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From Software Elden Ring - From Software's new game with writing by GRRM

Curratum

Guest
According to this thread, this solution seems to be working for a lot of pcs-

Hey, thanks a lot for this! Surprisingly helps a lot! I did everything there except disabling steam overlay and got a big performance boost. Went and tested it out in the area with the Tree Sentinel fight and the stutter was still there, but barely anything at all.

I understand why some people feel underwhelmed by the game, the Demons/Dark Souls formula is getting a tad stale after having played through so many games, and there's little From, or another developer, can do to make it feel fresh again.

At this point, I think it would be a near impossibility for From to create anything that would satisfy certain people. Such is the decadence of our hobby, I suppose. Personally, I can't put this game down. Extremely happy I took a day off work for release.

Also, I think some people need to give the game an opportunity to show what it's made of still. It is very slowly unveiling more and more as I go on. I'm about 14 hours in and I still feel like I'm just peeling off the top layer.

Woah, damn, man! The ONLY thing I did was disable the overlay before reading this and it made the game gain what feels like at least 10 fps. I went from 30-somethings before than to what AMD's software reported as an average of 47 in my last session.

Now I need to do the rest too!
 

hackncrazy

Savant
Joined
Jun 9, 2015
Messages
415
Please tell me what level you guys beat Margit at. Because I definitely went in underleveled and without any weapon upgrades and spent over 4 hours in there. Absolutely pointless but damn satisfying in the end when I finally pulled it off. Those 12k runes put me from lvl 13 to 19. If you consider the average Souls boss generally amounts to 2-3 levels...

I was level 16 at the time, but didn't use any sorcery, summons or anything. My first playthrough in any souls is full melee because it's more enjoyable for me.

Spent about 30 minutes on the fucker.
 

Johnny Biggums

Learned
Joined
Oct 4, 2020
Messages
223
on a similar line, dying because it's impossible to tell if an enemy, that's in the beginner area, is meant for a level 100 character or a level 1 character isn't particularly fun to me, again just tedious. I'd be ok with a little bit of that but really in the starter area I've counted at least 10 instances of this which is way too frequent

I know that concentric difficulty zones and level scaling may have skewed your expectations, but did you really think that the gargantuan, heavily armored golden knight is intended to be beaten at level 1, with nothing but a wooden club? I took one look at that thing and have given it a wide berth ever since.
 

SumDrunkGuy

Guest
I gave the gold knight a few goes. He whooped my ass every time. One of these days I will knock him off that horse and pillage his golden booty.
 

deem

Arbiter
Joined
Oct 3, 2019
Messages
421
I just got to Margit. Seems like a decent boss fight, I'll leave it for tomorrow.

the inclusion of crafting so you don't have to slog your way back to a merchant every time you run out of arrows

I don't like re-stocking and I don't like crafting. I think the superior system would be having all the consumable items work like Estus flasks. Perhaps with a few tweaks like extending your supply of arrows being purchasable at a merchant.

did you really think that the gargantuan, heavily armored golden knight is intended to be beaten at level 1, with nothing but a wooden club?

Nothing in these games works on that logic. I've written a post about it here.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,158
I feel like From made a mistake by introducing the player into a fairly boring openworld, instead of the first castle, which is peak Dark Souls.

Has anyone got to / unlocked the hub / Firelink / Majula area?

The Roundtable Hold is neat and everything is pretty close to each other
 

Ventidius

Arbiter
Joined
Jul 8, 2017
Messages
552
Well, I just beat Margit, so I guess it's as good a time as any to take a break and write down my thoughts. Full spoilers of that boss fight and the antecedent areas ahead.

-In keeping with our tradition of doing everything bass ackwards, I'm going to start with the last bit of content I cleared, Margit. So, this is the first "real" boss (that knight guy in the tutorial cave not even counting as a proper boss even by Asylum Demon standards), and I gotta say, this might well be the most difficult first boss of the modern From games (depends on whether you consider Shigenori or Gyoubu Oniwa es the "real" first boss of Sekiro). The only real contender it has is maybe Gascoine, and I do think that the latter makes for a better first boss overall, but I think Margit is just the tougher fight, and by a good margin.

This guy has a lot of nasty tricks under his belt. For one thing, he does the full Dark Souls 3 bit, complete with long combos, a second phase, a large weapon and model, and a considerable degree of durability by the standards of the point of the point of the game you find him (nothing I fought in the overworld came even close to being as durable, not even the "overworld bosses" that I beat while exploring). He has a ranged option in the form of some "light daggers" that he throws, and this can be quite annoying, as he uses them when jumping out of the way when you try to get behind him (yes, he does that) and, perhaps more aggravatingly, he can throw a couple of them while you are healing. And the AI seems to be preternaturally good at timing the throw right when you start healing. He can be parried, but even with my budding Dex build it wasn't really worth it at this point. Dodging and slashing is how I got him.

He is certainly a noticeable difficulty spike, nothing else that I had faced in the game until that point came even close, and I had explored and fought quite a bit. It's almost as if From is telling the player: "See, we did not casualize it, we didn't sell out." In any case, I wouldn't call him cheesy or unfair. If you've played Soulslikes before, you know the drill. Solid boss fight overall, even if not particularly creative. Certainly worth remarking on at the very least, and if this is a sample of what's to come in terms of bosses, I'm intrigued (if also a bit worried that they will not stray too far from the DS3 school of boss design).

-The overworld is surprisingly good, especially considering that this is FS's first crack at this kind of design. It's definitely more like Dragon's Dogma's overworld than that of TES or BOTW so far. Not a bad thing at all, though minidungeons spread across the landscape a la Morrowind would be nice.

However, we do have enemy camps, and they are very good. Unlike the enemy camps of BOTW or Dragon's Dogma, the ones that I have seen here so far are not like little islands in the middle of an open space with some - almost decorative - earthworks/buildings/ruins thrown in. They are decently sprawling, have twists and turns with chokepoints that have guards and dogs, some even make good use of elevation and terrain, with firebombers placed atop large rocks overlooking chokepoints. There is one section with a giant protecting a barricade as crossbowmen fire at you.

In other words, a lot of that classic Dark Souls synergy between level and encounter design, just incorporated into an overworld. And it works very well, in part because the camps and positions have a very "wargamey" (for the lack of a better term) feel, in the sense of feeling a lot like what a squad of knights and footmen would set up as a defensive position. That adds a plausibility and immersion and makes them feel more like parts of the world, even if at the end of the day, this is very much Dark Souls-style fantasy; complete with that surreal, dreamlike vibe.

I have explored the areas around the lake, and also travelled northeast about as far as the undead hunter NPC that warns you against going into the town with the ghosts. I already mentioned the larger encounters, and there is plenty of them and they are fun. But there are also small groups of enemies you come across while exploring. I was very pleased in this regard, as they seem to have taken a page out of Dragon's Dogma's book and expanded the enemy variety in interesting ways. The flying enemies are more interesting and have better physics than in previous games. The giant bats are fun to fight and even the dragonflies add some variety despite being easy to beat. The land octopus was a a fun optional fight, though that was more of an "overworld boss", and quite different from other enemies so far. There are a few giants you can opt to fight strewn across the landscape, and they seem a bit more sophisticated in their moveset than previous versions of the basic giant. There is some weird giant dude banging his head against the floor in a bridge. He seemed tough at first but went down rather easily.

Most of the overworld seems to consist of enemies and loot, so it's definitely closer to Dragon's Dogma than something like The Witcher 3, which focuses more on things like quests, story, and NPCs. There are a few NPCs and shops around, but they don't seem to be the focus. That said, there are a few interesting secrets and bits of content you come across, with one of the highlights for me being the time I followed the footprints of a ghostly entity as I snuck past giant bears and repelled monkey-like bandits until it led me to some treasure. There is definitely some charm and creativity here, even if I don't expect it to top Morrowind in this area any time soon.

It should also be noted that the non-boss enemies and encounters do feel easier than in the Soulsborne games proper, even if I find them much more interesting than the ones in Sekiro. This, however, has little to do with "casualization" and pandering to journos, and more to do with the very nature of expansive overworlds. The old encounters were so tricky because the space to maneuver offered in a dungeon crawler is rather restricted. Things are quite different in an open area, and the dev can't easily funnel the player into traps, ambushes, and tactically disadvantageous situations. I suspect this will not change dramatically in the coming areas, as I think it is just a feature of open worlds. The enemy designs themselves and the power curve seem reasonable so far.

-The itemization and character progression seem fine so far, though it's a bit too early to tell if this will rival something like Dark Souls 2 on that front. Even so, the itemization clearly jives very well with the exploration, and it feels rewarding early on to even find things like Golden Runes and Smithing Stones. The Warrior set seems rather solid, and these dual scimitars have a very strong dual slash attack similar to that of the Sellsword Twinblades in DS3. I hope that they aren't as OP as the latter were in DS3, heh. All things considered, I suspect it will be a while before I start replacing my current gear.

- Music, atmosphere, and art direction hews closer to DS3 than anything, which shouldn't come as a shock to many. That said, I think it looks better and thankfully much less yellow-filtered-ish, so overall it's one of the better looking From games. I doubt it will beat Bloodborne in this area, but it might have a shot if it ups its game in later areas. I hope there is something like Irythill, at least.

Overall, my first impressions are quite positive, the game just needs to develop the core gameplay loop, mechanics, and content design beyond the basic building blocks presented here and we'll have a worthy entry to the catalogue of modern FS games, one that also has the bonus of being quite unique among this developer's output. I also think this could easily shape up to be one of the best open world games and action RPGs ever made. If I sound so optimistic, it's probably in part because I managed to avoid the huge hype for this game for a long time. I wasn't even sure I'd Day 1 it. I refused to buy into the hype in order to avoid disappointment, but the upside of that has been that I've been pleasantly surprised. Anyway, let's hope they keep up the quality.
 
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SumDrunkGuy

Guest
There's a peculiar thing going on in my game. I'm noticing new enemies showing up in familiar places. I know it's not a time of day thing so maybe I triggered something, some how? Very interedasting...
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
5,543
though minidungeons spread across the landscape a la Morrowind would be nice.

Well you're in for a treat then. Surprised you haven't come across any yet. Dig into those cracks and crevices, friend.

I feel like From made a mistake by introducing the player into a fairly boring openworld

Cannot agree with this. Yeah, up until the first camp and castle gate is fairly standard, but after that this is an extremely exciting open world in my eyes.

the first castle, which is peak Dark Souls.

This, however, I absolutely agree with.
 

gerey

Arcane
Zionist Agent
Joined
Feb 2, 2007
Messages
3,472
I think the superior system would be having all the consumable items work like Estus flasks.
I think I touched upon the same thing a few months before release. Yes, that would certainly be the preferable way to handle things, but that carries its own set of problems.

I like that they at least have included pots as a rechargeable type of item, though I think I understand why they didn't do the same for arrows by giving you a quiver - it would likely have allowed people to cheese the game too much. Then again, that could also have been balanced out.

But yes, in principle I agree, all consumables should be similar to how Estus flasks work - doubly so since I'm one of those people that tends to hoard items to be used for that "perfect" moment that never comes, so I just end up with a lot of useless junk clogging the inventory.
 

SumDrunkGuy

Guest
LMAO just had a Talos moment that felt like it came straight out of Jason and the Argonauts. This MFing game is good.

Edit

And it was all for a fucking character gesture. WTF DUDE!
 
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Curratum

Guest
You all going on about combat and difficulty and scaling and bosses, but the best shit I've seen in this game so far are the spectral white/frosty footsteps that appear in the sand on one end of the Limgrave beach.

This sort of shit is why I wanted to play this game. The sense of wonder, the sense of the mysterious and unknown. I tried to hit a creature that might be invisible and making those steps as it runs in circles. Nothing. Tried standing in its way so it runs into m - nothing.

Fuck knows if X hours later I won't find an item that won't potentially let me see what's going on with this place and that's why I enjoy this type of game. Also, have you heard the guys on the martyr crucifixes at night? And have you seen the exact animation sheep use to flee from you?

I mean, I did leave a negative review over the performance, but this game sure is something... Hope they patch it up to run fine.
 
Joined
May 2, 2012
Messages
570
Played about an hour and a half. No significant stutters here (max settings, 2560x1440 on a Titan Xp).

Started as a Deprived Wretch. Combat seems very DS3. Cave greatsword man got bent in 20 seconds flat.

Nice views in the starting area, anyone else get Dragon's Dogma vibes?

Shiny man on horse and corpse mollusc giant looked a little beyond me at this stage. Went for a beach side stroll instead and met some definitely-not-goblins-OC-do-not-steal. Checked out their cave, clubbed the mooks then got rolled by a double boss with accompanying horde. Classic souls shit. Good place to leave it for tonight.

Positive initial impressions but a little guarded so far. Slight sinking feeling every time an enticing looking cliff or path has another fucking crafting item at the end. Don't like the map either. Intrusive open world stuff creeping in like damp. Time will tell as to whether it rises and rots the whole thing out.
 

Puukko

Arcane
Joined
Jul 23, 2015
Messages
3,953
Location
The Khanate
Re: performance. I think I'm ready to make the case that any issues with stuttering people are experiencing are likely the result of EAC and/or Steam DRM, rather than DX12. I am currently on a cracked copy (it's temporary) meaning I have been running the game without any Steam overlay or EAC. After some 8-9 hours of active play, I can't say I've noticed any stuttering beyond tiny rare hitches that could very well just be fps drops. No more than I'd expect from any modern graphically intensive game on this rig. This is without the shader cache changes mentioned earlier - I only just set it to unlimited now.

My specs:
GTX 1070 (w/ latest drivers)
5600x
32GB (4x8GB 3200CL16)
3.0 NVME
Windows 10

So, recommended (if modest) GPU, above recommended everything else.

At 2560x1440, on medium settings (low where only low/high are available) + ultra textures I get 45-60 fps, generally staying above 50.
Overall, a very smooth experience with no real hitches or stutter to speak of.

Now, the only way to be sure would be to do an apples to apples comparison with a proper copy, but that'll have to wait for the time being.

As a curious addendum, the game uses around 4200MB VRAM with these settings, while gobbling up 14GB of RAM. I don't think I've seen such a discrepancy between the two with any other game before.

I am also concerned regarding the future of any potential mods due to EAC. I don't think many modders are willing to work on large mods that require a cracked copy to prevent bans, even if playing offline. I really hope the Sekiro uncapper fellow gets to work porting it to Elden Ring, though.
 
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Dr1f7

Scholar
Joined
Jan 25, 2022
Messages
1,588
on a similar line, dying because it's impossible to tell if an enemy, that's in the beginner area, is meant for a level 100 character or a level 1 character isn't particularly fun to me, again just tedious. I'd be ok with a little bit of that but really in the starter area I've counted at least 10 instances of this which is way too frequent

I know that concentric difficulty zones and level scaling may have skewed your expectations, but did you really think that the gargantuan, heavily armored golden knight is intended to be beaten at level 1, with nothing but a wooden club? I took one look at that thing and have given it a wide berth ever since.
no? yes? I don't know?
the first boss in dark souls 1 is a giant green demon monster
the first boss in dark souls 2 is a massive tree
the first boss in dark souls 3 is a huge armored mofo who explodes into a giant ooze monster half way through

who knows what the fuck miyazaki is thinking, you can't tell until you hit the boss and see whether it'll take 200 hits with your current equipment to kill it
 

Dr1f7

Scholar
Joined
Jan 25, 2022
Messages
1,588
anyway I decided to just look at an internet map with all the locations marked so I can run straight to dungeons and caves and the game's getting MUCH better. no more "is there a door behind this rock" guesswork boredom
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,827
Location
Australia
Potentially file under "mad because bad" but Margit is not a very fun boss. The constant delayed swings (this has been a problem since DS3 tbf), the attacks which look designed to be punished but actually link into combos (especially that one where he attacks with the daggers if you try to punish from the front) and the ranged dagger attack to block healing all make it pretty obnoxious. I get that he's obviously meant to be literally gatekeeping content as a way of saying "go explore the rest of the map" but this feels like a fight that I will never find enjoyable.
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
5,543
anyway I decided to just look at an internet map with all the locations marked so I can run straight to dungeons and caves and the game's getting MUCH better. no more "is there a door behind this rock" guesswork boredom

Ok, this has to be a troll account.
 

Berengar

Sphere of Many Eyes
Patron
Joined
Sep 5, 2021
Messages
351
Location
Ankh-Morpork
Surprised my ol 980ti is handling this so well at high! Got the same stuttering issues others have been seeing but nothing I've encountered yet has been game ruining for me. Loving this game a whole bunch 6 hours in.

From just can't figure out PC ports it seems can they?
 

Dr1f7

Scholar
Joined
Jan 25, 2022
Messages
1,588
anyway I decided to just look at an internet map with all the locations marked so I can run straight to dungeons and caves and the game's getting MUCH better. no more "is there a door behind this rock" guesswork boredom

Ok, this has to be a troll account.

not trolling the map rocks
have fun running around in open fields for hours searching for dungeon entrances that are hidden off the sides of cliffs tho ur game
or, really, missing out on a bunch of stuff because you just won't find it
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,158
Okay, who else lol'ed when you discovered that the
two fingers were literally two fingers?

:troll: Nice one Fromsoft.
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
Potentially file under "mad because bad" but Margit is not a very fun boss. The constant delayed swings (this has been a problem since DS3 tbf), the attacks which look designed to be punished but actually link into combos (especially that one where he attacks with the daggers if you try to punish from the front) and the ranged dagger attack to block healing all make it pretty obnoxious. I get that he's obviously meant to be literally gatekeeping content as a way of saying "go explore the rest of the map" but this feels like a fight that I will never find enjoyable.
i've come to realization that I'm a decline enabler, because i really don't like bossfight formula Fromsoft been using since Bloodborne/DaS3. They are all similar, they all have a fuckton of health, multiple phases, 10-hits combos, and constant delayed attacks designed solely to catch you off-guard and prevent you from dodging on reflexes. It's not even a matter of gitting gud (i have pretty bad twitch skills tbf), but rather the fact that they all play the same and their gameplay is based around learning patterns like a Pavlov's dog. I much prefer Demon's Souls bosses, gimmicky as they are.

Granted, I haven't really fought Margit yet (died once and decided to explore the world a bit since I was only lv12). He's probably not so bad.
 
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Jinn

Arcane
Joined
Nov 8, 2007
Messages
5,543
Magrit is a bitch of a boss if you try to face him straight, but I don't think he's exactly what you describe there, particularly in regards to patterns. There are some patterns, but part of why he's so difficult is the way he so fluidly shifts in and out of patterns, countering the player in a very natural way, thus making it feel more like a real fight than a lot of past Fromsoft bosses. It's actually really good, and adds another layer of challenge. I think the thing that myself and a lot of veteran players forgot was some of the tools we were taught several hours before. Ashes of War and counters are much more important than they initially seem.

And then of course there is the mounted strategy that Thac0 mentioned earlier in the thread, which hadn't even crossed my mind. That apparently makes the fight much easier, which makes perfect sense because it tends to defang intense combos that enemies can pull off if you're moving at foot speed. Not sure if I like that or will utilize such tactics for unmounted humanoid enemies myself, but something to keep in mind the next time you meet an extremely difficult enemy with a suite of nearly unforgeable combos and counters.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,158
Magrit is a bitch of a boss if you try to face him straight, but I don't think he's exactly what you describe there, particularly in regards to patterns. There are some patterns, but part of why he's so difficult is the way he so fluidly shifts out of patterns and counters the player in a very natural way, thus making it feel more like a real fight than a lot of past Fromsoft bosses. It's actually really good, and adds another layer of challenge. I think the thing that myself and a lot of veteran players forgot was some of the tools we were taught several hours before. Ashes of War and counters are much more important than they initially seem.

Magrit's mostly just too tanky for low-level players and forces them to grind, unless they're willing to kill him a la death of a thousand cuts. Even if I was a good souls player (which I'm not), I don't have the time to hit and run at him a hundred times.
 

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