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From Software The Dark Souls II Megathread™

Bahamut

Arcane
Joined
Jul 11, 2008
Messages
1,196
Real pros play DS with a steering wheel
 

Grimlorn

Arcane
Joined
Jun 1, 2011
Messages
10,248
I enjoyed Derp Souls 1. However, everything I've read about the sequel leads me to believe I wouldn't like it so much re: cheap tactics/ambushes/etc.
There is still some good fights in it if you give it a try. It mostly sucks because the atmosphere and areas aren't as good as in Dark Souls 1. There's also even less of a story or purpose than in Dark Souls 1 as well.
 
Joined
Jan 27, 2011
Messages
1,127
Grab attacks have always been bullshit. DaS1 is full of bullshit hitboxes too. Asylum Demon and Muh-Anus, off the top of my head, both have some ridiculous shit on simple attacks.

DaS2 hitbox drama also comes from a time when people didn't understand AGL too.
 
Last edited:
Joined
Jan 27, 2011
Messages
1,127
My first playthrough of any souls game ever - DaS1 - was with kb/m. Then I got used to Dualshock 3 for DeS and never went back... FROM are just incapable of creating UI that works well with something that both controls the camera and a cursor. The worst part of FROM's KB/M support is that they couldn't figure out how to separate attack/ui controlls for a single mouse click properly. If they optimized it for KB/M, I'd definitely ditch the controller.
 
Joined
Jan 27, 2011
Messages
1,127
I'm not talking about shitty double click detection they ended up kinda fixing themselves. On a controller, attack and UI interaction buttons are separate. FROM couldn't come up with a good solution for when you use LMouse for both UI and attacks. Overall the implementation is just clunky... From right click context in inventory to default x-box button display.
 

Cowboy Moment

Arcane
Joined
Feb 8, 2011
Messages
4,407
Wouldn't even think that's possible.

It's a bit misleading to say that. DaS1 doesn't give you a lot of direction, but does a good job of communicating the themes of its narrative - so you might not know where to go, or understand the particulars or any given objective, but at the end of the game, while fighting Gwyn, you understand why you're doing what you're doing. DaS2 is the reverse of this, you get very clear directions from an NPC you have to talk to, and for most of the game you're basically working towards an unambiguous and specific goal. However, even after finishing the game, it's not at all clear what you've actually accomplished, or why.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,970
I disagree both games don't give you anything than direction.
But i don't consider this gripe in both cases.

If you actually watch starting cinematics and opening pieces of game, main motive of game is being undead and as undead you are made to go somewhere by your subconsciousness.

In DS1 you start in cell in asylum and later you meet dying knight who tells you his family myth.
In DS2 opening cinematic tells you that you are drawn like a moth to a flame by curse.

Now ending itself is non ending in both cases. There is no good or bad ending nor any of them is answer for anything. They are more like tribes in machine like cause and effect.

In the end player made its mark on that world by the end of game changing it. Now change itself doesn't need to be anything really epic or fulfilling.

As lore goes imo that non ending types for DS are far better than some villain or something like that. It's more about learning lore through the game than being active member of that history. At least they can't fuck it up.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
57,220
It's a bit misleading to say that. DaS1 doesn't give you a lot of direction, but does a good job of communicating the themes of its narrative - so you might not know where to go, or understand the particulars or any given objective, but at the end of the game, while fighting Gwyn, you understand why you're doing what you're doing.

This is true to a degree. What makes DS1 more confusing than it was meant to be is that the English of the game is a bit off. Some of the stuff the characters say is incomprehensible only because the meaning didn't translate very well from what the Japanse writer obviously intended, which becomes clear in hindsight once you figure out just WTF is actually happening.
 

Gentle Player

Arcane
Joined
Jul 1, 2011
Messages
2,338
Location
Britain
DS1 has probably the least minimalist narrative of all Fromsoft RPGs. Try KF1(JP), KF4, and Shadow Tower. Then play Shadow Tower: Abyss; great game, but the epitome of "what the fuck was that all about?" as credits roll - it makes DS2's plot seem overly comprehensive.
 
Joined
Nov 28, 2011
Messages
6,068
Location
Digger Nick
Level design is one of the things i liked the most about DS1. Aside for the world itself being shit, does DS2 have comparable design for the single maps at least?

I wouldn't say DS2 could be really relevant even if it had a stellar game design. It lacks the coherence of DS1 in far too many aspects to warrant any special attention (aside from being a From gameplayfag, I guess, and occasional sparks of being relatively inspired here and there, but still, DS1 stands way above its sequel)
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
It's not butthurt when a publisher sells a DX11 patch. Oh, and splits the online community in doing so.
 
Joined
Jan 27, 2011
Messages
1,127
http://bandainamcous.tumblr.com/post/108136899811/attention-dark-souls-ii-fans-a-free-update-will

Attention Dark Souls II fans!
A free update will be available for all Dark Souls II players on February 5th, 2015 bringing gameplay enhancements and new story elements to prepare for The Scholar of the First Sin! (Ver 1.10, Calibrations 1.13)
Check out this new batch of screenshots that highlight some of the improvements and read on below for a full list of changes:
  • Added new character, The Scholar of the First Sin.
  • Additional item description text.
  • Choosing to enter the Covenant of Champions will now allow enemies to continue to respawn after being defeated.
  • Choosing to enter the Covenant of Champions will now cause enemies to inflict more damage to the player.
  • Players will gain access to a new item: The Agape Ring. When players equip the new Agape Ring, souls collected from kills during online play will be absorbed by the ring rather than the player. This allows players to control their online matchmaking experience by limiting their total souls collected.
  • Increased effect of Rusted Coin.
  • Awestones now dropped more often.
  • The bonfire warp selection screen will now highlight the top three areas where players will have the best change to connect with other players online.
  • White phantoms will remain in other players’ worlds for longer periods of time.
  • White phantoms will no longer return to their world if time runs out during a boss battle.
  • Players on their first play through can now match with players on their 2nd or further play through.
  • Made it easier for players to match online in general.
  • Made it so that invading players cannot use items which invite more enemies.
  • NPC conversation text is now displayed more prominently than online notices.
  • Players may now choose to cancel out the effect of the Human Effigy at bonfires.
  • When a player cannot take part in online play due to the effect of the Human Effigy, made it so that the player can still write signs. (They still cannot summon during this period.)
  • The Imitation spell now affects normal enemies.
  • The Hush spell is now more effective on normal enemies.
  • Load times shortened (PS3 only).
  • Calibrations no longer saved each time before the title screen.
  • Fixed issue causing map name listed on save data and actual map name after loading to not match.
  • Made it possible to skip the ending sequence the 2nd time through and beyond.
  • Removed the blur effect used when looking through the binoculars.
  • Rouge Water, etc.: Fixed issue causing the user not to recover spell usages for spells only able to be used once.
  • Made Old Iron King’s Crown’s effect function consistently throughout the game.
  • Adjusted price for Crown of the Ivory King, Ivory King Armor, Ivory King Gauntlets, Ivory King Leggings.
  • Fixed Issue whereby the sign in the Iron Keep was not displayed as intended once the player spoke to Lucatiel of Mirrah in Harvest Valley.
  • Corrected issue whereby users could not use Bonfire Ascetics at Undead Crypt Entrance Bonfire.
  • Adjusted timing for Licia of Lindeldt to become the player’s enemy.
  • Adjusted conditions for lighting Majula map from “Defeat Nashandra” to “Defeat Throne Defender and Throne Watcher.”
  • To prevent invasion after defeating area bosses, made the Human Effigy effect function in this situation automatically.
  • Made it possible to get the reward items after defeating area bosses even if your inventory is full at the time. (Items will drop in front of the player.)
  • Made it possible to get the reward items after using Crushed Eye Orb and defeating Licia of Lindeldt even if your inventory is full at the time. (Items will drop in front of the player.)
  • In Black Gulch, made it possible to receive Forgotten Key after defeating a Giant when the player has 99 Souls of a Giant.
  • In Grand Cathedral, made it possible to still receive the item you are supposed to get when talking to Alsanna, Silent Oracle even if your inventory is full.
  • At the Ending, if the player has fulfilled the conditions to receive Illusory Ring of a Conqueror and Illusory Ring of the Exalted but their inventory is full, made it possible to receive the rings properly. (Players will receive the rings as soon as space is opened in their inventory.)
  • Adjusted rewards in online play:
(Normal Online Play)
  • Host vanquishes invading dark phantom or arbiter spirit: Human Effigy
  • Host vanquishes a dark phantom summoned through red sign: Human Effigy
  • Host vanquishes invading grey spirit (Bell Keeper): (1 of the following) Titanite Chunk, Titanite Slab, Twinkling Titanite, Petrified Dragon Bone.
  • Vanquish host you invade at the covenant “Rat King” area: Added Smooth & Silky Stone in addition to Pharros’ Lockstone
(Covenant “Blue Sentinels”)
  • Vanquish dark phantom when summoned as help by a Way of Blue host: Devotion to covenant up +1.
(Covenant “Rat King”)
  • Vanquish client summoned to Rat King area: Added Smooth & Silky Stone in addition to Pharros’ Lockstone.
(Covenant “Bell Keeper”)
  • Vanquish host when invading as grey phantom: (1 of the following) Titanite Chunk, Titanite Slab, Twinkling Titanite, Petrified Dragon Bone.
(Covenant “Pilgrims of Dark”)
  • Host vanquishes abyss spirit in Dark Chasm of Old: added Human Effigy to Bonfire Ascetic.
(Covenant “Brotherhood of Blood”)
  • When invading, vanquish Blue Sentinel summoned as help: Devotion to covenant up +2.
Scheduled maintenance for this update (Xbox 360, PS3, Steam):
2/4 6:00 AM - 9:00 AM PST
2/4 9:00 AM - 12:00 PM EST
2/4 2:00 PM - 5:00 PM GMT
2/4 3:00 PM - 6:00 PM CET
2/4 11:00 PM - 2:00 AM 2/5 JST
Thank you everyone for your continued support of Dark Souls II!
 
Joined
Apr 4, 2007
Messages
3,585
Location
Motherfuckerville
Players will gain access to a new item: The Agape Ring. When players equip the new Agape Ring, souls collected from kills during online play will be absorbed by the ring rather than the player. This allows players to control their online matchmaking experience by limiting their total souls collected.

Heh, this was pretty much what users on GameFAQS and Reddit had been clamoring for since the beginning. Can't say From hasn't listened, but it's a more a "Band-Aid" than anything else. Soul Memory is still far too difficult for the player to meaningfully control.

Players on their first play through can now match with players on their 2nd or further play through.

I have no idea why this wasn't done beforehand. It's a very good change, even if it does mean I have to rewrite a sub-section of my already stupidly long spergfest.

To prevent invasion after defeating area bosses, made the Human Effigy effect function in this situation automatically.

I don't like this change, but at least it should be symmetric; Dark Souls 1 was incredibly dumb about this, with Darkwraiths able to camp out areas where they had vanquished the boss and invade with impunity, carrying no risk whatsoever.

More rewards for online play are good as well, though the "Vanquish a Blue Sentinel +2" reward for the Brotherhood of Blood is pretty pathetic...they're still all about the arena and scarcely about invasions.
 
Joined
Jan 27, 2011
Messages
1,127
I JUST noticed that it says "kills during online play"... What is the point of this Goatse Ring? That's not an effective way to control your SM at all... "Relaxed Matchmaking" sounds like it would benefit shit more.
 

praetor

Arcane
Joined
Apr 27, 2009
Messages
3,069
Location
Vhoorl
of all the possible solutions to SM, they chose the most retarded (actually 2nd worst, since the 1st would be to do nothing). can't say i'm surprised. will not buy/will pirate
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,947
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I really don't like the buff to the drops from bell covenant. Getting rewarded for defensive wins is cool though.
 
Joined
Feb 13, 2011
Messages
2,234
  • Online multiplayer, modified to not use the item of enemy induction system at the time of entering the world of the other players
-> Items like Cracked Eye orbs are only used up after defeating the host / dying

Fucking finaly:salute:
 

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