One or the other, not both - and certainly not when one demonstrates a desire to communicate with precision and the other demonstrates the clear opposite.Thanatos2k said:Wait wait, you complain in one breath that you don't like numbers, then in the next breath complain that you want numbers?EvilRoy said:When choosing skill points, why isn't there a visual indication of how much stamina or health I will be gaining? - The game has trained me to measure my combat efficiency in "tick marks" on two bars, but expects me to understand numerical representations of those same without visually demonstrating it.
Its great that the game expresses scaling with damages on an easy to read letter basis - but how does a B scaling compare to a C scaling? It's better, but how much better?
I...wha...?
That would make sense if actions didn't typically carry a delay, but they do. Also, not only do rolls also stack but they cost stamina to perform, making them a very undesirable way to break a stack.The reasons aren't difficult - it's an anti-button masher measure. The game expects you to understand that you had better mean it if you press a button. Also you can almost always interrupt the action stacking by rolling.2. For reasons no doubt lost to time, the controls actually allow themselves to be stacked in spite of any of the players actual desire. In my experience this has even included attacking, being interrupted with a stagger, and then having my character actually try to complete the command I gave to attack again because I hit the button twice originally.
They aren't tight, they're uselessly precise. Considering the difference between a roll and a jump can be life or death, there had better be a good way to produce each result independently, but there isn't.The controls are tight. If you pressed and released circle to backstep when you wanted to hold it to run then you screwed up, not the game. I've never had it do something incorrectly, it's always been my fault.Also - Why would jump ever be double tap the run button when roll is single tap, and why is the run button the same as the backstep button? I get they all fall under a specific 'movement' banner, but christ almightly, jumping backwards is the exact opposite of what I want when trying to run forward, made infinitely worse by the game delighting in thin walkways, deathfalls and somewhat bizarre hitboxes.
Except when it is trial and error based. Like in boss fights for instance, where the nature of the boss might be completely unrelated to the area the boss is located in. Qualaag is an excellent example of this. All decked out for poison and you've walked onto a bed of coals. No way to reasonably predict this, and it happens numerous times throughout the game. Roof gargoyles breath fire, anor londo gargoyles breath lightning. Drakes breath lightning, but lightning is more effective than fire attacks against them. Heavy attack based boss in a light attack based area - the depths. And so on and so forth.Again, the game is NOT completely trial and error based. Most things do not kill you in one hit. A cautious approach (or sometimes a reckless approach in Yahztee's example of charging under large enemies) using knowledge you acquired early in the game will vastly increase your chances of success. If by the middle or end of the game you still think it's "trial and error" then you aren't learning and the problem lies with you.4. A shame then that much of the game is based around a trial and error basis, particularly bosses who rarely have a bonfire nearby.
You demonstrate it in your own response. Be cautious, except when you have to be reckless. Wonder how you tell when?
And a clear dissonance between visuals and mechanics, making the game unintuitive and arbitrary feeling.Game Balance. Tradeoffs. Advantages and disadvantages.5. Why does my character still wield a black knight blade like he can barely lift it, when I long ago passed the skill requirements? Why does running or rolling carry the danger of a delay in action? Why does the result of a parry have more in common with the time I press the button to do so than any graphical interaction of shield and weapon - and why does it also have a delay? Why do I still swing Astoras blade like an idiot despite having the dex and str necessary to hold it properly, even if I lack the faith to use its full potential?