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Paracelsus
Apr 5, 2009


Maleh-Vor posted:

If Dark Souls had a Boss Rush mode unlocked after beating it, while incredibly gamey and counter to the whole experience and mood of Dark Souls, I'd just do that all day and never play anything else.

Or something like the statues in Shadow of the Colossus, like if they'd added a statue for each boss like the Oolacile arena that would let you face off against each one if you're in NG+ would be awesome.

Hell even if you could just fight Artorias over and over again I'd consider myself served.
I would play the hell out of any of those.

As far as corpse runs go, I think that there is something valuable in giving the player time to consider what made them die last time and how to avoid it before putting them right back in the action, which means they're less likely to just keep trying the exact same thing over and over again. It also gives them the chance to get back into a groove of doing things correctly so they don't feel like the entire game has become an unrelenting series of deaths.

It can take a long time to actually convince yourself that no, really, as an SL1 on NG+ you need to be even more defensive than that against O+S, stop trying to get in that extra Great Combustion and pull back already, and stop letting yourself get boxed in on the sides of the room. Downtime helps.

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superh
Oct 10, 2007

Touching every treasure

Paracelsus posted:

Downtime helps.

x infinity!

I can definitely, conclusively say that if I got to spawn right outside the boss door every time, dying to the boss would mean much, much less. I need some time to cool down and figure things out, whether that means turning off the game, going to try something else, or just getting back to where I was.

A boss russ would be fine but it's not this game. When are you going to get invaded during a boss russ mode??






... I guess the answer would have to be, "while fighting a boss." I'm down with the idea now.

EightBit
Jan 7, 2006
I spent money on this line of text just to make the "Stupid Newbie" go away.

superh posted:

... I guess the answer would have to be, "while fighting a boss." I'm down with the idea now.

I really hope there's some way to involve invasions and bosses in DS2

Raygereio
Nov 12, 2012


Paracelsus posted:

Downtime helps.
That I will agree with.
In my first playthrough O&S was an impassible wall for me. I just could not do that boss fight. I walked away from the game for a few days and when I next booted up the game I managed to kil the buggers.
Same with the 4 kings, Artorias and Manus.

I just don't think that downtime needs to be enforced by the game, nor do I think that replaying sections of gameplay is proper downtime.

EightBit
Jan 7, 2006
I spent money on this line of text just to make the "Stupid Newbie" go away.

Raygereio posted:

That I will agree with.
In my first playthrough O&S was an impassible wall for me. I just could not do that boss fight. I walked away from the game for a few days and when I next booted up the game I managed to kil the buggers.
Same with the 4 kings, Artorias and Manus.

I just don't think that downtime needs to be enforced by the game, nor do I think that replaying sections of gameplay is proper downtime.

Is this how you've felt about every action game ever? There are so many games that have boss runs it's hard to count, have you people been bitching for the past thirty years or what?

Snix
Aug 31, 2012

After the war of great troll, he only stands. He now returns to the legendary city to seek revenge on the death of his village. Episode 1: "Legendary School Girl Bubble Gum! Will Senpai Notice Me!?"

I've been wanting to do some co-op. I'm level 76 or 77, and I have a friend who isn't above level 10 yet. If we both use the GFWL friend mod thing, would it override the level range when playing co-op?

EightBit
Jan 7, 2006
I spent money on this line of text just to make the "Stupid Newbie" go away.

Snix posted:

I've been wanting to do some co-op. I'm level 76 or 77, and I have a friend who isn't above level 10 yet. If we both use the GFWL friend mod thing, would it override the level range when playing co-op?

Sorry, it only jumps around the connection pool logic, it doesn't break the summon range logic. Roll a new character and join him? It shouldn't take too long.

Raygereio
Nov 12, 2012


Snix posted:

I've been wanting to do some co-op. I'm level 76 or 77, and I have a friend who isn't above level 10 yet. If we both use the GFWL friend mod thing, would it override the level range when playing co-op?
No. That mod will just make it so you can actually connect to eachother. You will still need meet the requirements for summoning.

EightBit posted:

Is this how you've felt about every action game ever? There are so many games that have boss runs it's hard to count, have you people been bitching for the past thirty years or what?
I have a strong dislike of checkpoint save systems in general. I will have the exact same complaint with every other game that forces me to replay gameplay sections that I've already cleared before I can attempt to actually progress.

Lazy Programming
Oct 3, 2010

Filled with sage wisdom


Raygereio posted:

actually progress.

Every moment you are progressing though. If the game rolled back to last save, then yeah, that's annoying but that isn't what dark souls does which is what makes the bloodstain system so good. You can keep everything you've gotten on those runs, practice makes perfect, etc etc.

EC
Jul 10, 2001

The Legend


Raygereio posted:

I have a strong dislike of checkpoint save systems in general. I will have the exact same complaint with every other game that forces me to replay gameplay sections that I've already cleared before I can attempt to actually progress.

So there shouldn't be any punishment for death? In a game like Meatboy you have to play through the same bits to get to where you've died, even though that's a game that's based on skill. The difference is the amount of time it takes to do so. Almost every game has some punishment for dying, otherwise what would be point of getting better?

Ravenfood
Nov 4, 2011


I definitely got better at the beginning doing runs back to Taurus, and the Capra run made me say "gently caress this" and go explore Darkroot, leading to some pretty sweet items and the understanding that poise is a Good Thing. The run to O&S helped me work on my dodges greatly, since by then I hadn't figured out anything but "two-hand this zweihander, beat the poo poo out of everything" and eventually convinced me to try a safer, quicker BSS w/ shield option. Once I worked that out, I learned parrying, which while it isn't a critical skill, makes a lot of the game easier and makes you feel like a badass. Also, I didn't have the Rite of Kindling, so if I messed up at the beginning and was two Estus' down, I was actually at a disadvantage.

On the other hand, Manus' was worthless. BoC was also stupid, but that was more the boss and clearly rushed nature of the area than any deliberate decision on the part of the devs.

Raygereio
Nov 12, 2012


EC posted:

So there shouldn't be any punishment for death? <snip> Almost every game has some punishment for dying, otherwise what would be point of getting better?
Some consequences for failure? Sure. But I don't feel like make me redo gameplay sections is a good punishment. Walking through the exact same level and dealing with the exact same enemies and obstacles in the exact same way eventually becomes tedious to me, no matter how much I enjoy the gameplay. And I don't think that the consequences for failure should get in the way of having fun.
As for what the point would be: How about not dying and continuing to play? I don't punishment as a motivator for that.

Don't get me wrong, I'm not saying that checkpoint system shouldn't exist. If you enjoy that mechanic, then I'm perfectly fine with that. The way I see it proper saving features can be implemented alongside checkpoint systems, allowing player to go with whichever one they prefer.
So to come back to Dark Souls for a moment. Let's say there's a soapstone-like item that allows you to mark a location and warp to it from the bonfire. What would be the problem with that? You can just not use it if you don't want to.

Raygereio fucked around with this message at May 24, 2013 around 23:28

Mans
Sep 14, 2011


Raygereio posted:

Some consequences for failure? Sure. But I don't feel like make me redo gameplay sections is a good punishment. Walking through the exact same level and dealing with the exact same enemies and obstacles in the exact same way eventually becomes tedious to me, no matter how much I enjoy the gameplay. And I don't think that the consequences for failure should get in the way of having fun.
As for what the point would be: How about not dying and continuing to play? I don't punishment as a motivator for that.

Don't get me wrong, I'm not saying that checkpoint system shouldn't exist. If you enjoy that mechanic, then I'm perfectly fine with that. The way I see it proper saving features can be implemented alongside checkpoint systems, allowing player to go with whichever one they prefer.
So to come back to Dark Souls for a moment. Let's say there's a soapstone-like item that allows you to mark a location and warp to it from the bonfire. What would be the problem with that? You can just not use it if you don't want to.

Maybe if you die too much Solaire can show up at your door and play the game for you since you can't seem to play Dark Souls properly.


The current system is pretty good. Learn from your mistakes. Don't repeat said mistakes.

EC
Jul 10, 2001

The Legend


Raygereio posted:

Some consequences for failure? Sure. But I don't feel like make me redo gameplay sections is a good punishment. Walking through the exact same level and dealing with the exact same enemies and obstacles in the exact same way eventually becomes tedious to me, no matter how much I enjoy the gameplay. And I don't think that the consequences for failure should get in the way of having fun.
As for what the point would be: How about not dying and continuing to play? I don't punishment as a motivator for that.

Don't get me wrong, I'm not saying that checkpoint system shouldn't exist. If you enjoy that mechanic, then I'm perfectly fine with that. The way I see it proper saving features can be implemented alongside checkpoint systems, allowing player to go with whichever one they prefer.
So to come back to Dark Souls for a moment. Let's say there's a soapstone-like item that allows you to mark a location and warp to it from the bonfire. What would be the problem with that? You can just not use it if you don't want to.

Lazy Programming made the point earlier, but in Dark Souls you're always progressing.

As for your hypothetical soapstone idea, I'm afraid if I call it laughably bad again I'll be accused of repeating myself.

quote:

How about not dying..?

I agree completely.

a medical mystery
Dec 15, 2007

FUN TIME
FUN TIME
FUN TIME
FUN TIME


EightBit posted:

I really hope there's some way to involve invasions and bosses in DS2

I miss the monk boss in Demon's Souls that would be possessed by a random invader.

superh
Oct 10, 2007

Touching every treasure

a medical mystery posted:

I miss the monk boss in Demon's Souls that would be possessed by a random invader.

I felt so bad the one time I was actually human near that boss, because I died on my way up the tower to one of the black phantom cthulhu's, after getting the invasion notice. Embarassing...!

docbeard
Jul 18, 2011

He covets the precious things of the shop.

EC posted:

So there shouldn't be any punishment for death? In a game like Meatboy you have to play through the same bits to get to where you've died, even though that's a game that's based on skill. The difference is the amount of time it takes to do so. Almost every game has some punishment for dying, otherwise what would be point of getting better?

The reason this argument falls a little flat for me is because, in Dark Souls, for all its vaunted difficulty and supposed old-school sensibilities*, there aren't really any real consequences to dying aside from having to (possibly) tediously repeat a section. And yes, I am advocating removing that rather dubious consequence too, because I don't see that it adds anything real to the game.

Also, I don't think there needs to be any 'punishment' for failure. The punishment for failure, in a game, is that you haven't succeeded yet. Anything beyond that suggests to me that you don't have confidence in your game's ability to make that success meaningful in its own right. Which I don't think anyone could actually argue about Dark Souls; beating a boss or completing a milestone genuinely feels like you've accomplished something.

On the other hand, I genuinely enjoy (for certain values of 'enjoy') throwing myself over and over again at the meat grinder that is Blighttown, so what do I know? And honestly, again, I enjoy the standard player-vs-environment stuff a lot more than I enjoy the boss fights, usually. I'd be all for a version of Dark Souls that didn't have boss fights at all, and instead just through more and more, worse and worse, standard enemies at you, forever. I imagine I'd be largely alone in that, though.

___
*Most of my reaction to this description is, admittedly, just me wincing whenever people describe games from, like, 2000 as "old-school". In fairness to this argument, many of the games that I would consider old-school, if you died (or if you died enough times), you wouldn't just respawn at a bonfire, you'd have to start the whole drat game over again. We all had more patience for that sort of thing in the mid-'80s. (Or I did, because I was a 12 year old nerd and what the gently caress else was I going to do with my time?)

Tokyo Sex Whale
Oct 9, 2012


For Dark Souls 2 I think there should be either a new covenant or like a Darkwraith covenant ring that invades people (even if they're hollow) to try and steal their bloodstains. Maybe you're eligible for invasion depending on the number of souls in your bloodstain -- like anybody who could get a full level from it could invade.

Invaders would be able to hurt/be hurt by the host and monsters but would get no reward if the host died. They'd have to get to the bloodstain first. Maybe spawn them in at the bonfire with the host. I dunno, seems like it could be an interesting dynamic.

CJacobs
Apr 17, 2011

I believe in your victory.


Only if this music plays during the race to the bloodstain.

http://www.youtube.com/watch?v=M-otEdq-Ozo

Maybe add some orchestral chorus singing in there somewhere.

Dr. Video Games 0031
Jul 16, 2004



Boss runs have a practical gameplay value of allowing invasions if you want to do it while human (for summoning). If you could always spawn right outside the boss door on death, the amount of possible invasions would go down dramatically. That's probably one of the biggest reasons why they don't do that. They want their invasion and co-op systems to have meaning and for their to be proper risks and rewards for your actions. Being able to revive, summon a guy, and face the boss with zero opposition would almost completely remove the non-consensual PVP from the game, which is a pretty important part of the game, IMO.

Kiggles
Dec 30, 2007


Nah. The check point system is because they want to make a dungeon crawler. It's about successfully understanding, not merely completing, entire "chunks" of the game as a whole.

The estus is designed around this. Perform well here and there and you have healing there. Perform poorly there and you do not have healing here. Bosses are sufficiently challenging to be a threat all on their own, but the game (almost?) ALWAYS asks you to complete a portion of the level before hand, and that is directly a result of the challenge never being ONLY about the boss. If you need every resource to beat the boss, then you had better be able to deal with the lead-in perfectly. If there were a save scum, then why have healing at all? Because the player doesn't have to use it? I'm all in favor of organic difficulty and self imposed challenges, but we're really talking about a fundamental design here, and something like a no-consequence save system would really work counter in all ways to this.

Blood stains for example: if you can complete a portion of the level up to your blood stain, then no big deal. You are not significantly punished, the time penalty is generally trivial. If you haven't "sufficiently" beat a portion of the level, then that blood stain is in limbo. It isn't what killed you that is a threat, but everything you think you have "beat". Save scum? There is literally no point. It's there for people like me who enjoy it? I guess, but there are so many other dynamics built upon the assumption of repeating content. Just mentioned above were invasions. Say what you will about invasions, how in the world would a quick save feature work relative to this?

If you're not advocating quick saving, then I am at a loss. Do you just want the player to lose all souls but respawn right there? The current system is both more forgiving, and arguably less repetitive, since it keeps the RPG dynamics in play, allowing you to advance in level relative to the amount of times you fail. Every soul you accrue in the mean time continues to stack, adding to your over all progress toward completing the next "chunk", and these are only forfeit if you die to content you have "beat". If that happens, did you really "beat" that chunk?

If you don't even want that, then why even a health bar? I guess there is a lot more to the arguments than a couple of quotes I've seen, so there is definitely more to your argument than I am aware, so I'll just close out with the next paragraph by insisting the check point system runs WAY too deep to really propose anything dramatic, keeping this more "general".

"Souls" games are dungeon crawlers, not so much action games. They are dungeon crawlers, not so much RPGs. They are about the dungeon, not the individual components that comprise them. The boss is a part of the dungeon, not a challenge all its own. The skeletons, pitch-black "lighting", and even your check point limited resources (estus/sorceries/etc) are part of the dungeon. The checkpoints are, arguably the best way to reinforce this philosophy.

Kiggles fucked around with this message at May 25, 2013 around 01:54

Calidus
Oct 31, 2011

Stand back I'm going to try science!

So I just beat bed of chaos for the first time...um yea...that was like dragon's lair all over again.

Magus42
Jan 12, 2007

Oh no you di'n't

Raygereio posted:

So to come back to Dark Souls for a moment. Let's say there's a soapstone-like item that allows you to mark a location and warp to it from the bonfire. What would be the problem with that? You can just not use it if you don't want to.

And you complainers could just play another game. DS doesn't have to be everything you want it to be.

Kiggles posted:

Nah. The check point system is because they want to make a dungeon crawler. It's about successfully understanding, not merely completing, entire "chunks" of the game as a whole.

The estus is designed around this. Perform well here and there and you have healing there. Perform poorly there and you do not have healing here. Bosses are sufficiently challenging to be a threat all on their own, but the game (almost?) ALWAYS asks you to complete a portion of the level before hand, and that is directly a result of the challenge never being ONLY about the boss. If you need every resource to beat the boss, then you had better be able to deal with the lead-in perfectly. If there were a save scum, then why have healing at all? Because the player doesn't have to use it? I'm all in favor of organic difficulty and self imposed challenges, but we're really talking about a fundamental design here, and something like a no-consequence save system would really work counter in all ways to this.

Blood stains for example: if you can complete a portion of the level up to your blood stain, then no big deal. You are not significantly punished, the time penalty is generally trivial. If you haven't "sufficiently" beat a portion of the level, then that blood stain is in limbo. It isn't what killed you that is a threat, but everything you think you have "beat". Save scum? There is literally no point. It's there for people like me who enjoy it? I guess, but there are so many other dynamics built upon the assumption of repeating content. Just mentioned above were invasions. Say what you will about invasions, how in the world would a quick save feature work relative to this?

If you're not advocating quick saving, then I am at a loss. Do you just want the player to lose all souls but respawn right there? The current system is both more forgiving, and arguably less repetitive, since it keeps the RPG dynamics in play, allowing you to advance in level relative to the amount of times you fail. Every soul you accrue in the mean time continues to stack, adding to your over all progress toward completing the next "chunk", and these are only forfeit if you die to content you have "beat". If that happens, did you really "beat" that chunk?

If you don't even want that, then why even a health bar? I guess there is a lot more to the arguments than a couple of quotes I've seen, so there is definitely more to your argument than I am aware, so I'll just close out with the next paragraph by insisting the check point system runs WAY too deep to really propose anything dramatic, keeping this more "general".

"Souls" games are dungeon crawlers, not so much action games. They are dungeon crawlers, not so much RPGs. They are about the dungeon, not the individual components that comprise them. The boss is a part of the dungeon, not a challenge all its own. The skeletons, pitch-black "lighting", and even your check point limited resources (estus/sorceries/etc) are part of the dungeon. The checkpoints are, arguably the best way to reinforce this philosophy.

This sums it up quite well. It's not about understanding only the bosses, but the entire level.

Fergus Mac Roich
Nov 5, 2008



Calidus posted:

So I just beat bed of chaos for the first time...um yea...that was like dragon's lair all over again.

Do you mean Dragon God from DeS or the game Dragon's Lair? I could see both a bit.

Nahxela
Oct 11, 2008

Execution


Professor Wayne posted:

My caestus only run came to a screeching halt at the twin gargoyles. Must have taken me at least 8 tries to whittle them down with my tiny punches. Onto the capra demon for my next stop to becoming a (Dark Souls Superstar!)
A big thing I did for early on Caestus/Fist weapons run was do a lot of setup before I started tackling the more difficult bosses. Prior to Gargoyles, I went and grabbed some good support rings (i.e. Wolf Ring, Ring of FaP), as well as got my right Caestus to at least Fire+1 (there's like 1-2 green shards right before Vamos).

Lord Lambeth
Dec 7, 2011

Yo dawg
I herd you like tea


If there's one thing this game could handle better, it's bows. I've died a couple of times when fumbling with the darn thing.

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Paracelsus
Apr 5, 2009


Does anyone have experience with previously-stable p2p connections breaking down? I was summoned by a guy 4 different times (mostly on different bosses, but he did get insta-gibbed by Quelaag once) just fine, but on the 5th he couldn't get the sign to work. I was summoned by someone else the first time he tried before the 5th boss, which might affect things. I was under the impression that once you made a stable connection it was supposed to remain that way as long as you were both in the lobby, so what could have happened?

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