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

NJClaw

OoOoOoOoOoh
Patron
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Aug 30, 2016
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Pronouns: rusts/rusty
Pathfinder: Wrath I'm very into cock and ball torture
Yes, you can get away with suboptimal performances if your game is good.

It's not like FS hasn't been criticized since forever for their poor PC ports. But people want to play good games regardless of the framerates.
 

fork

Guest
Damn those japanese. 60fps lock with constant dips below and on top of that runs like an absolute ass and doesn't utilize CPU / GPU properly. They've made a shit ton of money and no proper optimization patches were released to this day.

I remember Arkham Knight was even pulled from the store for such shit, but you can get away with that if you're From Software.

Who cares, the game is shit anyway.
 

vibehunter

Learned
Joined
Feb 1, 2021
Messages
264
Damn those japanese. 60fps lock with constant dips below and on top of that runs like an absolute ass and doesn't utilize CPU / GPU properly. They've made a shit ton of money and no proper optimization patches were released to this day.

I remember Arkham Knight was even pulled from the store for such shit, but you can get away with that if you're From Software.
Doesn't help that they have a primarily consoletard community that excuses or outright defends it.
 

ferratilis

Arcane
Joined
Oct 23, 2019
Messages
2,906
Yes, they can totally get away with it, because they're the best in business at what they do. Name one company that designs games with better combat than that of FS titles, I dare you.

Of course you can't. Stick to Ass Creed, guys.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
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Location
Grand Chien
I mean if you're using Uberhalit's mod then you shouldn't have too many problems. I have a decent rig and I certainly didn't see FPS drops below 60. Bigger issue is that you can't play the game online, though.

Not that I'm defending the shitty port, it's a joke. But, no reason to play the game unmodded, either.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
8,108
Location
Lusitânia
Bloated then?

What about the main dungeons?
I keep hearing that they are some of the best dungeon crawling experiences put out by From - plus some of the images I've seen are actually quite visually striking
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,198
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Bloated then?

What about the main dungeons?
I keep hearing that they are some of the best dungeon crawling experiences put out by From - plus some of the images I've seen are actually quite visually striking
Dungeons are cool enough. Some solid places to explore. Some of the best? That's very subjective. Legacy dungeons are pretty cool.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,756
Location
California
Bloated then?

What about the main dungeons?
I keep hearing that they are some of the best dungeon crawling experiences put out by From - plus some of the images I've seen are actually quite visually striking

No, the open world and traversal feels tacked on. It in and of itself doesn't get the From treatment I was looking for. Many of the boss encounters game me DS2 flashbacks (in how there are so many peppered in the overworld and unceremoniously introduced). It's a buffet table, you're not sure at first where the real highlights are. That's what makes it probably the least memorable From game I've played.
 

Caim

Arcane
Joined
Aug 1, 2013
Messages
17,447
Location
Dutchland
Bloated then?

What about the main dungeons?
I keep hearing that they are some of the best dungeon crawling experiences put out by From - plus some of the images I've seen are actually quite visually striking
The main dungeons are some of the best From has made, yes. Stormveil Raya Lucaria, Volcano Manor, Leyndell, Farum Azula and the Haligtree are the fruits of a decade of them mastering their art. Add in the smaller dungeons like the smaller castles, and the linear underground areas and there's some good stuff in there. Problem is that unlike other From games these areas aren't linked together directly, they are instead seperated from each other by a large open world that is not always that full. Sure there's a few intersting locations that do not fit the linear dungeon bill, but there's interesting things to be found.

As for the smaller dungeons, there are WAY too many of them. In a more linear From game they would be massively reduced in number, taking the best gimmick from each dungeon, each boss appearing only once, and make them interesting enough so that they loop onto themselves or into the next area instead of giving you a teleporter out once you beat the boss. There's one dungeon that does this right: the one right before the Consecrated Snowfield.

An issue with the openness is that enemy scaling is impossible to do. Other Souls games have scaling based on what comes before and you having an expected level, but here it's far more likely that you encounter enemies way above your level. So you are expected to go in a certain direction, without the game clearly telling you what it is. For example, if you were to follow your map's order of locations you go to Caelid AFTER you clear Leyndell, with them arguably being the final areas of acts 1 and 2 of the game. If you follow an early NPC's instructions he will guide you to a teleporter that plops you down right behind a boss that's a challenge for an endgame character. While on the subject of NPCs, while their questlines have always been vague in From games, this one really takes the cake. NPCs move without giving you an indication when they do so or to where, and good luck finishing their quests without a guide.

Elden Ring does a whole lot of things right, but it also screws the pooch in new ways that the older games could not. It's great, but where it rises above its peers it dips belows them just as much. Also crafting anything that isn't arrows or perfume is shit.
 

cruel

Prophet
Joined
Sep 17, 2014
Messages
1,031
Interesting:

https://www.reddit.com/r/Eldenring/comments/tk4vk2/on_elden_rings_enemy_variety_and_how_it_compares/

TL;DR (distinct enemy types in each From game):

Elden Ring - 146 unique enemy types (!)

Dark Souls 1 - Around 67 enemy types.

Dark Souls 2 - Around 69 enemy types

Bloodborne - Around 61 enemy types.

Dark Souls 3 - Around 70 enemy types.

Sekiro - between 50 and 60 enemy types.


And how this compares to some popamole games:

Assassin's Creed Valhalla - Between 25 and 30.

Horizon Forbidden West - Between 40 and 50.

Breath Of The Wild - Around 16.

Ghost Of Tsushima - Around 10.


Mind-blowing, to be honest (even if sometimes it's just a reskin of a soldier with new skills; better than nothing).
 
Joined
Dec 5, 2010
Messages
1,620
^ER enemies felt extremely repetitive, particularly the bosses. The numbers are likely questionable and don't exactly show you the rest of the picture like ER being more than twice as long as some of the other souls games, how much of the game is spent in combat, how enemy positioning is only occasionaly a factor inside legacy dungeons etc.
 

volklore

Arcane
Joined
Jun 19, 2018
Messages
1,905
Personally I had more fun in elden ring than I had in any from soft game since dark souls 1. It has objectively more problems that any of their other games, because the open world doesn't always work with the formula and screws certain mechanics up (resource management is pretty much gone) and it has some usual open world problems in the side content (copy-pasty dungeons and bosses sometimes). But idk, I had tons of fun and enjoyed the lore/world a lot which is something that I didn't care much for since Dark souls 1.
 

BanEvader

Guest
Yes, you can get away with suboptimal performances if your game is good.

It's not like FS hasn't been criticized since forever for their poor PC ports. But people want to play good games regardless of the framerates.
f1cb93506a61bd9a81223575a6776997.jpg
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,446
Location
Grand Chien
Yeah I usually like NKB's videos but I found myself disagreeing with his points a lot in this one. Only halfway through the video so far.
 

Lyre Mors

Arcane
Joined
Nov 8, 2007
Messages
5,437
Watched a bit, but he seems to be more upset with the online culture surrounding the game than the game itself. Also, a disconnect in perception vs an objective evaluation of the game. Didn't care much for the bit of it I watched.
 

Generic-Giant-Spider

Guest
Varre's quest is no longer tied to multiplayer, and some good news for PvP fags

https://en.bandainamcoent.eu/elden-ring/news/elden-ring-patch-notes-106
ELDEN RING Notice of Update Distribution – Version 1.06


We are distributing an update to improve the stability of gameplay and to adjust balance.
We apologize for the inconvenience, but please apply the latest update before you enjoy the game.


Targeted Platform
PlayStation 4 / PlayStation 5 / Xbox One / Xbox Series X|S / Steam


Major Changes Included in the Latest Update​



Additional elements

  • Added the function to send summoning signs to summoning pools in multiple areas, including distant areas.
  • ※When sending a co-op sign to distant areas with this function, summoning pools in “Mohgwyn Palace” will be excluded
  • Added the function to invade a larger area, including distant areas
  • Added a new way to advance White Mask Varre’s questline other than participating in multiplayer invasion by defeating a new NPC


Balance Changes

  • Added the following adjustments to Greatsword, Curved Greatsword and Great Hammers:
  • Reduced the time it takes for rolling to become possible after an attack (Jump attack, dual wield attack and attacks while mounted not included)
  • Increased the motion speed of strong attack and charge attack (mounted attacks not included)
  • Increased Guard Counter’s motion speed
  • Increased the attack speed of Great Axes and reduced the time it takes for rolling to become possible after an attack (Jump attack, dual wield attack and attacks while mounted not included)
  • Increased rolling distance when player has a light equip load.
  • Increased the hitbox of Cipher Pata’s weapon skill “Unblockable Blade”
  • Increased the range of Ash of War “Glintstone Pebble” and “Glintstone Dart” projectile while decreasing the damage and stagger power
  • Decreased the travel distance and invincibility frames of Ash of War “Bloodhound Step” while adding the changes below:
・Reduced performance when used continuously

・Increased travel distance when on light equip load



  • Shortened the activation interval when using “Quick Step” skill in succession, increasing its ability to circle around the enemy when locked-on and add the changes below:
・Reduced performance when used continuously

・Increased travel distance when on light equip load

  • Decreased the damage and bleed build-up of weapon skill “Corpse Piler” when hit with the blood attack. When hit by the blade, the damage is only decreased slightly
  • Decreased the target tracking ability of sorcery “Stars of Ruin”

Bug Fixes

  • Fixed a bug which caused some attacks of “Lucerne” to not pierce enemy’s guard
  • Fixed a bug which made it harder for a two-handed jump attack with “Bloodhound’s Fang” to break enemy’s stance
  • Fixed a bug which caused the effect of “Determination” and “Royal Knight’s Resolve” to disappear after using the “Parry” skill with a dagger
  • Fixed a bug when dual wielding Axe and Greataxe which caused additional effects from Spells, Weapon Skills and Items to not be applied correctly
  • Fixed a bug when two-handing a Halberd which made it harder to withstand enemy’s attack after using guard counter
  • Fixed a bug which caused the physical attack affinity of some weapons to be different from the affinity listed in the description.
  • Fixed a bug which caused the player to become more easily noticed by the enemy when wearing “Deathbed Dress”, even when crouching
  • Fixed a bug which caused charge attack with flail to damage ally character when wearing “Deathbed Dress”
  • Fixed a bug that caused HP to regenerate when switching your equipment to certain type of armor
  • Fixed a bug where the effect added to the weapon upon using “Mists of Slumber” was lost when the player receive an attack
  • Fixed a bug which caused the playable character’s movement to become unstable upon hitting certain enemies with the skill “Ghostflame Ignition”
  • Fixed a bug which prevented player from using “The Queen’s Black Flame” skill’s follow-up attack when performing the skill with insufficient FP
  • Fixed a bug with the weapon skill “Zamor Ice Storm” which allowed player to more easily withstand enemy’s attack when using the skill with insufficient FP
  • Fixed a bug which caused the effect of spells and items added to right-hand armament to occur when using certain weapon skills with left hand.
  • Fixed a bug which caused the FP consumption description of certain weapon skills to be different from its actual FP cost
  • Fixed a bug that allows “Rock Blaster” to not consume any FP when used with a staff on the left hand and no weapon on the right hand
  • Fixed a bug which caused the charged version of “Black Flame Ritual” to consume the same amount of stamina as the normal version
  • Fixed a bug which caused the player to receive less HP recovery from incantations and items other than “Flask of Crimson Tears” when activating the effect of “Malenia’s Great Rune”
  • Fixed a bug which caused the “Opaline Hardtear” to not boost physical damage negation
  • Fixed a bug which prevented the player from jumping mid-air while riding under specific condition
  • Fixed a bug which allowed jump attack with Colossal Weapons while mounted to hit twice consecutively
  • Fixed a bug which caused some signs to appear more than once in the Summoning Pool
  • Fixed a bug which caused the effect of some weapon skill’s attack to persist under specific circumstances
  • Fixed a bug which sometimes caused significant performance issue at “Ordina, Liturgical Town” under certain circumstances
  • Fixed a bug which prevented the player from picking up dropped Runes upon death under certain circumstances
  • Fixed a bug which allowed users to reach certain inaccessible area during multiplayer
  • Fixed a bug which caused the multiplayer area to have different boundary than expected
  • Fixed a bug that causes some enemies to have incorrect visuals and behaviors.
  • Fixed a bug that caused incorrect sounds to be played under certain circumstances.
  • Fixed a bug which caused some areas to make the player unable to move which lead to death
  • Fixed a bug that caused some places on the map to have incorrect visuals and hitboxes.
  • Fixed a bug in some maps that allowed users to reach unexpected locations using certain procedures.
  • Fixed a bug with the PC version which caused click input to occur when equipping Staves or Sacred Seals and switching Windows to active.
  • Other performance improvements and bug fixes.
Other
  • Added the “ERROR” text to unauthorized items
※In update file 1.04, we have fixed a bug that allowed players to pass unauthorized items that cannot be obtained in game to other players

After the distribution of this update file, possession and usage of these unauthorized items will be subject to warning or penalty after a certain period of time.

The fix to invasions has renewed this game for me. Sucks you need to make a build that can handle ganks but at least it works as it should now.
 

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