agentorange
Arcane
DLC 2 pic looks like a mash up of old monk's throne from DeS and Duke's Archives gears.
I'm not trying to be edgy, but right now the DLCs look half-assed re-used asset pieces of quick money grab.
Just like DS2
DLC 2 pic looks like a mash up of old monk's throne from DeS and Duke's Archives gears.
I'm not trying to be edgy, but right now the DLCs look half-assed re-used asset pieces of quick money grab.
But at least they are finally coming out with a patch (not calibration) that fixes binoboosting/parrywalking. I doubt they'll touch anything else though.
Netcode is about the same as in previous Souls games. Honestly, it's probably very difficult to build good netcode for this kind of combat system. Even fighting games (closest equivalent I can think of) usually get it wrong, and they are much simpler mechanically.
If having glitches (which are obscure enough that they don't affect gameplay unless you intentionally produce them) meant that something was "amateurishly coded", then there are no non-amateur coders in the world.
Everything else you've so generally listed, Eddy, has nothing to do with coding. Well, strictly speaking, hitboxes might, but it's way more likely to be a problem with the content itself - that is, some hitboxes are poorly defined, rather than hit detection in general being faulty.
The stupid high FPS durability bug gets me all the time. Even before I knew it existed, every once in a while I'd look at my halberd and notice half its durability had just gone. I only found out what was happening when I did more research after I hit Dragonrider as he died, since I realised there was no way it could be working correctly when I got the weapon at risk warning and broke it on the same swing.If having glitches (which are obscure enough that they don't affect gameplay unless you intentionally produce them)
Hell I've seen that logic here in the Evil Within thread.Marketing plants fighting the good fight:
http://www.reddit.com/r/DarkSouls2/comments/27aswt/dark_souls_2_dlc_trailer/
"It's not really a season pass the way you think it is. It's more like a bundle where you buy all three at a discount."
"It's not the "season pass" you're probably thinking of. That's basically a bundle. You get all three of them at a discount. If that's a crime you better start making arrests, since almost every company that sells anything ever does that.
We don't know how big the DLC will or won't be yet. For all we know each individual pack could be the size of AotA. Don't make assumptions. When it comes out, if they're too short, then you can complain about the value."
Quote in bold is my favorite. You really have to be soulless cocksucker to do that to people.
It's available to buy on steam right now.Have they actually said how much they'll charge for the Season Pass?
25 eurobucks? That's (potentially) pretty outrageous.It's available to buy on steam right now.Have they actually said how much they'll charge for the Season Pass?
Netcode is about the same as in previous Souls games. Honestly, it's probably very difficult to build good netcode for this kind of combat system. Even fighting games (closest equivalent I can think of) usually get it wrong, and they are much simpler mechanically.
If having glitches (which are obscure enough that they don't affect gameplay unless you intentionally produce them) meant that something was "amateurishly coded", then there are no non-amateur coders in the world.
Everything else you've so generally listed, Eddy, has nothing to do with coding. Well, strictly speaking, hitboxes might, but it's way more likely to be a problem with the content itself - that is, some hitboxes are poorly defined, rather than hit detection in general being faulty.
-Usurpursuer
Yeah, that's a good point you have there agentorange.derpityderp.
Netcode is about the same as in previous Souls games. Honestly, it's probably very difficult to build good netcode for this kind of combat system. Even fighting games (closest equivalent I can think of) usually get it wrong, and they are much simpler mechanically.
If having glitches (which are obscure enough that they don't affect gameplay unless you intentionally produce them) meant that something was "amateurishly coded", then there are no non-amateur coders in the world.
Everything else you've so generally listed, Eddy, has nothing to do with coding. Well, strictly speaking, hitboxes might, but it's way more likely to be a problem with the content itself - that is, some hitboxes are poorly defined, rather than hit detection in general being faulty.
it's either a) the netcode is significantly worse than DaS1 and DeS or b) the hitboxes are handled very, very poorly (mind-boggingly retarded, i'd say) where your own hitbox stays behind you for like half a fucking second for the enemy to attack/a player to backstab you (which is made even worse in PvP by the usually poor From netcode). and if tying durability to FPS-es is not "amateur hour", i don't know what is
and the whole clusterfuck of the game where they can't decide if they want to be a sequel to DeS or DaS, the plenty of "for the lulz" shit in it, and the incredibly idiotic implementation of Soul Memory scream "game design amateur hour"
edit: and there's the whole marketing stunt with the graphics downgrade like a month before release, the shitloads of broken promises, this whole season pass and DLC in 3 chunks one month from each other 4 months after the release, 4 months after one of the directors stated in an interview it's highly unlikely there'll be any DLCs since the game is complete... From have turned into just another game studio, doing what every other scumbag studio does, lying through their teeth for that 1% more profit