which cast cool shadows in the dungeons & boy howdy do I wish Elden Ring had shadows inside the dungeons, but I guess we will never reach that kind of technologyactually makes light sources useful. Like Dragon's Dogma
This exact same thing happened to me, but for some reason the fight actually re-appeared when I went back to the area much later on. I have no clue what triggered it, but it seems that at least it is possible to respawn it... Somehow.I'm annoyed with the game for the first time. I think I got screwed out of a boss fight.At Redmane castle, the fight against the lion guy where a knight shows up halfway. I tried it a few times and lost, and decided to explore elsewhere for a while. When I returned, the fog wall was gone and there were some NPCs hanging around in the arena. Is there any way to fight them still? I didn't know exploring would cause bosses to despawn. Makes me paranoid about doing stuff when content is just going to be taken away, feels like a punishment for exploring.
I've been finding all sorts of stuff that I missed the first, or even second time through areas.
In a recent interview Miyazaki said this game is what he and From wanted DS to be from the very start, but they didn't have the skills, money and technology to pull it off so they took it step by step.
That's interesting and a little sad to know. I find the structure and content amounts of DS1-3 much easier to digest. I have clear memories of nearly every location and encounter from DS1 and 2 because of how concentrated those elements are in both games. I'm somewhat struggling to hold onto specifics with Elden Ring already.
It's a problem of scale that's a bit like massive CGI action sequences in movies. You can have 1000s of CGI goblins on screen destroying a city or whatever but it’ll struggle for impact or significance due to the overwhelming visual noise. Smaller scale action sequences tend to be a much better watch in comparison precisely because there's a more manageable amount of visual information to process. The filmmakers can better focus on high level details of the craft when shooting it too.
Similarly the amount of raw content on offer in new open world games is huge but almost inevitably diluted compared to a similar title with a more focused structure. There's so much going on that everything just blends together after a while, not helped by occasional repetition of content. Because you’re free to go anywhere pacing just goes out the window unless you’re disciplined enough to impose your own set of restrictions. It must be impossible to maintain a consistent top end level of attention to detail in design once a game world gets to a certain size these days. Too many different assets and people to manage.
Impressed by the effort by From here but as ever it’s the well made major levels & dungeons that really keep me playing.
True, true. Funny enough my girlfriend has just started playing. Interested in how she'll find it as a Soulslike newbie, only halfway through DS1 before she started ER.His judgment on the sheer sense of spooky, atmospheric, cool and awesome action and adventure in those games is probably more accurate and worthwhile than that of us old fucks who have grown too used to overanalyzing everything
Yeah, exactly. You can take one glance at some screenshot from DS 1-3 or BB and you will immediately know what locations it shows. They are very memorable. In Elden Ring though, that's not really possible.In a recent interview Miyazaki said this game is what he and From wanted DS to be from the very start, but they didn't have the skills, money and technology to pull it off so they took it step by step.
That's interesting and a little sad to know. I find the structure and content amounts of DS1-3 much easier to digest. I have clear memories of nearly every location and encounter from DS1 and 2 because of how concentrated those elements are in both games. I'm somewhat struggling to hold onto specifics with Elden Ring already.
It's a problem of scale that's a bit like massive CGI action sequences in movies. You can have 1000s of CGI goblins on screen destroying a city or whatever but it’ll struggle for impact or significance due to the overwhelming visual noise. Smaller scale action sequences tend to be a much better watch in comparison precisely because there's a more manageable amount of visual information to process. The filmmakers can better focus on high level details of the craft when shooting it too.
Similarly the amount of raw content on offer in new open world games is huge but almost inevitably diluted compared to a similar title with a more focused structure. There's so much going on that everything just blends together after a while, not helped by occasional repetition of content. Because you’re free to go anywhere pacing just goes out the window unless you’re disciplined enough to impose your own set of restrictions. It must be impossible to maintain a consistent top end level of attention to detail in design once a game world gets to a certain size these days. Too many different assets and people to manage.
Impressed by the effort by From here but as ever it’s the well made major levels & dungeons that really keep me playing.
I thought the Arcane stat does it?So there really is no "increased item drop" talisman in the game and the only way to get better drops is the silver foot? I mean, fuck me, I've killed a camp with Cuckoo knights in it about 25 times go get the chest piece.
https://steamcommunity.com/sharedfiles/filedetails/?id=2765060616Does anyone know what the softcap breakpoints for stats are yet? I'm working on the assumption that it's around 40 for melee stats