So many plebs in this topic.
Looks good, although they're getting closer and closer to completely abandoning the art style of the original game (Demons' Souls, that is).
Hey guys just dropping by to tell you I'm not going to play this game
As usual, Namco gives Europe the bitching collectors edition for PC and leaves North America with a goddamn digital download only. It's like they think piracy doesn't fucking exist over there or something.
Dying continuously puts you in a progressively worse position = bad positive feedback loop. If someone is doing poorly, making the game harder for them isn't going to make them play better.That positive feedback loop sounds awful and that coupled with their obfuscation of mechanics means I'll never bother with this no matter how Josh-approved it is.
what is this even supposed to mean?
meanwhileInPoland said: ↑
Roguey said: ↑
That positive feedback loop sounds awful and that coupled with their obfuscation of mechanics means I'll never bother with this no matter how Josh-approved it is.
what is this even supposed to mean?
Dying continuously puts you in a progressively worse position = bad positive feedback loop. If someone is doing poorly, making the game harder for them isn't going to make them play better.
Obfuscation of mechanics = needing to read a wiki on the internet to understand what's going on under the hood so you can make informed character building choices. Challenge through guesswork is dumb. I get the impression this is a series made by dummies who managed to nail real-time action combat but not much else.
Dying continuously puts you in a progressively worse position = bad positive feedback loop. If someone is doing poorly, making the game harder for them isn't going to make them play better.
Obfuscation of mechanics = needing to read a wiki on the internet to understand what's going on under the hood so you can make informed character building choices. Challenge through guesswork is dumb. I get the impression this is a series made by dummies who managed to nail real-time action combat but not much else.
Dying continuously puts you in a progressively worse position = bad positive feedback loop. If someone is doing poorly, making the game harder for them isn't going to make them play better.
It's not a loop. Dying has no effect in itself. Investing in your current "life" yields great rewards, but is costly and lost on death.
Dying continuously puts you in a progressively worse position = bad positive feedback loop. If someone is doing poorly, making the game harder for them isn't going to make them play better.
It's not a loop. Dying has no effect in itself. Investing in your current "life" yields great rewards, but is costly and lost on death.
It's not much different than games that remove all your sweet power-ups on death, but with the added benefit of not throwing you immediately back on the situation that killed you (so you can form a plan), and you get your sweet power-ups back if you can get to the spot where you died without dying again. If you can't even do that...well, you shouldn't be rewarded for sucking that hard, either.
Dying continuously puts you in a progressively worse position = bad positive feedback loop. If someone is doing poorly, making the game harder for them isn't going to make them play better.That positive feedback loop sounds awful and that coupled with their obfuscation of mechanics means I'll never bother with this no matter how Josh-approved it is.
what is this even supposed to mean?
Obfuscation of mechanics = needing to read a wiki on the internet to understand what's going on under the hood so you can make informed character building choices. Challenge through guesswork is dumb. I get the impression this is a series made by dummies who managed to nail real-time action combat but not much else.
Dying continuously puts you in a progressively worse position = bad positive feedback loop. If someone is doing poorly, making the game harder for them isn't going to make them play better.
That's a shallow and uninformed interpretation, though. Yeah, having your maximum health decrease gradually upon death would be a kind of vicious circle, but only when considered in isolation. There are multiple concurrent elements of feedback in Dark Souls, and no doubt also in Dark Souls II, some of which will make the game steadily easier through perseverance and experience. Not only would you get better at playing the game through learning enemy patterns and such, but assuming the game works like the first game, you also get to keep all the equipment that you found before you died, and equipment can be upgraded, which isn't lost upon death. Also, it has been speculated by people in the Souls society that purchaseable consumables (for health and buffs) will play a greater role in DSII, which would give a new way to better one's odds by preparing in advance.
The intended purpose of the health decrease is obviously to make being in Human form, as opposed to the Hollow form, more important in the game. In the first Dark Souls, being in Human form was irrelevant aside of the online aspect, which was clearly in conflict with the fiction of the game and was rightly considered a step down from Demon's Souls both narratively and mechanically. This change is a desirable addition to the basic risk/reward formula of Dark Souls, and in terms of feedback, it also partially offsets what would otherwise be a steady gain in power. For that matter, it will also make it undesirable to keep banging your head against the same rock wall, which disincentivises some degenerate forms of gameplay. Of course, implementation will make all the difference (how much health do you lose per death, how low can you get before it stops, how easy it is to get your Humanity back), but on paper, it reads like good design.
Obfuscation of mechanics = needing to read a wiki on the internet to understand what's going on under the hood so you can make informed character building choices. Challenge through guesswork is dumb. I get the impression this is a series made by dummies who managed to nail real-time action combat but not much else.
That's only true if you're trying to build a competitive multiplayer build, though, which is something the game wasn't really designed for anyway. In terms of playing the game normally in single player, it's exceedingly difficult to make a truly gimped build by accident. That's because character stats are secondary in importance to the equipment you have, and as a result, the major choices about stats are about qualifying for equipment and spells, which are completely transparent in the game. The only game element that really suffers in a major way from lack of in-game explanation are poise and shield stability (which are awkwardly implemented anyway), but as far as single player goes, you'll learn what you need to know just by playing the game. I can understand why you'd be distrustful of a game where you can't see all the numbers, since the world is full of RPGs with game mechanics that allow you to screw yourself over. Dark Souls is an action game, though, and the system is designed for experimentation, so the criticism doesn't entirely apply.
I don't think it gets progressively worse. It's just two states.Dying continuously puts you in a progressively worse position = bad positive feedback loop. If someone is doing poorly, making the game harder for them isn't going to make them play better.
Obfuscation of mechanics = needing to read a wiki on the internet to understand what's going on under the hood so you can make informed character building choices. Challenge through guesswork is dumb. I get the impression this is a series made by dummies who managed to nail real-time action combat but not much else.
Dying continuously puts you in a progressively worse position = bad positive feedback loop. If someone is doing poorly, making the game harder for them isn't going to make them play better.
Obfuscation of mechanics = needing to read a wiki on the internet to understand what's going on under the hood so you can make informed character building choices. Challenge through guesswork is dumb. I get the impression this is a series made by dummies who managed to nail real-time action combat but not much else.
Intelligence governs the Sorcery Power. It also controls the player's attack power for weapons that scale with Intelligence.
NOTE: This stat does NOT increase Pyromancy spells, Pyromancy Power only increases with the level of the Pyromancy Flame. Intelligence only increases the fire damage from punch attacks with the pyromancy glove.
- Sorceries require a minimum intelligence level to cast.(You can acquire without the required stats and even attune the spell, but attempting to cast will leave your character scratching their head, literally.)
I genuinely liked DS; got day 1 collectors edition and shit. But it is essentially like a dumbed down Demon's Souls.