A Beginner's Guide to Dark Souls - 7 Steps to Sucking Less

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Zendariel

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mavrik said:
Thanatos2k said:
1. ....Really?
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.

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.

Thanatos2k said:
2. What is wrong with the controls? The controls are extremely tight, as they should be in an action game.
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.

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.

Thanatos2k said:
3. Never had this happen.
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:
4. You only have to do that when you fail. Again, the patience and learning.
"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:
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.
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:
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."
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.
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.

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.
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.

Trishbot said:
The whole point of the game is that it *doesn't* have an easy mode. It is intentionally uncompromising.
There's a difference between hard, uncompromising and needlesly frustrating and obtuse.

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.
 

Alarien

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One of the really amusing things about listening to all the complaints about Dark Souls is that the idea of the Dark Souls "insufferably smug" asshole community is largely unfounded. In fact, I've very rarely found a game that was more friendly to interested new players, when approached in a reasonable format. Actually, I would venture that the only community I've found that is generally as welcoming of genuine new and (basic human) respectfully formed questions and criticisms is the EVE Online community: another community known for it's harsh curve, player cruelty and smug assholes. Wait, why are these supposedly nice communities so "awful" to people?

Why? Because of things like Shadow-Phoenix's incessant need to show up on every single Dark Souls thread and state "best tip is don't play this game." Seriously, go look at most of the recent Dark Souls threads. No information beyond "I played it and hated it."

Things like EvilRoy's incredible stretches of logic above, trying to find some really bizarre ways to make supposedly objective complaints about the game.

Specifically, it's about the driving need that a lot of people have, not to dislike the game because it's not their taste or style, but because they didn't like some aspect (difficulty usually in Dark Souls) and therefore it must be a bad game.

By any stretch of the imagination, Dark Souls is not a bad game. The PC port was most certainly a bad port, though it can mostly be fixed. Bed of Chaos is most certainly a badly designed boss. There are collision issues that make little sense, but the game itself is not highly regarded despite being a bad game. It is a very solidly built game with mostly working and consistent mechanics. It has a very optional but deep story system, very deep character customization (until all characters become god-characters in the high SL) and very responsive controls and weapon movesets.

It is generally a solid game. Whether it is well built is really not up for debate. Is it good? Well, that's an opinion, but it certainly can't be characterized as "bad."

However, a lot of people go out of their way to either pronounce the game bad, because they didn't like it, or try to find really odd ways to objectify it. EvilRoy's argument above about visual inconsistency is not only bizarre, but it's also pretty inaccurate, given that there is no "MASSIVE HAMMER" in the game that is any less unwieldy than any "MASSIVE SWORD." Weapon heft (with proper base stats) feel similarly across all of the medium, large, and ultra-large weapons. I know. I have every single one of them in the game on my 50 str/40 dex character and have moveset tested every one. The "relative ease" that he is suggesting just isn't there. All of the giant weapons are inelegant in combat.

The reason that Dark Souls (and EVE Online) players come off as smug isn't because we're a bunch of screaming assholes, any more than any other gaming community. Go play LoL or Dota if you want to find some really smug and obnoxious assholes in games. The reason is because the game IS challenging and unforgiving and that results in a much larger relative proportion of player complaints. Most of those complaints, when phrased in a way that begs some sort of answer or help, is answered in a way that can be, in fact, helpful. However, when players come in screaming that the game is "omg unfair, trial and error, unavoidable death" (almost none of which is actually true in Dark Souls), they are usually met with the same amount of dismissiveness with which they phrased their complaint.

That's not to say that there aren't smug assholes playing Dark Souls. There are smug assholes playing every game made. It's just that the number of smug responses are proportionate to the number of declarations of "omg bad game" and "this game sux," which is always higher in a harder game.
 

SpoonBlender

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I've just started out, a couple of hours into the game. It's absolutely obvious that the UI/UX issues that EvilRoy and mavrik are describing are true. The UI is fully functional, but poorly designed - it's the sort of thing that after you've been immersed in it for a while you probably don't even see it any more, because you've trained yourself into it. I think this is where Thanatos2k is - he really can't see it due to immersion.

I don't suppose there's a SkyUI type patch out there for the PC version?

The control layout, though odd to start with, is okay - reminded me of Mirror's Edge with all the shoulder/trigger emphasis. The camera is occasionally dubious, but I've not had it get stuck on anything yet.

Knowing to go slow, ready to jump back and to look really closely around/ahead of you at all times is what allowed me to get into the game at all - without those clues I'd probably have given up after being pulped by the first boss for the ninth time while waving my broken sword-hilt at him vainly!

/Edit - Alarien, did you even notice that EvilRoy *does* like the game? Saying "this part of it's execution could definitely be better" is not saying a game is crap.
 

Thanatos2k

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Alarien said:
One of the really amusing things about listening to all the complaints about Dark Souls is that the idea of the Dark Souls "insufferably smug" asshole community is largely unfounded. In fact, I've very rarely found a game that was more friendly to interested new players, when approached in a reasonable format. Actually, I would venture that the only community I've found that is generally as welcoming of genuine new and (basic human) respectfully formed questions and criticisms is the EVE Online community: another community known for it's harsh curve, player cruelty and smug assholes. Wait, why are these supposedly nice communities so "awful" to people?

Why? Because of things like Shadow-Phoenix's incessant need to show up on every single Dark Souls thread and state "best tip is don't play this game." Seriously, go look at most of the recent Dark Souls threads. No information beyond "I played it and hated it."

Things like EvilRoy's incredible stretches of logic above, trying to find some really bizarre ways to make supposedly objective complaints about the game.

Specifically, it's about the driving need that a lot of people have, not to dislike the game because it's not their taste or style, but because they didn't like some aspect (difficulty usually in Dark Souls) and therefore it must be a bad game.

By any stretch of the imagination, Dark Souls is not a bad game. The PC port was most certainly a bad port, though it can mostly be fixed. Bed of Chaos is most certainly a badly designed boss. There are collision issues that make little sense, but the game itself is not highly regarded despite being a bad game. It is a very solidly built game with mostly working and consistent mechanics. It has a very optional but deep story system, very deep character customization (until all characters become god-characters in the high SL) and very responsive controls and weapon movesets.

It is generally a solid game. Whether it is well built is really not up for debate. Is it good? Well, that's an opinion, but it certainly can't be characterized as "bad."

However, a lot of people go out of their way to either pronounce the game bad, because they didn't like it, or try to find really odd ways to objectify it. EvilRoy's argument above about visual inconsistency is not only bizarre, but it's also pretty inaccurate, given that there is no "MASSIVE HAMMER" in the game that is any less unwieldy than any "MASSIVE SWORD." Weapon heft (with proper base stats) feel similarly across all of the medium, large, and ultra-large weapons. I know. I have every single one of them in the game on my 50 str/40 dex character and have moveset tested every one. The "relative ease" that he is suggesting just isn't there. All of the giant weapons are inelegant in combat.

The reason that Dark Souls (and EVE Online) players come off as smug isn't because we're a bunch of screaming assholes, any more than any other gaming community. Go play LoL or Dota if you want to find some really smug and obnoxious assholes in games. The reason is because the game IS challenging and unforgiving and that results in a much larger relative proportion of player complaints. Most of those complaints, when phrased in a way that begs some sort of answer or help, is answered in a way that can be, in fact, helpful. However, when players come in screaming that the game is "omg unfair, trial and error, unavoidable death" (almost none of which is actually true in Dark Souls), they are usually met with the same amount of dismissiveness with which they phrased their complaint.

That's not to say that there aren't smug assholes playing Dark Souls. There are smug assholes playing every game made. It's just that the number of smug responses are proportionate to the number of declarations of "omg bad game" and "this game sux," which is always higher in a harder game.
I agree. There seem to be far more smug assholes who are proud of the fact that they DIDN'T play Demon's Souls or Dark Souls for all sorts of head shaking reasons than people who play and like it.

The worst of the worst are the people who played it all the way through but can't stop telling everyone how bad it is.
 

NeutralDrow

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You forgot step 0: avoid the PC version.

This would have been a helpful guide when I started, though a bit misaimed for me. The game didn't stop being fun until after I'd already learned these lessons (or ignored them; I never regretted starting as a Wanderer, I beat the Taurus demon first try without the death-from above, and I only summoned one white phantom the entire game). Around Blighttown was when the death mechanic started to get seriously immersion-breaking, the exploration got annoying as hell, and the continuing lack of context for my own actions finally hit my frustration threshold, until finally I hit the point where none of that really matters...only for the Duke's Archives to smash my budding enlightenment back into the gutter.

Still, at least the fighting was always fun, and this is a pretty handy guide.
 

Darks63

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Well thanks Yaz I was just thinking of playing dark souls and this guide is a very nice beginner's guide.
 

Alarien

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SpoonBlender said:
I've just started out, a couple of hours into the game. It's absolutely obvious that the UI/UX issues that EvilRoy and mavrik are describing are true. The UI is fully functional, but poorly designed - it's the sort of thing that after you've been immersed in it for a while you probably don't even see it any more, because you've trained yourself into it. I think this is where Thanatos2k is - he really can't see it due to immersion.

I don't suppose there's a SkyUI type patch out there for the PC version?

The control layout, though odd to start with, is okay - reminded me of Mirror's Edge with all the shoulder/trigger emphasis. The camera is occasionally dubious, but I've not had it get stuck on anything yet.

Knowing to go slow, ready to jump back and to look really closely around/ahead of you at all times is what allowed me to get into the game at all - without those clues I'd probably have given up after being pulped by the first boss for the ninth time while waving my broken sword-hilt at him vainly!

/Edit - Alarien, did you even notice that EvilRoy *does* like the game? Saying "this part of it's execution could definitely be better" is not saying a game is crap.
Yes, I did. Of course, reading his post, I'm fairly certain he didn't. That's a lot of protesting. It's also complaining about a lot of things that are "objectively bad" but aren't even there in the first place.

I will agree with you on some of the UI issues and I'd squeal for a SkyUI type patch.
 

SpoonBlender

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I'm totally with him for the point 1, but the rest... not so much. Have to leave the final word on it to EvilRoy, but my read is "so fond of the game that the flaws really irritate".
 

NeutralDrow

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Alarien said:
Really? Most of the reputation for smugness I've personally seen comes from responses to legitimate complaints about the game. Like in this thread, when complaints about the UI and the control scheme are dismissed either semantically, or as nitpicking, or as evidence of some kind of inherent moral failure to appreciate the hard work required to master the game.

I don't really know if that "lolnub" permeates the community as a whole, but even if it doesn't, that doesn't stop the ones who do from being incredibly obnoxious and thus more memorable.
 

EvilRoy

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Alarien said:
Things like EvilRoy's incredible stretches of logic above, trying to find some really bizarre ways to make supposedly objective complaints about the game.

Specifically, it's about the driving need that a lot of people have, not to dislike the game because it's not their taste or style, but because they didn't like some aspect (difficulty usually in Dark Souls) and therefore it must be a bad game.
I have well over 100 hours clocked on the game. Its a good game. I like it. However, that does not somehow magically excuse the problems I have found with it. None of my complaints are objective, they're my opinion. To paraphrase an old quote: of course they are my opinion, I fucking wrote them - I do not need to say IMO after every sentence.

I am very happy for you that you've enjoyed the game, but I do not appreciate your passive aggressive derision of my opinions. If you have an issue with what I've said, I invite you to discuss them with me directly. Otherwise, lets not do this thing where we cough loudly and say "MAN that ALARIEN guy certainly does have an odd opinion of...", its demeaning to both of us and far from an actual conversation.

Thanatos2k said:
Maybe I just don't understand the problem. I am able to see the bar, see the number on the stats screen, and do a mental division of the amount of bar to the amount it says on the screen. Thus when something raises stamina by 10% of what I currently have, I can imagine the bar becoming 10% bigger as well. Are others unable to do this?
Others shouldn't need to do this, especially when it isn't readily apparent as to whether the conversion is linear or not. Which it isn't, also kind of a problem.

And this is only something a power user would care about. Someone who wants to eke out every attack power they can. These people can look it up online. Normal players see the higher number when they pick up a weapon and equip it. Normal players don't make "builds." They increase the stats they think help them, and the weapons tell you which stats help and by which grade. If you want to know more than that, look it up. Is this some kind of pride issue? A "I beat the game without looking anything up!" personal problem?
No, this is a legitimate issue I found when playing the game for the first time. Being under the impression that the game tracks things that actually matter, I typically avoided weapons that provided a downgrade in any particular area beyond a certain amount. The opacity prevalent in the scaling area made it difficult to decide what weapons I should keep or toss because I had no idea how it translated to shit that matters.


You can claim not to like it, like the other guy who prefers Bayonetta where he can cancel out of anything anytime and spaz all over the place. But don't claim it's a flaw. It's a different way of developing an action game and there are a great many people who prefer it this way.
At this point I'm not claiming anything, I'm just trying to get you to understand my complaints, why they aren't contradictory, and why I feel they are valid issues for a person to have - something that you originally seemed to take issue with but now apparently don't?

Maybe as a computer programmer I've become used to a single typo causing the entire program to cease functioning and thus are used to unforgiving mechanics. Personal preference, I'd say. If I press a button to jump and fly into a pit in Megaman I don't blame Megaman. If I press a button to quicksave when I meant to quickload I don't blame the game. If I try to execute a double dragon punch motion and end up doing quarter circles forward instead I don't blame Capcom.
And you shouldn't blame Megaman or Capcom, because those are well instituted control systems. Needing to quickly tap a button twice instead of once from a holding position for a very finicky movement is not what I consider well instituted, particularly when this can lead to death and loss of progress at a moments notice.

Don't call it consistency when you are very clearly projecting your own expectations onto the game and getting mad when it doesn't meet them. You think all weapons should behave the same. They don't. Deal with it.
Is the expectation that weapons that look similar behave similarly so bizarre? Am I really so foolish for believing my increasing strength should translate into smoother more elegant usage with larger weapons, when the game makes it very clear that not meeting stat requirements makes you swing a weapon like an idiot, or weighing too much makes you roll like a grounded trout? Is asking that visual dissonance be addressed the same as asking that all weapons should behave the same?
 

Elf Defiler Korgan

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Point eight: you can entirely skip the Taurus demon by taking the master key at character generation, dodging around havel, going through the door, up to the left and to the blacksmiths. This is also the quickest way to beef up items (you need 1000 souls to start with, 800 for titanite, 200 for enchantment to +1).
 

Alarien

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Interesting, so if I go to mavrik's post.

1) UI complaint, no explanation, just "ugly and worst"
2) Unintuitive controls (no further explanation)
3) dying due to camera or lock on silliness
4) slog through the same opponents over and over
5) deal with character responsiveness (90 year old grandpa) comment

Is that an example of legitimate complaints that are being dismissed semantically? I'd say that those are, for the most part, declarations of "this sucks" without much real explanation and display either a lack of game knowledge, or a general dismissiveness of the game or of learning anything about it. However, I'll respond to it as well as I think I can:

1) I'm not going argue whether the UI is ugly or not. It actually can reasonably seen as "ugly." I don't necessarily think so, but I also agree it's not particularly sleek and, due to the lack of scaling, is a bit more obtrusive than necessary. Worst? Worst is a pretty large declaration. I am sure we can find more than a few that are far worse.

2) Unintuitive controls: I'll even give this a half hearted +1. Mostly because the controller control scheme is a bit weird at first. Lock on on the rstick button (actually works well on the 360 controller, pretty ass on the PS controller)? R1 and R2 bumper/trigger for attack? A button is a generic "interact" and jump/sprint tied to the same? Yeah, sure it's not overly intuitive. It's also not a hard interface. But, hey, sure, I can see the argument, compared to a lot of other games.

3) Dying due to camera/lock on: Yep, it happens. There's no excuse for it, and I can give it a big thumbs up. Nothing like locking on to an enemy who leaps to their death and drags you with it. Really kinda crappy. Thankfully, it's fairly rare, but there nonetheless.

4) Slog through same opponents (after death): Why? There's actually very few places where the distance between bonfires and and/or bosses is ever particularly far. In fact, the base game's bonfires are really reasonably close and, when it comes right down to it you can run past almost EVERY enemy in the game to get to the next checkpoint. The only 2 places in the entire game that actually feel like a challenge to work past all the enemies, for me, are the Duke's Archives and Oolacile Township (DLC). Maybe Sen's, if I really stretch it. Slogging can either be bypassed entirely or you can use it to help practice, and, with few exceptions, the practice is actually generally a good idea in NG.

5) Character non-responsivness: this is just not the case. I have never had the character actually NOT respond. The movesets of the game are not the movesets of DMC or Castlevania: Lords of Shadow, or Bayonetta. This isn't Street Fighter IV where you can "Cancel" out of a move to dodge or block, much of the time. It's basically a commitment to attack. Only attack when you know it's a good idea. The character will move/attack/block/roll on queue. I have never had it happen otherwise, however, they will not "chain" moves together before the game is scripted to allow them to do so. That's not a flaw, it's a base part of the design.

I don't really see that many of the other responses to these were much different. In fact, the arguments themselves were just as dismissive and/or semantics, which goes to my point that the responses are generally proportionate to the question or complaint.
 

Alarien

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EvilRoy said:
Alarien said:
Things like EvilRoy's incredible stretches of logic above, trying to find some really bizarre ways to make supposedly objective complaints about the game.

Specifically, it's about the driving need that a lot of people have, not to dislike the game because it's not their taste or style, but because they didn't like some aspect (difficulty usually in Dark Souls) and therefore it must be a bad game.
I have well over 100 hours clocked on the game. Its a good game. I like it. However, that does not somehow magically excuse the problems I have found with it. None of my complaints are objective, they're my opinion. To paraphrase an old quote: of course they are my opinion, I fucking wrote them - I do not need to say IMO after every sentence.

I am very happy for you that you've enjoyed the game, but I do not appreciate your passive aggressive derision of my opinions. If you have an issue with what I've said, I invite you to discuss them with me directly. Otherwise, lets not do this thing where we cough loudly and say "MAN that ALARIEN guy certainly does have an odd opinion of...", its demeaning to both of us and far from an actual conversation.
Fine, let's have this conversation.

I don't even get your complaint about the UI. I get Mavrik's. He said it was ugly. Fine, I get that. But something about the opaque number system and the transparent visual representation in the UI? What? What stats are you talking about, because I'd like to understand that.

For example: endurance, there is a number. Up to 40 it increases your sta. The increase in the UI is proportional to the increase. Vitality is the same way. The "opaque" would only be that after 40 your sta does not increase, but your weight capacity does.

Weapon scaling? What is opaque about S, A, B, C, D, E scaling? It tells you that it scales. It does not say how many points, but if you take a weapon and equip it and then level up a relevant stat (which you can cancel) you can see exactly how much damage your output will change by for that weapon. You can test this across many weapons. It's not particularly intuitive, sure. But it isn't "opaque." You can also just switch out and test it on a few mobs around Firelink.

Also, exactly what weapons are you talking about for "MASSIVE?" So far, you've been completely non-specific. Havel's Dragon's Tooth? You did mention Smough's Hammer. (equally unwieldy) What are you comparing them to? Zweihander? If you actually give direct comparisons of ultra-large weapons, I'd like to load up and test the movesets. Hell, I can probably find a couple youtube videos comparing movesets so we can look at them side by side. I did speak completely to you on this, but you did not respond.

So, let's chat.
 

EvilRoy

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Alarien said:
EvilRoy said:
Alarien said:
Things like EvilRoy's incredible stretches of logic above, trying to find some really bizarre ways to make supposedly objective complaints about the game.

Specifically, it's about the driving need that a lot of people have, not to dislike the game because it's not their taste or style, but because they didn't like some aspect (difficulty usually in Dark Souls) and therefore it must be a bad game.
I have well over 100 hours clocked on the game. Its a good game. I like it. However, that does not somehow magically excuse the problems I have found with it. None of my complaints are objective, they're my opinion. To paraphrase an old quote: of course they are my opinion, I fucking wrote them - I do not need to say IMO after every sentence.

I am very happy for you that you've enjoyed the game, but I do not appreciate your passive aggressive derision of my opinions. If you have an issue with what I've said, I invite you to discuss them with me directly. Otherwise, lets not do this thing where we cough loudly and say "MAN that ALARIEN guy certainly does have an odd opinion of...", its demeaning to both of us and far from an actual conversation.
Fine, let's have this conversation.
Okay, lets do this. I hope you'll forgive my fatigue here, but in addition to a full working day I'm on to explanation of my complaints number three or four. And with yet work to go tonight, I'm afraid I'll be typing quickly so don't mind the odd typo, and mention specifically if I word something in a way that you don't get. As much as I feel you deserve an earnest and respectful response for being good about this, its already going to be a late night.

I don't even get your complaint about the UI. I get Mavrik's. He said it was ugly. Fine, I get that. But something about the opaque number system and the transparent visual representation in the UI? What? What stats are you talking about, because I'd like to understand that.

1) Endurance, there is a number. Up to 40 it increases your sta. The increase in the UI is proportional to the increase. Vitality is the same way. The "opaque" would only be that after 40 your sta does not increase, but your weight capacity does.
My primary complaints with the UI has to do with very poor inventory organization both on character and in the upgrade screen, an irritating habit of the game of auto equipping consumables to quick-use, un-intuitive item storage that had very limited use, plus complaints on item comparisons ect., and the stat screen which I believe you are referring to specifically.

Using END as an example I'll go into my issues with levelling up. Speaking from my experience as a first time player, the END bar was great. Tick marks make it immediately visually obvious how much each attack or roll or block takes off the bar, so its easy to gauge on the fly how much I can afford for a given manure.

The issue I found with the level up screen was twofold, though they came in phases. The item you noted with capping the bar came as phase two, and since you noted the issue there I won't go into it.

The first phase was the simple, straightforward question of 'how many tick marks do I get per level I invest in END'. This was a large issue for me early on in the game thanks in dual parts to having very few souls to expend on levelling due to consistent death, and having little concept what individual stats are worth levelling up, as every stat appeared to uniformly increase the stats on the right with two single exceptions (HP/END). Simply levelling up once and looking closely at the stamina bar wasn't helpful as the increase was small enough I couldn't visually distinguish the improvement, but I lacked the ability to level in bulk to make the distinction more obvious. Additionally I had heard there are diminishing returns on levelling, but without a concept of the stat maximum this is a largely unhelpful and potentially misleading statement.

Simply having the health/stamina bars on screen when levelling and visually demonstrating the increase would have completely alleviated the issue, but the problem existed and I noted it along with my general UI complaints.

2) Weapon scaling? What is opaque about S, A, B, C, D, E scaling? It tells you that it scales. It does not say how many points, but if you take a weapon and equip it and then level up a relevant stat (which you can cancel) you can see exactly how much damage your output will change by for that weapon. You can test this across many weapons. It's not particularly intuitive, sure. But it isn't "opaque." You can also just switch out and test it on a few mobs around Firelink.
The matter in this case was that I found it inconsistent with the rest of the stat system. Certainly spending the souls and time to work through a guess and check to see was an option, however, two weapons - a spear that scales B and a short sword that scales C (I'm just guessing, no time to look it up) - can't be meaningfully compared side by side, making the scaling system difficult to use in weapon choice for a first time player. Surely a B is better than a C, but is it better by enough to justify changing weapons and accepting the different moveset and attack speed?

Perhaps the fact that scaling was expressed as a letter rather than a number, like all other weapon stats, should have been a solid indication that it was a non-critical aspect of the game, but at the time it seemed to indicate just the opposite.

3) Exactly what weapons are you talking about for "MASSIVE?" So far, you've been completely non-specific. Havel's Dragon's Tooth? You did mention Smough's Hammer. (equally unwieldy) What are you comparing them to? Zweihander? If you actually give direct comparisons of ultra-large weapons, I'd like to load up and test the movesets.
My complaint here was a matter of visual clarity in how the character handles weapons of different weight classes, and how that breaks down as the game progresses.

At an early stage the game clearly demonstrates that being overburdened results in the famous and loved 'fat roll', and lacking required stats for wielding a weapon results in swinging the weapon as though it is made of solid lead. It proceeds to demonstrate that being less burdened translates to various improved speeds, and having the proper stats to use a weapon results in visually normal wielding of the weapon.

The problem with this is that when wielding weapons such as the Zweihander, or the black knight sword, we see the character having a bit of trouble throwing the blade around. My complaint here is that at one point or another the character becomes able to lift and attack with weapons with much higher minimum stats - Smough's Hammer being a particularly extreme example of this requiring STR of 50 (off the top of my head, correct if necessary). Visually, however, I found that it no longer makes sense for the character to wield the Zweihander as though it is very heavy (it is, I'm sure) when that same character can lift and attack with weapons requiring strength on the level of Smough's Hammer.

While I appreciate that the game must maintain balance, why can scaling not be translated into a visually coherent image? A slow moving heavy attack makes sense early on in the game, where presumably the character is only at the brink of lifting and striking with a given weapon, but later at the mentioned levels, why is that same character having so much difficulty striking with a weapon that must weigh less than half of another he was just holding? It seems arbitrary and silly to me, given the games earlier lessons that stats and burden weight definitely translate into obvious visual cues.

Hell, I can probably find a couple youtube videos comparing movesets so we can look at them side by side. I speak completely to you on this, but you did not respond.

So, let's chat.
When you don't quote directly it isn't obvious to the other person, I would have ignored your post completely had I not noticed my name in happenstance.
 

gadjo

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Saidan said:
Great job Yatz, that's a great piece of advise for newcomers to the game.

gadjo said:
My bits of advice:
1. Take the master key, the other gifts are pretty crap
2. If you don't start as a pyromancer, go get the flame at the first opportunity (I think you can rescue a guy who will sell it to you in the lower burg, if not the lady in blighttown will) since it doesn't draw from any stats, making it great for warriors.
3. Once you find the blacksmith in the parish, buy the seal of whatever from him. It unlocks a big door in the forest next to a fake wall hiding a bonfire, and leads to an area where you can trick high-level enemies into jumping off cliffs for grinding purposes.
4. Once you kill Havel the Rock (under the tower you fight the bull demon on top of) put on his ring and never take it off. It's great to be able to fast roll in decent armor.
Sorry, but I must strongly disagree with your first point. A new player should NEVER take the master key in the first run, cause that item allows you to sequence break, which will result in an incomplete experience. They may skip most of Blightown, and might just totally miss the Gaping Dragon, among other relevant points of interest.

The other three points are perfect.

Captcha: agree to disagree

Kinda fitting, haha.
Well, I guess we're gonna have to agree to disagree on skipping the depths and blighttown being a BAD thing. Hated those levels.
 

Thanatos2k

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EvilRoy said:
I have well over 100 hours clocked on the game. Its a good game. I like it. However, that does not somehow magically excuse the problems I have found with it. None of my complaints are objective, they're my opinion. To paraphrase an old quote: of course they are my opinion, I fucking wrote them - I do not need to say IMO after every sentence.
I've been around enough on the internet to know when someone is stating an opinion like a fact, and your posts reek of it. When you say something like:

CONSISTENCY = GOOD. When a character model wields a MASSIVE HAMMER with relative ease, and then performs a weighty and INELEGANT attack with a weapon less than a fifth its size despite MEETING all skill requirements, the game demonstrates VISUAL INCONSISTENCY in how the character model relates to its own environment, producing an impression of ARBITRARY and POORLY thought out gameplay mechanics. INCONSISTENCY = BAD. CONSISTENCY is not a MADE UP expectation, it is a HALLMARK of a WELL MADE game.
You are not saying "Well, this is my opinion of what a good game should be" you are screaming "THIS IS WHAT A GOOD GAME IS AND IF YOU DISAGREE YOU'RE WRONG."

Others shouldn't need to do this, especially when it isn't readily apparent as to whether the conversion is linear or not. Which it isn't, also kind of a problem.
So you didn't ACTUALLY have this problem, you're just supposing that some people were unable to do it. I see.

No, this is a legitimate issue I found when playing the game for the first time. Being under the impression that the game tracks things that actually matter, I typically avoided weapons that provided a downgrade in any particular area beyond a certain amount. The opacity prevalent in the scaling area made it difficult to decide what weapons I should keep or toss because I had no idea how it translated to shit that matters.
And yet it sounds like you were able to complete the game just fine. Again, sounds like you didn't actually have a problem, you were just too stubborn to look up a full explanation of the mechanics and do some projections.

At this point I'm not claiming anything, I'm just trying to get you to understand my complaints, why they aren't contradictory, and why I feel they are valid issues for a person to have - something that you originally seemed to take issue with but now apparently don't?
It seems you didn't even encounter many of these so called issues yourself. Which is odd that you'd argue so vociferously about them.

And you shouldn't blame Megaman or Capcom, because those are well instituted control systems. Needing to quickly tap a button twice instead of once from a holding position for a very finicky movement is not what I consider well instituted, particularly when this can lead to death and loss of progress at a moments notice.
If I jump into a pit in Megaman because I had to run halfway out over the ledge in order to make the jump and jumped slightly too soon I can lose all sorts of progression. And hell, the bosses in Megaman are "trial and error" too. Hmmm....I wonder if you call Megaman a poorly developed game?

Is the expectation that weapons that look similar behave similarly so bizarre? Am I really so foolish for believing my increasing strength should translate into smoother more elegant usage with larger weapons, when the game makes it very clear that not meeting stat requirements makes you swing a weapon like an idiot, or weighing too much makes you roll like a grounded trout? Is asking that visual dissonance be addressed the same as asking that all weapons should behave the same?
Alarien already deconstructed this. Yes, your expectations were wrong. No need to take it out on the game.
 

EvilRoy

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Thanatos2k said:
EvilRoy said:
I have well over 100 hours clocked on the game. Its a good game. I like it. However, that does not somehow magically excuse the problems I have found with it. None of my complaints are objective, they're my opinion. To paraphrase an old quote: of course they are my opinion, I fucking wrote them - I do not need to say IMO after every sentence.
I've been around enough on the internet to know when someone is stating an opinion like a fact, and your posts reek of it. When you say something like:

CONSISTENCY = GOOD. When a character model wields a MASSIVE HAMMER with relative ease, and then performs a weighty and INELEGANT attack with a weapon less than a fifth its size despite MEETING all skill requirements, the game demonstrates VISUAL INCONSISTENCY in how the character model relates to its own environment, producing an impression of ARBITRARY and POORLY thought out gameplay mechanics. INCONSISTENCY = BAD. CONSISTENCY is not a MADE UP expectation, it is a HALLMARK of a WELL MADE game.
You are not saying "Well, this is my opinion of what a good game should be" you are screaming "THIS IS WHAT A GOOD GAME IS AND IF YOU DISAGREE YOU'RE WRONG."
Nope, just realized that the only way for me to effectively communicate that my complaints were consistent with each other to you, and therefore not invalid as you had stated, was to spell things out as unambiguously as possible. This means eliminating 'fluff' words that change the implications of a sentence. I figured you would come back with this, but I also knew it was the only way to get the idea across efficiently.

Others shouldn't need to do this, especially when it isn't readily apparent as to whether the conversion is linear or not. Which it isn't, also kind of a problem.
So you didn't ACTUALLY have this problem, you're just supposing that some people were unable to do it. I see.
Not sure how you got that idea. I assumed I was included in 'others' when you said it.

No, this is a legitimate issue I found when playing the game for the first time. Being under the impression that the game tracks things that actually matter, I typically avoided weapons that provided a downgrade in any particular area beyond a certain amount. The opacity prevalent in the scaling area made it difficult to decide what weapons I should keep or toss because I had no idea how it translated to shit that matters.
And yet it sounds like you were able to complete the game just fine. Again, sounds like you didn't actually have a problem, you were just too stubborn to look up a full explanation of the mechanics and do some projections.
I actually was simply incapable of looking it up at the time. Being stuck out in the field meant no internet to find cheat sheets on. Being able to complete a game just fine despite its flaws is not an excuse for the flaws.

At this point I'm not claiming anything, I'm just trying to get you to understand my complaints, why they aren't contradictory, and why I feel they are valid issues for a person to have - something that you originally seemed to take issue with but now apparently don't?
It seems you didn't even encounter many of these so called issues yourself. Which is odd that you'd argue so vociferously about them.
I don't know where you're getting the idea that none of this stuff actually happened to me. I'm just giving up. You don't agree. Fine. At least now I think you understand the crux of my arguments well enough to not mistake two disparate statements as contradictory.

And you shouldn't blame Megaman or Capcom, because those are well instituted control systems. Needing to quickly tap a button twice instead of once from a holding position for a very finicky movement is not what I consider well instituted, particularly when this can lead to death and loss of progress at a moments notice.
If I jump into a pit in Megaman because I had to run halfway out over the ledge in order to make the jump and jumped slightly too soon I can lose all sorts of progression. And hell, the bosses in Megaman are "trial and error" too. Hmmm....I wonder if you call Megaman a poorly developed game?
Depends, did you jump too soon because the button press required you to lift your thumb and press downwards twice, distinctly yet quickly so the gamepad didn't confuse your input for a roll?

Is the expectation that weapons that look similar behave similarly so bizarre? Am I really so foolish for believing my increasing strength should translate into smoother more elegant usage with larger weapons, when the game makes it very clear that not meeting stat requirements makes you swing a weapon like an idiot, or weighing too much makes you roll like a grounded trout? Is asking that visual dissonance be addressed the same as asking that all weapons should behave the same?
Alarien already deconstructed this. Did you have an actual example or just yet another complaint about something that didn't actually happen to you?
Well I guess you understood some of my arguments at least. This one clearly not still, considering the fact that it happens to everyone who plays the game equally whether they agree its a problem or not, but I already just wrote out a post on this for Alarien so I'm not going to retype it.
 

Alarien

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EvilRoy said:
Okay, lets do this. I hope you'll forgive my fatigue here, but in addition to a full working day I'm on to explanation of my complaints number three or four. And with yet work to go tonight, I'm afraid I'll be typing quickly so don't mind the odd typo, and mention specifically if I word something in a way that you don't get. As much as I feel you deserve an earnest and respectful response for being good about this, its already going to be a late night.

My primary complaints with the UI has to do with very poor inventory organization both on character and in the upgrade screen, an irritating habit of the game of auto equipping consumables to quick-use, un-intuitive item storage that had very limited use, plus complaints on item comparisons ect., and the stat screen which I believe you are referring to specifically.

Using END as an example I'll go into my issues with levelling up. Speaking from my experience as a first time player, the END bar was great. Tick marks make it immediately visually obvious how much each attack or roll or block takes off the bar, so its easy to gauge on the fly how much I can afford for a given manure.

The issue I found with the level up screen was twofold, though they came in phases. The item you noted with capping the bar came as phase two, and since you noted the issue there I won't go into it.

The first phase was the simple, straightforward question of 'how many tick marks do I get per level I invest in END'. This was a large issue for me early on in the game thanks in dual parts to having very few souls to expend on levelling due to consistent death, and having little concept what individual stats are worth levelling up, as every stat appeared to uniformly increase the stats on the right with two single exceptions (HP/END). Simply levelling up once and looking closely at the stamina bar wasn't helpful as the increase was small enough I couldn't visually distinguish the improvement, but I lacked the ability to level in bulk to make the distinction more obvious. Additionally I had heard there are diminishing returns on levelling, but without a concept of the stat maximum this is a largely unhelpful and potentially misleading statement.

Simply having the health/stamina bars on screen when levelling and visually demonstrating the increase would have completely alleviated the issue, but the problem existed and I noted it along with my general UI complaints.
Ok, this is the most you've articulated that issue in this thread from what I've seen (not a criticism, just a statement), and now that you've made it really clear, I understand exactly what you're complaining about. If I'm reading this right, and correct me if I'm wrong, for end/vit you would like to see how the number on the stat screen would directly translate into the tick marks in the main game UI? Correct?

Alright, before I wasn't sure if you were talking about about just general increase, but now that you've talked about translating to tick marks, I think I understand this better. Does 5 vit = 1 visible tick of actual health? Does 10 = 1? What is the translation from stat to visible health? Look I realize you've said something before, but bear with me, I'm not being obtuse. Visible "health" is a bit obscure, because the bar movement as a % of your screen can be a bit hard to gauge. Visible tick marks from stat numbers is an objective to objective conversion.

I call "fair enough" on your point. I have already stated that I am not a fanboy of the UI and I agree that it can be improved. I can see that a more objective conversion from number to the very visible tick marks on the screen would be visibly more intuitive that the current system. For those who are unclear on what we're talking about, you can see the tick marks in the top left.



Also no argument on stat capping. If the in-game tooltips said that there were diminishing returns after 50 (possibly with some after 40, I can't remember), that would be useful.

On weapon scaling:
The matter in this case was that I found it inconsistent with the rest of the stat system. Certainly spending the souls and time to work through a guess and check to see was an option, however, two weapons - a spear that scales B and a short sword that scales C (I'm just guessing, no time to look it up) - can't be meaningfully compared side by side, making the scaling system difficult to use in weapon choice for a first time player. Surely a B is better than a C, but is it better by enough to justify changing weapons and accepting the different moveset and attack speed?

Perhaps the fact that scaling was expressed as a letter rather than a number, like all other weapon stats, should have been a solid indication that it was a non-critical aspect of the game, but at the time it seemed to indicate just the opposite.
I can see the complaint, but I am going to start with counter that you might very well hate. I apologize, but I think we're going to need to accept one thing before we start, like it or not: this is a Japanese game. "Well, no shit Sherlock" most of you probably just said, but Japanese games have long used the letter system to attempt to categorize levels of quality with S oddly being highest. That's not necessarily important here, but for those who aren't aware of that already, it's one of those things to just be aware of.

Can two weapons of different quality be compared side by side? Basic answer is "yes, and no." Ugh. Everyone just groaned again.

Ok, so, let's go from here.

First, the stat screen UI: There is a R1 and R2 attack rating for your currently equipped weapon and offhand. If you change weapons, you can immediately see the difference in your current attack rating for that weapon. You can also look at the weapon to see the stat scaling (s through e) rating, if it has it, for str/dex/int/faith. You can also see how it splits physical/magic/light/dark damage.

So, why then, do some weapons have higher attack rating even though they "scale" better (i.e. A vs B) and my level in that stat may actually be higher? (aka, 150 attack rating with a C scaling Claymore vs 225 attack rating with a D scaling Black Knight Halberd) Well, each weapon has a base damage, and it scales from there. Some weapons just plain hit harder than others, even in the same weapon class. Obviously, different weapon classes also hit very differently with light fast weapons hitting for low base damage and big heavy weapons hitting for higher base damage.

For newer players, this can take a bit of getting used to, because you often don't see the benefit of higher scaling weapons until higher level. For example, at base requirement 32 str/18 dex a BK Halberd with D/E str/dex scaling will single hit MUCH harder than a Claymore with C/C scaling. That's because the base damage of the BK Halberd hits like a truck. The Claymore, on the other hand, will eventually outdamage it, when your character's str/dex get closer to 50/40. The D/E scaling of the BKH cannot keep up with the C/C of the claymore.

The big problem here, and I can concede the problem, is that there is no clear "base damage" stat that you can easily see, unless you have a level 1 character with no stats but all the items to just look at. However, I will offer that there is a really reasonable way to simply test it out and that's to just go to Firelink and smack some hollows around with each weapon.

Should a new player have to do that? If you say no, I can understand it, but I would also say that, considering how deep the weapon/upgrade/stat system is, combined with movesets, I would counter that it's completely reasonable to do so.

Is it intuitive? Not really, but it's not so opaque that it creates actual problems. It could be improved, but I can't really agree that it's a failure in the design.

On visual representations and weapon move-sets:
My complaint here was a matter of visual clarity in how the character handles weapons of different weight classes, and how that breaks down as the game progresses.

At an early stage the game clearly demonstrates that being overburdened results in the famous and loved 'fat roll', and lacking required stats for wielding a weapon results in swinging the weapon as though it is made of solid lead. It proceeds to demonstrate that being less burdened translates to various improved speeds, and having the proper stats to use a weapon results in visually normal wielding of the weapon.

The problem with this is that when wielding weapons such as the Zweihander, or the black knight sword, we see the character having a bit of trouble throwing the blade around. My complaint here is that at one point or another the character becomes able to lift and attack with weapons with much higher minimum stats - Smough's Hammer being a particularly extreme example of this requiring STR of 50 (off the top of my head, correct if necessary). Visually, however, I found that it no longer makes sense for the character to wield the Zweihander as though it is very heavy (it is, I'm sure) when that same character can lift and attack with weapons requiring strength on the level of Smough's Hammer.

While I appreciate that the game must maintain balance, why can scaling not be translated into a visually coherent image? A slow moving heavy attack makes sense early on in the game, where presumably the character is only at the brink of lifting and striking with a given weapon, but later at the mentioned levels, why is that same character having so much difficulty striking with a weapon that must weigh less than half of another he was just holding? It seems arbitrary and silly to me, given the games earlier lessons that stats and burden weight definitely translate into obvious visual cues.
Okay, okay, got it. So if a weapon requires 32/18 (I love the BKH, can you tell?) then it being a bit cumbersome (it always is a little wild with the opening of the R1) makes sense at that bare minimum, but at 50/50 it should represent differently?

Visually? Fair enough.

Design problem or flaw? I say no, for the same reason you brought up. It's a balance issue, and here what the devs are balancing is very much NOT the stats. It's the moveset for the weapon.

Each weapons un-encumbered moveset is designed very specifically to balance the use of the weapon vs. the use of other heavier or faster weapons. There's obviously a risk/reward issue. I understand that you know this already. If this were entirely a PVE game, I would completely agree with you. However, please be sure to consider the PVP aspect. Dark Souls is very much a PVP game, just as much as it is PVE, and the moveset of weapons is extremely important in PVP match ups. Timing an attack vs. a boss mob is about you and a digital representation of code. Timing against a person is your game and your time vs. their game and their time. Having the moveset change between 32str and 50str presents an unreasonable balance change in a game that attempts to pit players of vastly different soul level against each other (VASTLY. I'm Darkmoon and I invade people 100+ SL below me all the time, because that's my job as an avenger. They still have a chance, believe it or not, because of weapon/moveset balancing).

Calculating your chance to hit someone in PVP is not about stats, but about understanding movesets and weapon strengths and weaknesses (your own and theirs). The higher SL player will get the benefit of their scaling, but not of a moveset change, because, if that were the case, then that would eliminate any chance the lower SL player has.

You might also argue that the moveset's timing and effectiveness doesn't have to change, but, fairly, is it reasonable to ask the Dev's to program a higher level moveset that looks less cumbersome? It might be cool, but it seems a bit much to ask.

Anyway, those are my thoughts on the subject, now that we're talking openly and evenly. I apologize if I came off a bit passive aggressive, I personally hate passive-aggressives, but that's probably because my post wasn't actually directed at you. It's what I see as the opposite side of the "smug community" argument, in that there is a huge community of people who hate the game unreasonably or ignorantly. Clearly, that's not you, but I would argue that your arguments get mirrored a LOT and with a lot less discussion and knowledge.

I don't get on people for not liking Dark Souls or having intelligent reasons for not liking it (you've sold me that you actually enjoy it, anyway). I have a problem with people showing up in every Dark Souls forum and thread and declaring the game "objectively" bad, when they can do nothing of the sort.
 

EvilRoy

The face I make when I see unguarded pie.
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Thanatos2k said:
Well if your master plan was to sound arrogant you knocked it out of the park.
You've managed to throw in some pretty unbelievably condescending statements in this thread yourself, I think I'm allowed to sound like a jackass now and then.

Not sure how you got that idea. I assumed I was included in 'others' when you said it.
So you're unable to do simple math on the stats screen and visualize percent changes to your stamina bar and wanted the game to do it for you? Stop dancing around the bush and please tell us as unambiguously as possible.
Plus 1 right there.

Yes. I feel that the game would have better done its job of communicating the effects of stat increases through a simple visual demonstration, and I feel that its failure to do so was to the detriment my and potentially others enjoyment of the game, particularly considering the already high barrier to entry present. I get that this wasn't a problem for you. If it was, we wouldn't be having this conversation, but not everyone is you dude.

But what was the flaw? That you weren't getting as much attack power as you thought you should? You clearly had enough to do what needed to be done in the actual game. Again, be clear here, because it sounds like you're just angry that you *couldn't* look it up.
Its pretty readily identifiable as a flaw when the game introduces a mechanic and then proceeds to never delve into how it actually works. Maybe you were able just to ignore it, but as a first time player I found it unhelpful and annoying. Did I want to look it up? Yeah. Should the game just have explained it? Also yeah.

Anyone who played Demon's Souls would have known about this beforehand too....
I didn't, and shouldn't have needed to. Its not even a direct sequel.

I think I've hit upon a pretty great question and I note you dodged it. Megaman is a game with automatic deaths littering the levels, trial and error gameplay, and potential for significant lost progress if you die.

Do you think Megaman is a not a well made game?
There is nothing inherently wrong with trial and error gameplay, so long as the upcoming challenges are reasonably foreshadowed. Did megaman do this? I don't know. Never played it. What I do know however, from a fast net search, is that megaman had dedicated controls for most actions, meaning that the issues I have with the controls in Dark Souls aren't readily comparable.

At any rate, this is it. You win, I'm an ass (people knew this anyway), my complaints don't count because whatever, long story short work to do, thanks for keeping it more or less together for the conversation - I actually mean that one relatively sincerely, I realize that I was coming off a bit of a prick, but something about your posts was reading to me like just the most condescending counter statements possible and with a divided attention it was too easy to slip into jackassery in response.