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gibb3h posted:
You mentioned you wanted a better background image. Are any of these helpful? They're the menu textures from the first game...
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# ? Jun 29, 2016 07:26 |
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# ? May 22, 2024 16:41 |
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The biggest problem I can spot is that geop naturally raises his shield whenever he is low on stamina/just finished a combo/just finished rolling out of an attack. You barely recover stamina while your shield is raised, so he does not end up having enough stamina to avoid the next blows. This has seemed to cause around 10-15 of his deaths that I noticed.
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# ? Jun 29, 2016 07:27 |
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Wow. I had so much trouble with that first hammer knight, it took me about twelve deaths to realise that I should be rolling to the sides/towards him, rather than directly away. Anyway, here's the bit I've been bottling up since the start of the game, now that it's no longer spoiler territory: Heide's makes a very intersting contrast to the forest of fallen giants, and I think it's still a tutorial area of sorts. Remember how the forest was basically one dick move ambush/trap after another? Nearly every single encounter with enemies there had dudes hiding round corners, playing dead, snipers, explosive barrels, and all this poo poo at the same time, plus an invader if you were silly enough to run too quickly into that area with our friend dennis. I get the feeling that this was basically a showcase of tricks and bastardry to teach the player about environmental awareness and basically give you a little preview of the kinds of traps you'll have to deal with throughout the game. Heide's, on the other hand, has (so far) been a series of straight-up fair fights. This area seems to be all about letting the player focus on the combat mechanics without really needing to worry about getting surprise-ganked at all. Ignoring the heide knights who don't aggro until the dragonrider's dead, you start with a duel against sword & shield old knight in a little arena clear of obstacles. Then the same versus a hammer knight, and a repeat of the sword & shield fight but with a more constrained space around the archway. After that, there's the big room (again another open, clear arena) where you can clearly see all the enemies inside before you enter or aggro them and even have the option of pulling and duelling the greatsword dude before needing to worry about the other two guys. I could go on and analyse every encounter we've seen so far, but comparing Heide's to the Forest in this regard is like night and day. Both areas seem so singularly focused that it's got to be deliberate - once you've learned to fight clean at Heide's and learned about fighting dirty from going through the Forest, you're prepared for most things a Souls game is likely to throw at you.
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# ? Jun 29, 2016 08:04 |
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Geop posted:please like & subscribe I will not like and subscribe to anything until you add that facecam of you throwing yourself around your house to compliment the video.
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# ? Jun 29, 2016 08:09 |
Crazy Achmed posted:words Scholar made it a bit better with added enemies and the thing sleeping in front of the cathedral but it still feels like a big waste of a really pretty area.
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# ? Jun 29, 2016 08:16 |
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The proportion of quality posts in this thread went up when it was locked. What a magical world.
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# ? Jun 29, 2016 08:29 |
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Crazy Achmed posted:Wow. I had so much trouble with that first hammer knight, it took me about twelve deaths to realise that I should be rolling to the sides/towards him, rather than directly away. One of the single least intuitive things in dark souls (in general, not just 2) is that dodging away from the thing trying to murder you is generally bad and painful. Instead you typically want to roll directly into swiping attacks and sideways from overhead attacks. Actually rolling backwards or away from the direction of the attack just means that you're still inside the attack's hitbox when the dodge invincibility runs out and you get clipped. This makes no real sense, but such are video games and their invincibility frames. There are also plenty of enemy attack patterns where just circle strafing away in close quarters gets you out of the arc of an attack but rolling away doesn't. See: Pursuer, the.
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# ? Jun 29, 2016 09:27 |
Oh, Dragonrider. Do not be ashamed, though you're barely more than a standard enemy who wandered into a boss fog, for it is FROM that failed you by not giving you your dinosaur buddy from the concept art. In any case, the Real Man way to fight him is not raising any of those platforms.
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# ? Jun 29, 2016 09:43 |
Mazed posted:In any case, the Real Man way to fight him is not raising any of those platforms.
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# ? Jun 29, 2016 09:46 |
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If this thread gets locked again, I just want to let you all know that I hate you dumb nerds for ruining everything. But for now, everything is just hunky-dory!
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# ? Jun 29, 2016 09:49 |
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please provide the thread a list of approved and/or disapproved topics to discuss (obvious spoilers excluded, of course) tia
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# ? Jun 29, 2016 09:54 |
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Geop posted:please like & subscribe Thanks for the alternative version without the music. Also stop being a babby about the thread.
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# ? Jun 29, 2016 10:13 |
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Just wanted to pop in and say thanks for putting up a version of episode 18 that conforms with Germany's silly laws.
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# ? Jun 29, 2016 10:17 |
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anilEhilated posted:Alternate explanation: Heide is lazy as gently caress. Well, yeah, this is true as well, it does reek of cut content and I'd buy someone having said "gently caress it, deadline's nearly here, just stick in a few bigger beefy guys to teach the player how to fight like a real man and make it a starting area". I love the late-afternoon seaside vibe they have going on there, and it really is a shame they didn't do more with the area. Crazy Achmed fucked around with this message at 10:52 on Jun 29, 2016 |
# ? Jun 29, 2016 10:48 |
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Look at the thing. I'm looking I dont see anything. LOOK AT THE THING.
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# ? Jun 29, 2016 11:02 |
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What a weird way of killing the Dragonrider Geop when you can do this:
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# ? Jun 29, 2016 13:12 |
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Right, so on the Human Effigy thing. Expanding on what Vicas said. In the original release, you could be invaded anywhere at any time, regardless of whether you're human or hollowed, unlike Dark Souls (where killing the area boss and/or being hollow prevents invasions). You could burn a human effigy at a bonfire to prevent invasions for 30 minutes or so, and I think you got a 30 minute grace period after killing a boss or being invaded (which reset if you changed areas or quit & reload the game). In one of the later patches--which may have been the "Scholar" patch for the original version (changed everything but enemy/item placement)--From rigged it up so that killing an area boss automatically applies a permanent human effigy effect at the related bonfire(s), making it work like Dark Souls. However, if you really want people to be able to invade, you can use the option "Nullify human effigy effect" at the bonfire to cancel it (permanently) and allow invasions again.
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# ? Jun 29, 2016 13:14 |
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KieranWalker posted:Right, so on the Human Effigy thing. "Temporary" being here in huge quotes because Forest of the Fallen Giants and Heide are a huge outliers: usually an area has one boss at its end, so you're highly unlikely to explore the area for more than 30 minutes in total after killing the boss.
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# ? Jun 29, 2016 13:26 |
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Simply Simon posted:No, the patch just made it so that it auto-burns an Effigy at the Bonfire, you will still see the timer ticking down (this does not cost you an Effigy, of course). As far as I know, there was no such protection in the original release at all, which is why they added in the (temporary) auto-Effigy effect after bosskill. Unless it's only permanent at specific bonfires? I can think of one off the top of my head which still has the effigy in effect hours and hours after fighting the boss, which I won't name because Geop hasn't been there yet.
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# ? Jun 29, 2016 13:37 |
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As far as I can tell, the invasion prevention timer only ticks down when you're actually in that area, so that might be causing some confusion here.
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# ? Jun 29, 2016 13:46 |
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I think the changes to Hide really shows how the Scholar devs tried to give some guidance to the player. That enemy sleeping in front of that tower screams "come back later".
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# ? Jun 29, 2016 13:59 |
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Admiral H. Curtiss posted:As far as I can tell, the invasion prevention timer only ticks down when you're actually in that area, so that might be causing some confusion here. I don't know. I haven't got time right now, but when I get home from work later I'm going to boot up DS2 and warp around between bonfires for a spell, see what's going on.
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# ? Jun 29, 2016 14:19 |
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I, too died a lot to the old knights. I didn't understand how agility worked and I was a strength 2 hander guy in DS1 so figured I'd be an agile guy in DS2. Bandit started with a lot of Dex and a bow, but I didn't realize he has literally the worst possible roll in the game with 2 attunement and 3 adaptation for starting stats The old knights are also ridiculously slow with their swings and the big mace and greatsword guys will still track you on most of their attacks (except for the mace guy's big overhead chop). What I didn't realize is that despite how brutal their attacks looked they did very low stamina damage even using a shield I snagged off the vendor in town. Geop seems to have learned to lower his shield between swings at this point which makes them almost trivial. I'm also a little mad at how rarely item drops occur in this game and how enemies stop respawning after 12 kills. The knights theoretically can drop their weapons and getting a big 2h mace at the start of the game with some persistence. They also drop (useless to me at least) cracked blue eye orbs all the time so every white glowy they leave behind gets your hopes up and then crushes your dreams.
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# ? Jun 29, 2016 15:52 |
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Grizlor posted:I, too died a lot to the old knights. I didn't understand how agility worked and I was a strength 2 hander guy in DS1 so figured I'd be an agile guy in DS2. Bandit started with a lot of Dex and a bow, but I didn't realize he has literally the worst possible roll in the game with 2 attunement and 3 adaptation for starting stats If you join the hard mode covenant enemies respawn endlessly
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# ? Jun 29, 2016 16:15 |
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Crazy Achmed posted:Well, yeah, this is true as well, it does reek of cut content and I'd buy someone having said "gently caress it, deadline's nearly here, just stick in a few bigger beefy guys to teach the player how to fight like a real man and make it a starting area". I love the late-afternoon seaside vibe they have going on there, and it really is a shame they didn't do more with the area. Oddly enough, it's a case of added content. There's a translation of the Design Works interview floating around, in which Yui Tanimura (the director they brought in to replace the first one) said: Yui Tanimura posted:Originally [Heide's Tower] was nothing more than a path to the next area but that just wasn’t interesting. We started with the concept of the sunken city forming the road and the map just expanded from there [laughs]. We designed a boss encounter, added the [place with the dragon Geop hasn't been to yet] and before we knew it, it had become it’s own complete area. So there you have it, the gripping history of how Drangleic's worst Mountie came to squat in a tower.
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# ? Jun 29, 2016 17:29 |
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jpublic posted:I think the changes to Hide really shows how the Scholar devs tried to give some guidance to the player. That enemy sleeping in front of that tower screams "try ranged battle". ftfy Or you can just charge the drat thing. Like everything else in Heide's and most of the game, it's big and intimidating but not actually tough. And if you come back much later, the boss it guards is a total pushover.
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# ? Jun 29, 2016 17:47 |
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Oh poo poo, I don't have a dumb Photoshop for the thread reopening, uhhh...
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# ? Jun 29, 2016 18:59 |
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Spoilers. Again. edit: Wait. No onion thing. AstroWhale fucked around with this message at 19:28 on Jun 29, 2016 |
# ? Jun 29, 2016 19:16 |
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i'd rather talk about how little logical sense it makes that you can see majula waaaay off in the distance than stuff we haven't seen yet
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# ? Jun 29, 2016 19:22 |
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Time and space are meaningless in Dark Souls. Especially in Dark Souls 2.
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# ? Jun 29, 2016 19:23 |
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Just wanted to point out, if anyones interested in playing along, SoTFS is on sale in the summer sale for about $13.59. The original DS2 is, oddly enough, not on sale at all. In any case, yeah, as everyone's saying and Geop's starting to understand in the episodes thus far, rolling is great. Not to dodge away from attacks, but to just go straight through them and be more aggressive. Just gotta get that agility up. It's really weird, you wouldn't think adding 0.0333 seconds to your invincibility timer while rolling would help too much, but it does. Also, Binocs are only really useful if you have a catalyst in the other hand, then you can aim magic like you can arrows.
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# ? Jun 29, 2016 19:24 |
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It's a topological sense of proximity, that connections between points are more meaningful than exact distances, since after all the map room shows that Drangleic as a whole has a size on the order of a continent or some other large region.
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# ? Jun 29, 2016 19:26 |
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Looper posted:i'd rather talk about how little logical sense it makes that you can see majula waaaay off in the distance than stuff we haven't seen yet thinking about spatial continuity in dark souls 2 is a recipe for pain
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# ? Jun 29, 2016 19:31 |
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Oh man, wait until we get to the lift! (USER WAS PUT ON PROBATION FOR THIS POST)
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# ? Jun 29, 2016 19:38 |
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see that tower? you can go there
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# ? Jun 29, 2016 19:43 |
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Dragonrider is my favourite dark souls joke
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# ? Jun 29, 2016 19:46 |
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Kuvo posted:thinking about spatial continuity in dark souls 2 is a recipe for pain Seek adversity
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# ? Jun 29, 2016 19:49 |
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Suspicious Dish posted:You mentioned you wanted a better background image. Are any of these helpful? They're the menu textures from the first game... Thank you so much, I promise the next update of pointless stats will be better looking
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# ? Jun 29, 2016 20:53 |
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Hey guys, I've been pretty lenient on this thread so far but I'm going to be keeping a closer eye on it from now on. So starting with this update, try to not post any spoilers or go on weird tangents, because it will get you probated. Also stop being so aggressively outspoken about how bad you think Geop is at the game/how bad you think Vicas is at giving advice. It adds nothing to the thread and more often than not gets to the point of being a little creepy.
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# ? Jun 29, 2016 21:01 |
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# ? May 22, 2024 16:41 |
What's the over under on sassing Kuvo?
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# ? Jun 29, 2016 21:07 |