mavrik said:Um, yes, really - Note I'm playing on PC and raising the resolution makes alot of the UI blurry to the point where it's really hard to see weapon stats. The color scheme goes from brown to brown and really makes it hard to quickly scan for information and the inventory display requires really alot of time to read quickly. It's just not good UX.Thanatos2k said:1. ....Really?
Not to mention the fact that you need to read the Wiki (is there even a manual? I have the Steam version) so you know basics of casting spells, the importance of stats and how humanity and other mechanics work is a prime example of terrible UI which doesn't explain how the game is played.
For example... fast attacks are bound to shoulder buttons, which are practically never used for primary attacks in most games. Use skill is bound to X, but casting magic requires me to switch weapon. There is no fast item switch, I have to cycle through them with D-pad without pause. This has caused annoyingly steep learning curve, because the controls are just scrambled when compared to most other 3rd person games. I like my game hard, but I hate to die because I have to deal with the control scheme - this always reminds me I play a game and throws me out of the immersion.Thanatos2k said:2. What is wrong with the controls? The controls are extremely tight, as they should be in an action game.
And no, controls aren't tight. DMC3 has tight controls. This has long animations where controls get queued. It's another way of doing it and that's ok. They're not really tight by any standard though.
Pretty much every guide, list of tips, etc. admits the camera is wonky. You've really never had camera just rotate 180 degrees when you crossed some treshold making you totally miss the opponent?Thanatos2k said:3. Never had this happen.
"Only.when you fail". In a game that's all about failing and learning. I DON'T mind failing. I DON'T mind a challenge. I DO MIND having to slog through 25 of the SAME TRASH MOBS every single time I get 1 or 2 shot by a boss. It's a pointless waste of my time that just annoys me. There's nothing to gain by that besides padded game time - I've already learned how to deal with those mobs and they're not a challenge or fun. And I really dislike repetitiveness in my games.Thanatos2k said:4. You only have to do that when you fail. Again, the patience and learning.
Hmm, I think that's a result of the fact that due to difficulty this games reminds me of DMC and Bayonetta alot. However the characters there very noticably faster, could change moves more swiftly and could dodge with greater agility. Here animations are noticably slower which (due to me being used to faster gameplay) annoys me since I can't cancel moves effectively. But that is a personal opinion.Thanatos2k said:5. What do this even mean? Some weapons are slow, some weapons are fast. Depending on how much weight you're wearing you are slow or fast as well. The responsiveness is EXACTLY where it should be.
Nope, that's not it. I play games on hardest difficulties. I've finished hard games without problems. I have nothing against failing. I'm not waving hands. If you really can't see the fact that UI is structured very strangely with very simillar icons that are never explained. The relevant data is burried under several key presses and is not readily available. Controls aren't consistent - some actions are available directly on buttons, some actions require weapon switches, some actions have cyclic controls. If you ever played a game that does UI and control scheme well (see, again, Bayonetta) you'd notice the difference.Thanatos2k said:See, it's complaints like these that really make no sense, and make it appear like people are complaining just to complain. Complaints like "bad UI" and "unintuitive controls" are generic hand waving at problems that are hiding the real reason you're having problems. It's not the UI and it's not the controls, because plenty of other people don't have problems with the UI and don't have problems with the controls. Just be honest - "I don't like failing, and I fail a lot in this game."
You can't just dismiss concerns that are different from your preferences as "hand waving". I think you might have not played enough of other similar games to have a perspective on some elements that are done better in other games.
That's fine. It would be totally fine. Cheap shots like climbing the stairs and having a rock thrown on you would be fine. If I wouldn't have to repeat last few minutes of slogging through trash mobs every time I accidentally step into an area I'm not supposed to be in yet. That is what's killing the pacing and annoying me. Having to repeatedly kill trivial mobs every time gets old really fast.Thanatos2k said:You make it sound like the entire game is just one long session of I Want To Be The Guy where you are instantly killed by the slightest thing once you progress past the spot you last got to, then you do it all over again. That's not how it is at all. If you're truly learning then you become better at recognizing traps, recognizing how enemies behave, recognizing when to proceed cautiously, recognizing how much reach your attacks have, how much you can block safely, and so on. If you're dying at every possible new trap and enemy then you aren't learning a thing.
There's a difference between hard, uncompromising and needlesly frustrating and obtuse.Trishbot said:The whole point of the game is that it *doesn't* have an easy mode. It is intentionally uncompromising.
1. If you're playing on PC I recommend downloading and using dsfix, From software had zero experience on porting to pc and it kind of shows. dsfix helps on the graphical department but you have to disable the anti-aliasing from the ingame options.
2. I don't remember if it was yahtzee but someone once said that gameplay controls are standardised for a reason, and should not be changed unless the game absolutely can't work with the standard layout or something very similar to it. To me at least, dark souls fits this category, they are different for a reason. This has the demerit of having additional learning curve, but once you master them, they feel more natural than the standard layout ever could for this game. This is for allowing several strategies, the standard weapon and shield, dual wielding, spells and sword, spells and shield, so on.
3. Won't defend this, it does sometimes do unspeakable things, also on few occasions it can get stuck on a wall when you are on tight railing causing you to fall.
4. The game teaches you to expect the worst and be very mindful of your surroundings, it has a lot of visual clues, and if you see a huge opponent clearly unwinding for a big attack, you want to back off (if you have room) so you know what it does, once you know, you can figure out how to deal with it once it comes out the next time. It's more about patience than trial and error. With very few exceptions like the capra demon. Also if you get better, you can eventually just dash past the grunts to the boss usually taking out only few that are really on the way.
5. You compare Dark souls to Bayonetta and DMC which are great games, but they are completely different. Dark Souls is designed to play like it does for a reason. While this can put of some people it works for others, I probably would not be tenth as much into it if it played like bayonetta or dmc because it would wreck the atmosphere. Also i really like how much variation the system allows. It's not needed to clear the game but it's there.
Menus again i can't and won't defend too much, once you get used to them they work alright but that takes time and they are really unfriendly for "uninitiated". They have (from software) confessed themselves too that they are difficult and unwieldy to use.
On the combat controls though, they are very good, but they do take some effort to learn. they allow for lots of customization, different kind of fighting styles, different approaches, archery feels really slow in the first person though... but there are very few actually similar games at least in the mainstream.