Dark Souls 2

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Nikolaz72

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Apr 23, 2009
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lapan said:
I dont need the things myself, but I imagine buying rings for 10.000 souls each wouldnt work unless you earned more than 10.000 per death, which is wholly possible but doesnt exactly qualify as an easy-mode.

Also the broken sword was a joke, I do enjoy beating him to death with it though. And his heavy club is hilarious to use.
 

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Mushroom Camper
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I'd like to see them fully commit to the open world aspect. Dark Souls feel like they went half-way but then decided against it. You can go to any area you choose, but eventually you're going to hit a locked door and the game will tell you, "nope, go do the story first". It seems starange to let you progress in areas if they are just going to lock you out of the boss fight at the end. Opening the world up will help a lot with the role playing aspect and let you set your own goals for your character. They can still lock areas off, but make the "key" make sense. If your mage wants to enter the library of ultimate wisdom but comes up aginst a locked door, make gaining entry require some sort of wizardry mastery. Same if its an armoury for the fighters or a crypt for a cleric. You can still have an end goal that requires all these areas to be accessed, but that means that to complete the game you character must master all disciplines.

The problem I can see here however is that it will make balancing the difficulty hard. If you can access an area at level 1 and stand a chance, that same area is going to be a cake walk at level 50. They could introduce scaling, but that's cheap and dirty soloution. Again it could fall back on the class system to determine the difficulty of an area. Sure you warrior has cleared the armoury and is a total boss in melee, but that's not going to help in this area to much when the enemies shrug of physical attacks and force you to start training in a new discipline to procceed. But that might make your achievements seem void however.
 

saxxon.de

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kommando367 said:
How about some actual difficulty instead of that artificial BS in Dark Souls that could be so easily pyro'd though.

Another fight like the storm ruler.

Optional pvp off-switch.

Pausing.
What is difficulty if not a game being fair but punishing your mistakes? I think what you want is better balancing, not difficulty.

"actual difficulty" is also a weird choice, considering you also want another fight like the storm ruler. Seriously? Hiding behind a rock and shooting arrows at it when it flies past? At least in Dark Souls there's no Boss Battle that can be won that cheap. Demon's Souls had plenty of them (Maneater, Tower Knight, Storm Ruler, Flamelurker..)


Your optional pvp off-switch is in Dark Souls - just sign off from XBL/PSN/GfWL.

Pausing also interferes with your "actual difficulty" claim. If I went into a Boss fight being prepared the wrong way, I would be able to just pause casually and would have all the time in the world to choose the right gear and think about my strategy.

So, No, No, No and No, Sir.
 

Casual Shinji

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I honestly don't know what they could change without it breaking that sense of vulnerability it achieves so well.

All I would really want is a new world filled with new monsters and mischief.
 

Fat Hippo

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erttheking said:
The problem with that is that it would cut out a large chunk of the overall theme of Dark Souls. It would make you that one particular hero who is destined to kick ass...but in Dark Souls you are NOT special. There are hundreds of thousands of other Undead just like you running around trying to accomplish the same goal, every one of them just as capable of as you are. That's a part of the story that multilayer builds on that I rather enjoy.
I know what you mean, but that part never really clicked for me. There's that throwaway line from Solaire about how "The flow of time is distorted, with other worlds phasing in and out" or something like that, but it's never really really explained, and I don't see how it ties in with the rest of the lore at all. No, I'm not saying they should explain everything to death, but they never really made a solid connection between the world and its multiplayer.

And they do, in fact, call you the "chosen undead" in the beginning of the game. This makes sense, as you do seem different from other undead in a multitude of ways: you don't ever go hollow, despite your many deaths, for one thing.

But enough bitching. I don't exactly mind if they keep the multiplayer, but in a world in which they were developing the game for my tastes alone, they would make it a purely singleplayer experience, with all aspects of design based around it. I neither expect or demand this though, merely expressing a preference.
 

King Billi

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Headdrivehardscrew said:
King Billi said:
Make using two weapons at once a viable strategy and make ones shield and sword hand interchangable. By the way I'm saying "sword" in place of whatever weapon you like to use.


And let me bloody pause the game!
Absolutely no to a pause function!

If you want to pause the game, quit to the main menu, go to the loo, interact with people, find food and drink and take care of your metabolic functions... and then go back to playing * Souls.

At first, I thought they were being obnoxious. I died putting down the pad, I killed NPC merchants putting down the pad... or picking it up again, accidentally throwing a poisoned dagger at one - pretty vital - merchant that then started to curse at me horribly, which was bad enough - I just ran away and felt bad. The next time I felt like going shopping, she was lying dead on the floor, with rats gnawing at her. It had quite an impact on me, even before I realized that it could not be 'fixed' and that, nope, I could not bring her back to life.

Easily letting me pause the game would take that feeling of importance and responsibility away. You don't step away from a * Souls game. It's not bloody Mario.

I don't understand how being able to pause the game will affect any of this?

The game saves your progress constantly and you have to live with the consequences of your actions all the time anyway and that's fine, I like that and you don't need to be putting the controller down or picking it up in order for your fingers to slip and lead you into trouble.

What if you need to leave suddenly in the middle of a boss fight or some other dire situation?

How about this? When you pause the game it just goes to a black screen?
Perhaps I should make it clear that I'm not suggesting people should be able to access their inventory when the game is paused or anything like that. If you want to change your equipment or weapon in the middle of battle you would still have to do that in game otherwise I don't see why it should be a problem..?
 

Denamic

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Daystar Clarion said:
Two armour sets.

The first set is what your character benefits from stat wise.

The second set is purely for aesthetic purposes.

I'm sick of seeing other players wearing mixes of armour sets, especially when I see male characters running around with dresses on because they're the best stat wise :D

I hate having to look like I've just fallen out of wardrobe just to stay on par with other players in PvP.
You don't need any armour to be on par in PvP.
In fact, having 0 encumbrance without having spent any points in endurance means you've more points to spend elsewhere, potentially making you more lethal.
 

kommando367

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saxxon.de said:
kommando367 said:
How about some actual difficulty instead of that artificial BS in Dark Souls that could be so easily pyro'd though.

Another fight like the storm ruler.

Optional pvp off-switch.

Pausing.
What is difficulty if not a game being fair but punishing your mistakes? I think what you want is better balancing, not difficulty.

"actual difficulty" is also a weird choice, considering you also want another fight like the storm ruler. Seriously? Hiding behind a rock and shooting arrows at it when it flies past? At least in Dark Souls there's no Boss Battle that can be won that cheap. Demon's Souls had plenty of them (Maneater, Tower Knight, Storm Ruler, Flamelurker..)


Your optional pvp off-switch is in Dark Souls - just sign off from XBL/PSN/GfWL.

Pausing also interferes with your "actual difficulty" claim. If I went into a Boss fight being prepared the wrong way, I would be able to just pause casually and would have all the time in the world to choose the right gear and think about my strategy.

So, No, No, No and No, Sir.
I just preferred the way demon's souls did things, okay?

Like the Firelurker, that was a good boss.
The Tower Knight was another good one.
Even the boss fights that weren't that challenging at least had their own unique set up, with their own unique strengths and weaknesses that you had to adapt to.

Compare that the Dark Souls where every boss except Quelaag and Ceaseless was too damn easy because you could just pyro the shit of them.

Also, you got diminished EXP in Demon's Souls so you couldn't just grind out of it.

2nd point: The Storm Ruler was a spectacular fight. I mean come on, killing a high flying beast with a sword that cracks the sky, that is just awesome. I want another fight like that.

3rd point: What if I just want co-op? Co-op is optional, why isn't pvp optional? Why should I be punished for playing in human form? It's not even that much more powerful.

4th point: I've had several instances where I couldn't go to the restroom or text someone back because I was in the middle of a boss or an enemy infested area. That's not difficultly, that's just inconvenience. They could even just make the start menu pause the game and take out pausing when another player shows up. There, no diddling with equipment in the inventory menu.
 

lapan

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King Billi said:
What if you need to leave suddenly in the middle of a boss fight or some other dire situation?
Exiting the game takes only a few seconds and exiting during a boss even resets you outside the boss room.

The real reason where there is no pause function probably has to do with the open multiplayer system the game has. I wouldn't be against a sort of pause like you mentioned, though it should probably be limited to offlinemode.
 

endtherapture

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kommando367 said:
Compare that the Dark Souls where every boss except Quelaag and Ceaseless was too damn easy because you could just pyro the shit of them.
Quelaag was painfully easy as long as you didn't let her use her AoE.

Isn't Ceaseless Discharge really easy...you just hide behind the rock and hit him when he tries to hit you?

So not exactly the best examples.
 

thesilentman

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Jun 14, 2012
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What I'd like to see in Dark Souls is some sort of local multiplayer, PC or console[footnote]Not on one PC/console, more on one network as one PC/console acting as the server. I don't know how it work practically, but it's worth a shot.[/footnote]. It'd be quite fun tackling a world with my buddies, who think multiplayer is the only way to play. And please improve the vanilla PC version. That's it for me.
 

RedmistSM

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Make there be a story within the game. Everything in Dark Souls happened ages ago and everybody have just been stuck in time since then. A change of setting too, something else than what's here. I realize those a big change, but I don't want just want the same thing again, especially not in a new generation of hardware, and I don't think an involving narrative would destroy the other thing I like about the experience. I don't mind keeping the structure of the metroidvania-like world, but I never played Demon's Souls so I guess I don't really know.

A better looking waterfall would also be nice.
 

kommando367

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endtherapture said:
kommando367 said:
Compare that the Dark Souls where every boss except Quelaag and Ceaseless was too damn easy because you could just pyro the shit of them.
Quelaag was painfully easy as long as you didn't let her use her AoE.

Isn't Ceaseless Discharge really easy...you just hide behind the rock and hit him when he tries to hit you?

So not exactly the best examples.
I only said they were the only bosses that couldn't just be killed by spamming Pyro spells.

Even Gwyn, lord of CINDER only stood up 8 great combustions and a few combustions.
There was just so little need to adapt and exploit weaknesses when just about everything could be killed by slapping it in the face with pyro spells.

Compare that to Demon's Souls bosses where you had to use enemy weaknesses against them to make them less of a pain in the ass. Those bosses that weren't challenging were at least somewhat unique like the leech with it's HP regen.
 

XMark

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About the story - I do appreciate the minimalistic way in which the Souls Games' storylines are presented, and how the world is built to support the storyline.

That said, it wouldn't hurt for them to put some more storyline in the foreground. The story in the existing games is like a jigsaw puzzle with half the pieces missing.
 

Korten12

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Jorec said:
What I want most out of Dark Souls 2? To give the Halberd the ability to combo again! Do you know how disappointing it was to find out that they changed how the Halberd works from Demon's Souls to Dark Souls? Very disappointing.

Nikolaz72 said:
Shut down the servers half a year ago.
That is wrong...

http://www.joystiq.com/2012/05/25/demons-souls-servers-staying-online-into-the-foreseeable-futur/

All plans to scrap the multiplayer servers have ended since the game is still played a lot.
 

Smeggs

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Yosharian said:
An example of where Dark Souls completely fails to explain itself:

You can kill vendors/important NPCs if you attack them. This is not taught to the player at all. Learning this involves accidentally doing it, perhaps 10 hours into the game, with the result that one very important vendor/NPC is gone forever, and the only option to bring him back is restarting. This isn't old-school, this isn't cool, this is just STUPID.
Wasn't there a time back before one of the patches where the only vendor who sold Arrows was that in the Undead Berg? I believe I remember one of my friends telling me that, because he found out after killing the guy he had screwed himself. Yeah, the game really should have those base explanations, or let you know these guys won't respawn. Now that all vendors sell arrows, I killed UB vendor for his sword with little consequence.

I enjoyed the subtle way they tell you the story in the game, you have to really look to figure it all out, but the thing is I wouldn't have gotten half of it were it not for the lore videos made by EpicNameBro on YT.
 

Jimmy T. Malice

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I'd like an even more interconnected world. The early-game areas are amazingly interconnected, but this trails off when you go after the Soul Lords and end up going down linear paths. Actually, the end-game areas as a whole aren't too good compared to the well-designed castles with treasure and shortcuts aplenty. The only exceptions are the Catacombs and the Duke's Archive.

A more lenient difficulty curve at the beginning would also be good. Demon's Souls does much better on this front, since it allows you to get used to the combat controls before pitting you against the harder soldiers and Blue-Eyed Knights. Dark Souls just dumps you straight at a boss without much indication that you're supposed to escape from it, and when you get round to defeating it you won't get much practice in for fighting the first real boss, the Taurus Demon.

That said, Dark Souls does much more right. The world feels much more lived-in and detailed, whereas in the first game you jumped between worlds willy-nilly and never really got an idea of what they were all about. Thebonfire system is also much better than having to go back to the Nexus whenever you wanted to store something or smith/repair your weapons. Having a limited supply of healing items is also annoying in Demon's, since when you run out you have to run through 1-1 a few times to get more or buy them from merchants, and you can just grind through bosses by endlessly nomming Half Moon Grass.

If FROM do make another Souls game, it should have more elements from Dark than Demon's.

Also, fuck the dragon bridge in 1-2. Seriously.
 

Fat Hippo

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kommando367 said:
endtherapture said:
kommando367 said:
Compare that the Dark Souls where every boss except Quelaag and Ceaseless was too damn easy because you could just pyro the shit of them.
Quelaag was painfully easy as long as you didn't let her use her AoE.

Isn't Ceaseless Discharge really easy...you just hide behind the rock and hit him when he tries to hit you?

So not exactly the best examples.
I only said they were the only bosses that couldn't just be killed by spamming Pyro spells.

Even Gwyn, lord of CINDER only stood up 8 great combustions and a few combustions.
There was just so little need to adapt and exploit weaknesses when just about everything could be killed by slapping it in the face with pyro spells.

Compare that to Demon's Souls bosses where you had to use enemy weaknesses against them to make them less of a pain in the ass. Those bosses that weren't challenging were at least somewhat unique like the leech with it's HP regen.
Well, the exact same thing goes for sorcery, though. I whooped Gwyn with those crystal homing balls, it was absurdly easy. Hell, I even beat Four Kings on my first try with my sorcerer, and I am not that good at Dark Souls. Magic makes both Souls games far easier than regular melee fighting. There's a reason everyone tells new players to pick the royal class in Demon's Souls. They would have to overhaul the entire magic system to "balance" this. Personally, I don't have the damnedest idea how they would do so, without making magic simply unfun.