RealRT said:
Lunar Templar said:
RealRT said:
And people should really quit with "WELL, IT WAS DESIGNED TO PLAY WITH A CONTROLLER, SO EVEN THOUGH YOU'RE ON PC, YOU SHOULD PLAY IT WITH A CONTROLLER". It's never the game design, it's just the developers being lazy and putting no thought in control layouts. Which is jarring nowadays, when the layouts for such games are practically set in the stone.
The game wasn't designed with KB/M in mind. Everything about the way the game handles screams 'I was built around the assumption the play will have a controller in hand', cause, ya know It's a console port -.-
So while you can cry 'it's just an excuse for lazy porting' doesn't change which control scheme the game was built around, and which controller is BETTER for this game, or are you gonna try and say oh, Metal Gear Rising has a 'lazy port' to cause playing that with the KB/M is a good way to get your ass kicked to.
Besides, you all are gonna whine about the 'lazy KB/M' implementation? really? there are so many other things wrong with Dark Souls II that are for more worthy of attention then how well the secondary control scheme is set up.
Again, the control layouts for such games are set in stone by now. Look at the Batman series. Clearly designed for gamepads... but plays real smooth and natural and convenient on keyboard and mouse. Look at The Witcher 2. That one did some platform bending and it's all real playable. Yes, I am going to call the port lazy and will be right for doing that because all they needed is to put a little lick of thought into the control layout. Again, let's return to our old pal Batman. In Arkham Asylum on the controller, all the gadgets are set to the D-Pad. PC port, instead of trying to imitate it like lazy ports do, instead set them all up on number keys, which is very natural and intuitive. This is a prime example of developers being clever and putting thought into the controls instead of being dipshits and allowing other people to make up excuses like "hurr-durr, it wasn't designed for keyboard". And really, the only game that has any right to require a controller that's not included with the system by default is the game that's bundled with said controller.
Batman: Played both with a controller.
Witcher: Not interesting enough of a concept for me to give a second glance.
I knew you where going to bring up the number keys
Shame that if they had let you bind things like spells and items to those it would have made Dark Souls II even easier then it already was, and make no mistake about it, allowing for the binding of spells/items to the number keys would have a substantial effect on a game like Dark Souls.
Using Batman as an example, cause I actually played those, when where you using the gadgets? Outside of combat, since the vast majority of them are non combat items to begin with. So binding those to the number keys really doesn't change anything.
A Souls game on the other hand, I would call that more deliberate in its 'restrictions', so only have one item or spell at the ready at any given time makes you choose only what your going to need most to survive. Now change that from 2 to 10 items/spells ready at the press of a button and see what that does to the difficulty. The game would need to be rebalanced to keep its trade mark difficulty as to compensate for the player having more active items/spells at a time.
Lemme guess, you never considered that the way the active inventory is handled in Dark Souls was a deliberate design choice in regards to difficultly, Cause it is, and giving the player more active options at a time unbalances what they have set up sine its not built around more then one spell and one item being used at a time.
Would have finished this sooner, but I have an important Gundam related discussion going on else where that has far greater priority.