus Curved Greatsword has an insane range and weapon art.
 

DragoFireheart

all caps, rainbow colors, SOMETHING.
Joined
Jun 16, 2007
Messages
23,731
So is quality still the best build in the game?

Magic still looked hampered by the changes and going pure Dex/Str was only decent in the early levels (which sucks compared to Raw Astora Straight sword and gouging Vigor).

Only worth while infusions are Raw, Refined, and Hollow.
 

vortex

Fabulous Optimist
Joined
Mar 25, 2016
Messages
4,221
Location
Temple of Alvilmelkedic
Hype is real. Though, I would like more vertical level design like in DS (Sen's Fortress, The Catacombs) and BB (Forbiden woods).
This first scene reminded me on Skyrim's open maps but better shaded.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
15,007
Finally solo-ed Nameless King with a Great-Axe at level 70. Good stuff.

But then I had to watch this shit.



- bland environment (like half of the vanilla game),
- the same imbecilic mobs taken from BB (these "new" knights must be the most generic mobs from the entire franchise),
- one boss is Sif ... now with extra-rabies,
- the other boss is a human that can be cheesed with a shield,
- "cash-grabbing DLC" (team B had a motivation to prove something with DaS2's DLCs but this one ... not so much).

It doesn't work for me. Hope I'm wrong and the DLC is good.

Edit: Fuck facebook. It's the same video.
 
Last edited:

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
15,007
So is quality still the best build in the game?

Magic still looked hampered by the changes and going pure Dex/Str was only decent in the early levels (which sucks compared to Raw Astora Straight sword and gouging Vigor).

Only worth while infusions are Raw, Refined, and Hollow.

Yep. Quality build is the top build in the game.
 

Hyperion

Arcane
Joined
Jul 2, 2016
Messages
2,120
I was kind of afraid to post that the video really didn't leave me excited whatsoever. Not sure if it's because The Painted World should be left alone, both revealed bosses are carbon copies of Priscilla (who transforms into a giant version one of those dudes with the Pots from Hemwick Charn-- I mean Undead Settlement) and Sif / RRA, or the base game just left a sour taste in my mouth and I don't wanna go back, but it isn't looking good. It's honestly got me a little nervous for From's future titles too.

To be fair, a lot of the DS2 DLC bosses were highly derivative and they were still awesome, but I'll be holding off on this one until well after release for sure.
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,837
Not really excited to come back to the borefest that is DS3. Those DLC videos look boring as hell.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
15,007
[link]

Interviewer: How many DLCs do you plan for Dark Souls 3? Compared to Artorias of the Abyss, how much volume does it have?

Miyazaki: there will be 2 DLCs. This one, and another in early 2017. If you combine both DLC1 and DLC2, the size would be approximately Artorias of the Abyss, or alternatively similar size to a DLC of a SOULS series. Or perhaps a little bigger.

I: In Dark Souls 2, there were 3 DLCs. What new challenges are you trying to achieve for Dark Souls 3?

M: There are a couple of different aspects in Dark Souls 3 DLC that we are trying to achieve, but one of them is a continuation of story between the 2 DLCs. This is something new that we are taking on. Another experiment in Ashes of Ariandel is the snowy field, which is a vast large expansive area that the players must survive through the hordes of enemies. We wanted to provide a different experience that the vanilla game offered.

I: The snowy field looks very barren and lonely. How did you want it to be interpreted by the players?

M: We wanted to create an expansive, open field Dark Souls game. We could have used the motif of a vast desert. However we chose the snow fields because it has an innate tie with the main theme of the DLC. DLC1 contains a very deep lore aspect that we have not explored before in previous expansions. The focus on the strong theme and lore demanded it to be in the snowy field, or it was perhaps the best answer to cater this vision.

For the theme and story, we would like the users to experience it first hand. We have showcased most of the snowy fields but the DLC is not only of snow. There are numerous situations, and for one map it is very large field that we've created. Different elements are interlaced in the maps, and some paradoxical elements exist. Our focus was to blow your imagination.

I: Were the two DLC's lore and story prepared prior to the release of the series?

M: Certainly not. Demon's Souls and Dark Souls have very different themes. However, I believe that the themes I created in Dark Souls can only be completed with Dark Souls 3. Therefore, the theme that Dark Souls 3 has (as well as the theme of the DLC) is from the very inception of Dark Souls franchise.

I: In the test play, there was a hoard of well organised wolves. Why did you decide to include a hoard of enemies?

M: Previously in Dark Souls 3, the concept of field design was much like a dungeon. This time, when we brainstormed how we could create a large expansive area, we added the best of the ideas that were filtered through the drawing board. As a result, escaping around the woods and coordinating to overcome the challenge of hoards is a new challenge that we wanted to present. Our vision is that the increased speed of Dark Souls 3 would augment this playstyle and provide an entirely new experience to the game.

I: Do you have new gimmicks in the stage?

Yes, for example, the floor of snow can collapse. Another aspect is the PvP arena. We have different PvP rules and arenas that are newly added. It will be similar in style to Dark Souls, so you can expect 1v1 and team battles that you can choose the rules from. DLC1 has one simple stage, but we are considering adding more in DLC2

What can you talk about DLC2?

Haha, if I speak too much I get scolded. Firstly, DLC1 and DLC2 are continuation of each other. However each DLC has its different game composition, map, situations and concepts so DLC2 will not feature another snowy map. DLC1's theme is Gothic Horror, and DLC2's theme is digging deeper into the Dark Souls 3 universe

Dark Souls series will end very soon, so what are you trying to achieve to not leave a regret in the DLC?

DLC1 and 2 have different points of focus, but for DLC1 the focus is combat. We explored different ways of combat that was not explored previously and put a lot of effort in designing this aspect. The large field and using new tactics to overcome the challenge is a major point we focused on. The last point we are focusing in the DLC, is that Dark Souls had a few themes that it was unexplored. We wish to elucidate part of the end of the story through DLC1 and DLC2.

Would you like to bring what you learned in Dark Souls 3 development to the next game?

Certainly. As a game designer and as an individual, as well as From Software, Dark Souls is a series that have been supported by the fan's feedback and intelligence. We wish to continue on with what we have learnt. Indeed, it is because of what we learnt we want to create a new IP. Said differently, what we learnt in Dark Souls would be better applied if we took a break from the Dark Souls franchise and challenge ourselves to new IP.

DONE! Feel free to correct me in my translation.

Note: this was before the above was written

I can't translate everything right now, here's a few points of interest:

  • 2 DLCs combined will be the same size of DS1 Arotrias of Abyss edition volume
  • Major focus is strong lore in DLC
  • DLC 1 and 2 are continued storyline
  • Wanted to create a massive open world field, unlike traditional dungeon style Dark Souls
  • PvP arena, similar to Artorias of Abyss edition in DS1.
  • 1v1, team battles confirmed
  • Special PvP map
  • DLC1 will have a simple PvP map, will add more complex maps in DLC2
  • DLC1 theme is Gothic Horror
  • DLC2 theme is more akin to vanilla game
  • DLC1 main focus is to refine battle experience
  • DLC2 focus is to finish story
NB: I could have mistranslated bits, did this in a rush. Please let me know if I've misinterpreted
 

DragoFireheart

all caps, rainbow colors, SOMETHING.
Joined
Jun 16, 2007
Messages
23,731
So I wonder what the new over-powered DLC weapon will be?

Can it top nonsense like Carthus Cancer Sword, Tryhard Twin Swords, and Troll Pole?
 

Hyperion

Arcane
Joined
Jul 2, 2016
Messages
2,120
If the price isn't announced yet, and they go for $10 each, there's no issue. Would help them get content out faster. Lord knows the game won't be active for nearly as long as the original.
 

Malpercio

Arcane
Joined
Dec 8, 2011
Messages
1,534
I keep forgetting DS3 is a thing and has DLC incoming until I happen to see this thread.

Doesn't help that I got it on PS4, so I don't play it online much.
 
Joined
Dec 28, 2012
Messages
6,657
Location
Rape
[link]

Interviewer: How many DLCs do you plan for Dark Souls 3? Compared to Artorias of the Abyss, how much volume does it have?

Miyazaki: there will be 2 DLCs. This one, and another in early 2017. If you combine both DLC1 and DLC2, the size would be approximately Artorias of the Abyss, or alternatively similar size to a DLC of a SOULS series. Or perhaps a little bigger.

I: In Dark Souls 2, there were 3 DLCs. What new challenges are you trying to achieve for Dark Souls 3?

M: There are a couple of different aspects in Dark Souls 3 DLC that we are trying to achieve, but one of them is a continuation of story between the 2 DLCs. This is something new that we are taking on. Another experiment in Ashes of Ariandel is the snowy field, which is a vast large expansive area that the players must survive through the hordes of enemies. We wanted to provide a different experience that the vanilla game offered.

I: The snowy field looks very barren and lonely. How did you want it to be interpreted by the players?

M: We wanted to create an expansive, open field Dark Souls game. We could have used the motif of a vast desert. However we chose the snow fields because it has an innate tie with the main theme of the DLC. DLC1 contains a very deep lore aspect that we have not explored before in previous expansions. The focus on the strong theme and lore demanded it to be in the snowy field, or it was perhaps the best answer to cater this vision.

For the theme and story, we would like the users to experience it first hand. We have showcased most of the snowy fields but the DLC is not only of snow. There are numerous situations, and for one map it is very large field that we've created. Different elements are interlaced in the maps, and some paradoxical elements exist. Our focus was to blow your imagination.

I: Were the two DLC's lore and story prepared prior to the release of the series?

M: Certainly not. Demon's Souls and Dark Souls have very different themes. However, I believe that the themes I created in Dark Souls can only be completed with Dark Souls 3. Therefore, the theme that Dark Souls 3 has (as well as the theme of the DLC) is from the very inception of Dark Souls franchise.

I: In the test play, there was a hoard of well organised wolves. Why did you decide to include a hoard of enemies?

M: Previously in Dark Souls 3, the concept of field design was much like a dungeon. This time, when we brainstormed how we could create a large expansive area, we added the best of the ideas that were filtered through the drawing board. As a result, escaping around the woods and coordinating to overcome the challenge of hoards is a new challenge that we wanted to present. Our vision is that the increased speed of Dark Souls 3 would augment this playstyle and provide an entirely new experience to the game.

I: Do you have new gimmicks in the stage?

Yes, for example, the floor of snow can collapse. Another aspect is the PvP arena. We have different PvP rules and arenas that are newly added. It will be similar in style to Dark Souls, so you can expect 1v1 and team battles that you can choose the rules from. DLC1 has one simple stage, but we are considering adding more in DLC2

What can you talk about DLC2?

Haha, if I speak too much I get scolded. Firstly, DLC1 and DLC2 are continuation of each other. However each DLC has its different game composition, map, situations and concepts so DLC2 will not feature another snowy map. DLC1's theme is Gothic Horror, and DLC2's theme is digging deeper into the Dark Souls 3 universe

Dark Souls series will end very soon, so what are you trying to achieve to not leave a regret in the DLC?

DLC1 and 2 have different points of focus, but for DLC1 the focus is combat. We explored different ways of combat that was not explored previously and put a lot of effort in designing this aspect. The large field and using new tactics to overcome the challenge is a major point we focused on. The last point we are focusing in the DLC, is that Dark Souls had a few themes that it was unexplored. We wish to elucidate part of the end of the story through DLC1 and DLC2.

Would you like to bring what you learned in Dark Souls 3 development to the next game?

Certainly. As a game designer and as an individual, as well as From Software, Dark Souls is a series that have been supported by the fan's feedback and intelligence. We wish to continue on with what we have learnt. Indeed, it is because of what we learnt we want to create a new IP. Said differently, what we learnt in Dark Souls would be better applied if we took a break from the Dark Souls franchise and challenge ourselves to new IP.

DONE! Feel free to correct me in my translation.

Note: this was before the above was written

I can't translate everything right now, here's a few points of interest:

  • 2 DLCs combined will be the same size of DS1 Arotrias of Abyss edition volume
  • Major focus is strong lore in DLC
  • DLC 1 and 2 are continued storyline
  • Wanted to create a massive open world field, unlike traditional dungeon style Dark Souls
  • PvP arena, similar to Artorias of Abyss edition in DS1.
  • 1v1, team battles confirmed
  • Special PvP map
  • DLC1 will have a simple PvP map, will add more complex maps in DLC2
  • DLC1 theme is Gothic Horror
  • DLC2 theme is more akin to vanilla game
  • DLC1 main focus is to refine battle experience
  • DLC2 focus is to finish story
NB: I could have mistranslated bits, did this in a rush. Please let me know if I've misinterpreted





miyazaaaaaaaaaaaaakiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
 
Joined
Sep 16, 2016
Messages
296
Somebody correct me if I'm wrong, but wasn't Artorias of the Abyss something that you could finish pretty fast? I suck at Dark Souls and pretty much play them out of a sense of self-loathing, but I still finished that in a few days of sporadic play. For more dedicated players, that'd probably translate to a few hours over a weekend. I guess there might've been some optional side stuff I didn't see, but given that half of the DLC was reskinned, backwards Darkroot Garden I fail to see it as some sort of high standard when it comes to the amount of content for the price. I mean, is there something I'm missing here, or is Miyazaki just being a twit again?
 

praetor

Arcane
Joined
Apr 27, 2009
Messages
3,069
Location
Vhoorl
well... shortest Dark souls game that feels like tired cashgrab gets shortest DLCs for double price that feels like tired cashgrab. can't say i'm surprised
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,614
Pillars of Eternity 2: Deadfire
Not that I have particularly high expectations of this DLC... but I've never understood measuring game value basing on its length.

Aiming for long duration would only support adding padding, grinding, fedex quests and prolly a few other elements to the gameplay, which generally detract from the experience.
I'll take 5 hours of fun gameplay over a 10000 hour MMO.
 

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