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

Skinwalker

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There's no illusory wall in fake Mohg's boss room.
And how do you access the frenzied flame? Where is the fingerprint shield located and how do you reach it?
A trick alcove that slides down when you hit it. Not an illusory wall. :smug:

The only bullshit regarding Malenia is that waterfowl attack she does. Everything else is fine.
You must not use a shield.
 

Child of Malkav

Erudite
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A trick alcove that slides down when you hit it. Not an illusory wall. :smug:
Bruh, don't play games with me. After you kill fake mohg you hit the wall behind the chest and it lowers, showing you the access to that entire tower like structure where you go down and pick up the shield along the way.
You must not use a shield.
You can out damage her heal. And I did use a shield when I tested a few things but I was more preoccupied with wfd instead.
 

Skinwalker

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A trick alcove that slides down when you hit it. Not an illusory wall. :smug:
Bruh, don't play games with me. After you kill fake mohg you hit the wall behind the chest and it lowers, showing you the access to that entire tower like structure where you go down and pick up the shield along the way.
Yes, but an altar that recedes into the ground and stays there is not the same as an illusory wall, which just disappears into thin air. It's a trick wall, not an illusory one.

:happytrollboy:


You can out damage her heal. And I did use a shield when I tested a few things but I was more preoccupied with wfd instead.
I found that Malenia healing herself by hitting my 100% physical damage resistance shield far more bullshit and infuriating than the gravity-defying anime attack, which I eventually learned to mostly dodge and/or survive.

Not sure if I still feel that way when I get to her the 2nd time. Maybe I'll just respect into a sorcerer and blast her with
QXSSHFAZMY-4.png
to save myself the time.
 

Odoryuk

Educated
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Yes, but an altar that recedes into the ground and stays there is not the same as an illusory wall, which just disappears into thin air. It's a trick wall, not an illusory one.
Do Margit's/Mohg's Shackles activate them, like they activate ordinary illusory walls? I think I found that secret only thanks to messages near it, but when playing offline using the item that was designed for said boss would be a neat way to lead the player. Unless the wall activate only when the boss is defeated, which could be the reason why they made it this way, and not just an illusory wall.
 

Cryomancer

Arcane
Glory to Ukraine
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Did you try using the night spells, in particular Night Comet combined with the Staff of Loss? Late game bosses will dodge all spells but not these ones and they are decently powerful. You then can pretty much skip phase 2 if once she does her big rot flower attack you use Comet Azure + the magic crystal tear and cerulean tear combo while she is still on the attack animation.

Yep. I tried night spell but not with the staff of loss in my other hand. Comet Azur, I had very few openings to use it.

Many people say that ER is too hard but honestly I only had troubles with her in my second run. In my first run, one boss which gave me a lot of troubles was fire giant. But in my second run, I can defeat him hitless. Sorry for the lag in the video bellow. I recorded in Lnux and IDK why the recording is different than the gameplay.

 

Skinwalker

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I used Mohg's shackles on fake Mohg, and they not only failed to activate the trap wall, but did nothing to fake Mohg either. Not that he was hard to beat, or anything (the real one kind of was on my 1st playthrough, until I remembered that there's a special wondrous physique tear that is for that one boss fight, because they couldn't balance it properly I guess).

"Un! Dos! Tres! Maria!" - Mohg, Lord of Blood
 

Child of Malkav

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Yes, but an altar that recedes into the ground and stays there is not the same as an illusory wall, which just disappears into thin air. It's a trick wall, not an illusory one.
Are you for real? This has to be a troll.
Maybe I'll just respect into a sorcerer and blast her with
QXSSHFAZMY-4.png
to save myself the time.
Don't kamehameha her. She dodges a lot. Use rock sling, magic glintblade and especially night sorceries like night comet powered by staff of loss. She doesn't dodge those. Also hoarfrost stomp. Still works after the nerf.
 

9ted6

Educated
Joined
Mar 24, 2023
Messages
903
NPCs should be non-attackable at all times. Like, your weapon should just pass through them without interaction, and with no acknowledgment by the NPC. It didn't really happen. That way there would be no need for enforced tranquility areas.

If you want to attack a non-hostile NPC, you should have to use a special item that enables that function for a few minutes. Call it "thorns of derangement", give it unlimited uses and put it right next to the pointless item that kills you and deletes your souls/bloods/runes if you use it, which they have in every soulsgame for some reason.
Or at least give you the option to revert like Morrowind.
 

Skinwalker

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NPCs should be non-attackable at all times. Like, your weapon should just pass through them without interaction, and with no acknowledgment by the NPC. It didn't really happen. That way there would be no need for enforced tranquility areas.

If you want to attack a non-hostile NPC, you should have to use a special item that enables that function for a few minutes. Call it "thorns of derangement", give it unlimited uses and put it right next to the pointless item that kills you and deletes your souls/bloods/runes if you use it, which they have in every soulsgame for some reason.
Or at least give you the option to revert like Morrowind.
I think the concept of "reloading" an earlier save in absolutely haram to soulsgames. It's one of the charms of the concept. You get ONE save, and everything you ever do is fixed until a new playthrough.

Admirable, but I don't see why they couldn't have the decency of at least disabling your attack buttons while you're in a dialogue mode with an NPC in earlier titties.
 

Odoryuk

Educated
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Messages
572
NPCs should be non-attackable at all times. Like, your weapon should just pass through them without interaction, and with no acknowledgment by the NPC. It didn't really happen. That way there would be no need for enforced tranquility areas.

If you want to attack a non-hostile NPC, you should have to use a special item that enables that function for a few minutes. Call it "thorns of derangement", give it unlimited uses and put it right next to the pointless item that kills you and deletes your souls/bloods/runes if you use it, which they have in every soulsgame for some reason.
Or at least give you the option to revert like Morrowind.
I think the concept of "reloading" an earlier save in absolutely haram to soulsgames. It's one of the charms of the concept. You get ONE save, and everything you ever do is fixed until a new playthrough.

Admirable, but I don't see why they couldn't have the decency of at least disabling your attack buttons while you're in a dialogue mode with an NPC in earlier titties.
NPCs should be non-attackable at all times. Like, your weapon should just pass through them without interaction, and with no acknowledgment by the NPC. It didn't really happen. That way there would be no need for enforced tranquility areas.

If you want to attack a non-hostile NPC, you should have to use a special item that enables that function for a few minutes. Call it "thorns of derangement", give it unlimited uses and put it right next to the pointless item that kills you and deletes your souls/bloods/runes if you use it, which they have in every soulsgame for some reason.
Or at least give you the option to revert like Morrowind.

You actually can deaggro NPCs since Dark Souls 1, as long as you didn't kill them.
 

Lyric Suite

Converting to Islam
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You have to pay for your sins or they'll remain hostile forever if i remember right.
 

Lyric Suite

Converting to Islam
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BTW, this thing popped up this mornig and i thought it was pretty interesting. World class Warcraft III player tries an action game for the first time in his life from the looks of it:



Fascinating to watch someone who is so good at one thing fumble miserably doing another. Wonder if he'll keep doing this. Would be interesting to see if he grows in ability. Elden Ring was probably the worst one he could have picked though.
 
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I had some good laughs watching another RTS guy, BeastyQT, play through Dark Souls. He was Starcraft II streamer and ex pro at the time and I think he's now one of the top players in AOE IV. That playthrough was comedy gold at times. But I cannot watch someone play Elden Ring, I would be too bored. Even playing it myself bores the crap out of me now, based on my last couple attempts to replay.
 

Odoryuk

Educated
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Messages
572
I think I realise why some people get burned out from the game. It's not that it is very big, it's because modern players used to get all of content out if a game. Elden Ring wasn't created for this.

I was burned out myself because I was vacuuming entire open fields and when it was the time to finish the game I was too fed up with the game. The idea of replaying this colossus of a game seemed highly unreasonable to me.

I thought that the game was the least replayable FS game, but it is quite the opposite if you don't just tick imagined checkboxes (and it's a good thing there's no real quest logs in the game). I'm on my third playthrough with a different character and I'm still finding new stuff not only in the lategame, which I breezed through, but in early game as well, even if I was vacuuming like crazy in my first run.

The game slowly went from 7/10 on release to 10/10 right now. If my prognosis is right, it's gonna be at least 12,5/10 after the DLC is out.
 
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I would be happy to skip the parts that don't reward me with anything relevant to my build and aren't that fun to do but that would mean knowing where every fucking thing is and I sure can't remember all that just from a single run. Having that knowledge of the game would require several full playthroughs. Alternatively I would have to constantly keep tabbing out of the game to look up whether the area is worth doing or not and that is also lame as fuck. Either way the game is a tedious unreplayable slog to me. Even finishing it once was exhausting, I had to do couple months break in the middle of first run and after returning I couldn't wait to be finally done with it.
 

Hell Swarm

Learned
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Inability to attack during dialogues should be enough to prevent new players to accidentally harm NPCs.
Awful idea. Dialog boxes blocking your actions are a problem From has yet to fix and a random NPC talking at you stopping you attacking would be awful.
NPCs should be non-attackable at all times. Like, your weapon should just pass through them without interaction, and with no acknowledgment by the NPC. It didn't really happen. That way there would be no need for enforced tranquility areas.
Attacking an NPC has consquences, the foundation of From games. But they remove more and move to cater to retards who can't put their controller down properly.
In her second phase, I tried like 5 time, only managed to down her to 20% hp and decided to summon other players to beat her.
5 tries is nothing. Keep going until you beat her properly.
I thought that the game was the least replayable FS game, but it is quite the opposite if you don't just tick imagined checkboxes (and it's a good thing there's no real quest logs in the game). I'm on my third playthrough with a different character and I'm still finding new stuff not only in the lategame, which I breezed through, but in early game as well, even if I was vacuuming like crazy in my first run.
The game is tedious because it expects you to have upgrades to progress and those upgrades are spread out among nothing. Even the loot system is flawed when you find a shiny and it turns out it's just a mushroom or useless crafting ingredient. It's not that the player expects to find everything in one play through. It's that flask upgrades are 10+ minutes ride apart at the start of the game and upgrade material for normal weapons is even worse. It's lame busy work for basic rewards you got by exploring much better designed content in previous games.
 

Ravielsk

Magister
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The game is tedious because it expects you to have upgrades to progress and those upgrades are spread out among nothing. Even the loot system is flawed when you find a shiny and it turns out it's just a mushroom or useless crafting ingredient. It's not that the player expects to find everything in one play through. It's that flask upgrades are 10+ minutes ride apart at the start of the game and upgrade material for normal weapons is even worse. It's lame busy work for basic rewards you got by exploring much better designed content in previous games.
This is really nothing new. Soulsborne games always had this problem with forcing farming onto the player for no other reason than padding. Its pretty much a vestigial system at this point that only works because the community basically spoon-feeds new players with walkthrough on how to work the system. If the wikis were not doing all this heavy lifting you would have a whole lot more people pissed that they wasted their upgrade materials on earlier subpar weapons when they should have saved up for the late end game stuff.
 

Hell Swarm

Learned
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This is really nothing new. Soulsborne games always had this problem with forcing farming onto the player for no other reason than padding. Its pretty much a vestigial system at this point that only works because the community basically spoon-feeds new players with walkthrough on how to work the system. If the wikis were not doing all this heavy lifting you would have a whole lot more people pissed that they wasted their upgrade materials on earlier subpar weapons when they should have saved up for the late end game stuff.
The style of the game makes a big difference between how tedious it is. Even if I'm speed running Undead Burg I still have to dodge and move in specific ways to avoid taking damage. A hollow could lunge at me or throw a firebomb I wasn't expecting. Torrent makes all of that irrelevant and I'm having to check the map to confirm I'm going the right way because generic empty fields and cliff faces aren't exactly engaging mentally. If the game will even let me check the map..
 

Odoryuk

Educated
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that they wasted their upgrade materials on earlier subpar weapons when they should have saved up for the late end game stuff
The «early weapons bad, late weapons good» formula never worked in Souls games. Beating these games with your starting equipment isn't even a challenge. And these games always gave enough materials to upgrade new stuff, though not always to the max level.
 

Hell Swarm

Learned
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that they wasted their upgrade materials on earlier subpar weapons when they should have saved up for the late end game stuff
The «early weapons bad, late weapons good» formula never worked in Souls games. Beating these games with your starting equipment isn't even a challenge. And these games always gave enough materials to upgrade new stuff, though not always to the max level.
Especially in Elden ring where the Samurai class starts with the Uchi and it's one of the best weapons in the game. Bleed will wreck most things and it's fast enough to apply it consistently to late game bosses.
 

Skinwalker

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The game is tedious because it expects you to have upgrades to progress and those upgrades are spread out among nothing. Even the loot system is flawed when you find a shiny and it turns out it's just a mushroom or useless crafting ingredient. It's not that the player expects to find everything in one play through. It's that flask upgrades are 10+ minutes ride apart at the start of the game and upgrade material for normal weapons is even worse. It's lame busy work for basic rewards you got by exploring much better designed content in previous games.
This is really nothing new. Soulsborne games always had this problem with forcing farming onto the player for no other reason than padding. Its pretty much a vestigial system at this point that only works because the community basically spoon-feeds new players with walkthrough on how to work the system. If the wikis were not doing all this heavy lifting you would have a whole lot more people pissed that they wasted their upgrade materials on earlier subpar weapons when they should have saved up for the late end game stuff.
If you know how to play soulsgames properly, finding loot is just a natural consequence of exploring the world. You're going to explore every level and find every nook and cranny just for the fun of it, and if you come across something valuable along the way - all the better. A lot of the time an item is placed on a far-off ledge simply to signify "yes, this is a place you can reach by exploring well enough".

Playing these games with walkthroughs and build guides and boss strategy guides and all that crap is where the dumbing down really happens.
 

Odoryuk

Educated
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Playing these games with walkthroughs and build guides and boss strategy guides and all that crap is where the dumbing down really happens.
Straight facts, these games are cryptic so you could get lost in them, not so you must to read walkthroughs.
 

Skinwalker

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The way the levels are designed have so much thought and talent put into them, it's almost a crime to treat it as merely a generic environment for finding dem loots for muh build n shieeeet. Thinking about the game, I had realized that all of Mount Gelmir is subtly themed around the pattern of a coiled serpent, with winding, serpentine passes that take you in spiraling circles around the center, until you finally arrive at the head - Volcano Manor (which is a dungeon in its own right). The choice of enemies they have there is also fairly deliberate - they went through the trouble of designing Gelmir Knights armor but none actually exist in the game, and there's a reason for that.

This is environmental storytelling at its best, pay attention to the world, scrubs. Who cares about loot, lol, just play the game. If you find yourself in an area that's too high level atm, go and explore another area and come back later.
 

Hell Swarm

Learned
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Playing these games with walkthroughs and build guides and boss strategy guides and all that crap is where the dumbing down really happens.
Completely irrelevant to the point being made. Souls games aren't supposed to baby you with untouchable NPCs. They're supposed to give you the freedom to have NPCs killed or be killed by you and assume you're not so retarded you will hit random NPCs. New games fuck that up and baby the player like yourself who can't resist pushing R1 during dialog.
 

Skinwalker

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Completely irrelevant to the point being made.
I wasn't talking about untouchable NPCs there, moron.

Souls games aren't supposed to baby you with untouchable NPCs.
Yes they are. Not hitting a trigger button by accident is not a challenge, it's a quality of life improvement. There are literally no downsides to the proposed system of NPCs untouchable by default, but killable if you deliberately use an item. No downsides whatsoever.

You're the baby.
 

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