Murk
Arcane
- Joined
- Jan 17, 2008
- Messages
- 13,459
Vageta's a legit bro.
I can see the rolling/iFrame thing going a few ways that work for me. The old system worked out well, but if they want to use a more visible way of determining it such as every X% load you lose an iframe or for certain points you lose 2 iFrames I could go with that as well. That lets you have multiple options while still keeping the current "scaling" system. The only thing that is mandatory for me, regardless of the system, is that you can tell what your iFrames are and in such a manner that doesn't require reverse engineering with slow-mo video in a contrived setting.
The current issues with iFrames isn't that it's too hard to play -- it's not, it's easier than DKs 1 at SL1 -- the problem is that it doesn't make sense. I know it's a cse of my iFrame buffer running out while I am in a hit-box but there is just no way to visually tell that, and if you can't make sense of the combat you do not know what to fix. One really important aspect of the "difficulty" (lol) of Dark Souls is knowing WHY you did something wrong and being given the information to fix it. It's definitely a learning experience and half of the fun is in realizing you can totally change what you're doing and succeed, and it's not just a question of leveling up or getting a +10 weapon (tho that does help). The game emphasizes player skill greatly as an action game should. The current problem is that none of that works. You have no idea why you got hit other than a vague idea that "guess my iFrames ran out".
This results in all kinds of wonky stuff like you clearing the attack animation, but getting hit anyway. Part of the problem exacerbating this could also be hitbox issues, but IMO that's like complaining about RNG -- it's out of my control so I can't do much. If they want to "Fix it" then sure, but rolling is in my control and it is very unreliable at low levels.
"But Mik, this game was made for leveling up -- it's not From's fault that you're a retard playing at SL1" -- sure, this is a fine complaint except it doe work, it just hits a wall for very silly reasons. If you argued that you cant put out enough damage, you can't soak up Smelter's fire aura damage, or something like that then sure; I'd bite. That's not the case tho, the game very much wants to encourage you to do challenge runs -- that's why there are covenants, rings, and items all for making the game harder. So why take the one clear "challenge" that is posed at the very beginning of character creation and then muck it up with sloppy and undecipherable mechanics?
I can see the rolling/iFrame thing going a few ways that work for me. The old system worked out well, but if they want to use a more visible way of determining it such as every X% load you lose an iframe or for certain points you lose 2 iFrames I could go with that as well. That lets you have multiple options while still keeping the current "scaling" system. The only thing that is mandatory for me, regardless of the system, is that you can tell what your iFrames are and in such a manner that doesn't require reverse engineering with slow-mo video in a contrived setting.
The current issues with iFrames isn't that it's too hard to play -- it's not, it's easier than DKs 1 at SL1 -- the problem is that it doesn't make sense. I know it's a cse of my iFrame buffer running out while I am in a hit-box but there is just no way to visually tell that, and if you can't make sense of the combat you do not know what to fix. One really important aspect of the "difficulty" (lol) of Dark Souls is knowing WHY you did something wrong and being given the information to fix it. It's definitely a learning experience and half of the fun is in realizing you can totally change what you're doing and succeed, and it's not just a question of leveling up or getting a +10 weapon (tho that does help). The game emphasizes player skill greatly as an action game should. The current problem is that none of that works. You have no idea why you got hit other than a vague idea that "guess my iFrames ran out".
This results in all kinds of wonky stuff like you clearing the attack animation, but getting hit anyway. Part of the problem exacerbating this could also be hitbox issues, but IMO that's like complaining about RNG -- it's out of my control so I can't do much. If they want to "Fix it" then sure, but rolling is in my control and it is very unreliable at low levels.
"But Mik, this game was made for leveling up -- it's not From's fault that you're a retard playing at SL1" -- sure, this is a fine complaint except it doe work, it just hits a wall for very silly reasons. If you argued that you cant put out enough damage, you can't soak up Smelter's fire aura damage, or something like that then sure; I'd bite. That's not the case tho, the game very much wants to encourage you to do challenge runs -- that's why there are covenants, rings, and items all for making the game harder. So why take the one clear "challenge" that is posed at the very beginning of character creation and then muck it up with sloppy and undecipherable mechanics?