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Dark Souls 2 Nameless 02/20/2021 (Sat) 17:39:25 No. 43
I think if this is going to be a proper /from/ board then we better talk about the black sheep of the family. the bad -level design -forgettable bosses -boss gang fest -janky hitboxes -rolling felt off but that might just be me the good -level setting -interesting and fun armour choices (ds3 has the most bland washed-out colours for its armours its depressing when ds2 had such interesting ones) -best gestures -power stancing 2 big weapons was fun as fuck (ds3's twin blades weapons are a joke) For me ds2 is disappointing not because it was a bad game but because it actually had some really good ideas that were just abandoned by ds3.
>>43 >Rolling felt off Maybe it was the enemies attacks being slower? It was often faster to walk behind them or back up.
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>>44 For me it was passing time at Majula: https://www.youtube.com/watch?v=p9hoAyx3-0I Even with all it's faults, it was still fun enough to play through a couple times. It must have been difficult trying to match expectations ds1 set. I'm glad From learned from the this games mistakes though.
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>>45 >Majula Nobody could forget Emerald-Slut and her fat knockers.
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>>43 Here are some good critiques if you're into that sort of thing: Mathewmatosis: https://www.youtube.com/watch?v=UScsme8didI hbomberguy: https://www.youtube.com/watch?v=SRTfcMeqhig&t=0s MauLer's 10 hour response to hbomberguy: https://www.youtube.com/watch?v=RzKasf4_x34&list=PLBBJXQJJavX2t9PW80_xq4zdOLHYbVcm6&index=1 >>58 bubs
>>96 Watched the first vid, was pretty weak. Some good points about lifegems, bonfires, shortcuts etc. but then goes full DSP calling encounters "cheap" etc. and some other petty complaints
>>98 I agree, invading and getting invaded is one of the best mechanics. Newies are shown no mercy >:^) more games should have it tbh
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>>43 Have you ever seen the ds2 concept art with the kristen stewert land-o-lakes female npc?
>>114 She was apparently supposed to be the firekeeper before the emerald herald. The early concept art can be pretty, uh.. interesting
I enjoyed 2 more than 3.
>>119 That's okay. Just know you're a casual bitch.
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>>119 Yes, you are below us.. But I've..I've..I've got a soft heart so.. I can lend you a ladder... But em..ha..how much can you offer me?
>>96 Matthewtuberculosis suffers from Dunning–Kruger effect and for some reason people hang on his every word, maybe because of his accent. He expects the interconnected level design of a small area (a castle with its surroundings) to be applicable to a larger area (an entire continent). You could say the level transitions were weird, but that's not the point, you just can't have the same design depth when you're supposed to take the player to completely different places every time they are moving on to the next thing. It worked well with DS1 because it's a single place that you can chisel the fuck out of to your hearts content, but with DS2, the Forest has nothing to do with Tower of Flame. Funnily enough, I don't hear people praising the fact that with Majula as the hub connecting all four great souls, you can pretty much play the game however you want without having to follow pre-determined paths. DS2 is very non-linear and you don't need interconnecting areas. Tuberculosis incorrectly states in that video that DS2 railroads you and it's just an outright lie. Fast travel from the start is not exactly casualizing because areas are all connected to Majula rather than to each other, it's a necessity. Imagine having to walk all the way from deep in the Iron Keep back to Majula, even if there weren't drops that impede backtracking, a lot of the levels just aren't designed with backtracking in mind. There's too many bonfires, though. The level design is, on average, lacking, but that's on average. There's good stuff in there too. The situations where you're pitted against multiple enemies aren't bad design or lazy design, like tuberculosisman says. They're just a challenge DS1 players weren't used to overcoming with their one size fits all strategy of roll and backstab or parry and facestab. Suddenly they have to manage multiple enemies and their minds break (even though in original DS2 the hordes were pathetic, only in SotFS/DLC did this design really shine and people hate it even more). The biggest problems in the game, from a design standpoint, are covenants and soul memory. DS2 was obviously made to focus more on PvP, I even think the level design is so bland so that players have better arenas rather than levels to explore, but they botched it all with the bad covenant design/rules and soul memory. The concept of Blues helping the way of the noob members is good on paper, and not even hard to put in practice, but somehow From thought it was a good idea to put as many restrictions as possible on it. Then invaders can't even invade all that much because it's a fucking currency, so there's even less opportunities for the Blue covenants dynamic. The rats was also a cool idea, so was the bell defenders, but the areas needed to be better designed. Still, it's easier to get summoned to defend the bell than it is to invade a sinner. Rats is pointless if nobody goes in the rat caves, even when you do get an invasion the rat is just a fancy invader trying to fumble with pharros mechanisms and just gets his shit pushed in, the areas needed to be better designed and the gimmick of using pharros should have been streamlined for combat. Sunbros is alright but you'd only ever join it for the spell. Only covenants you can say are in a good position is the Dark and Champions, with Bloods almost being good if it wasn't for the gatekeeping of invasions behind farming. The hitboxes shit everybody points fingers to is real but it's not that big of a deal outside some bosses not having clear visual indications of their attacks (like the dragon stomps that aren't clear and make it look like a bullshit hit). Enemy bullshit isn't exclusive to DS2 though. Also lag probably warped people's perception of this problem, lag in DS2 can get really bad and it's sometimes subtle. Soul memory, it just sucks. The nips were high on bad crack when they came up with this shit, it's the only reasonable explanation. Majula is the best hub.
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>>155 The worst part of level design connecting to drastically different areas is the poison tower elevator somehow taking you UP to a castle sunken in lava. In a land surrounded by lava. While said tower from the outside has no logical way even have an elevator going up because it's a broken tower. Much less could it lead UP to a land surrounded by lava.
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>>157 Yea that shits laughable. Also heide's tower of flame looks a figurine set, from majula.
>>157 You can't assume devs did that transition on purpose out of being retarded. What likely happened was that they planned out having the tower by/on the mountain and the elevator would make some sense, but they fucked up and couldn't put the mountain there for whatever reason, maybe it was running like shit on consoles, maybe not enough time to do it right, so they just painted a mountain in the skybox. DS2 shows development problems in other areas too. I find the scenery trees in the Forest of Fallen Giants being obvious flat textures with no geometry far more abhorrent.
>>159 > maybe it was running like shit on consoles, maybe not enough time to do it right Yea that makes sense if it broke framerate or something. That would have been cool to see the whole mountain peak, with ironkeep and lava and shit at the top. Like in the third pic, but in really large scale. Oh well..
>>159 I don't think there even is a mountain behind the tower. Least not one that's visible from the ground. It's just poor area design.
>>157 >>158 >>159 >>161 >>162 IIRC it was never explained to Tanimura how the areas were supposed to fit together when he took over the project, which is why the game feels stitched together. The (sometimes impossible) tunnels and elevators are not intentional game design, it's just Tanimura doing his best to connect up all these different areas that weren't built with a cohesive world in mind.
>>163 What a trash development this went through. I'm honestly surprised they acknowledge 2 as canon with 3.
>>162 >I don't think there even is a mountain behind the tower It's called Earthen Peak, so it's implied to be its own mountaintop. Maybe if they set Iron Keep deep underground it could work? Either way, you cover vast distances in the game. Very few lands are visible from adjoining regions, and shortcuts make no sense when they do exist.
>>163 He should have just used the old Archstone idea. Or done what Bloodborne and Sekiro ended up doing and have certain areas that are only linked via cut scene and require you to teleport in and out there after.
>>164 Let's not pretend Dark Souls 3 doesn't have it's own world design problems >Everything after Farron Keep is bolted together with no internal logic >No shortcuts between areas even where it would have made sense (i.e. Undead Settlement and Farron Keep) >Bonfire warping still a thing because there's no shortcuts
>>166 I don't even mind the weird transitions because you can put the burden of that in the lore of the hollows not having a good sense of time from memory loss. Hell, you go from a late afternoon Tower of Flame to night time in the caves, time passing is implied. It's just the Iron Keep one that really breaks all logic.
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>>162 There's a range of mountains in the background. Not obviously a volcano or anything, but it's there.
>>169 You're right. Waaaaaayyyyyyy back behind the tower. There's no logic to how this is supposed to connect.
>>165 >Maybe if they set Iron Keep deep underground it could work? Maybe Iron Keep was meant to be beneath FOTFG? Would explain why there are Ironclads and Salamanders there.
>>176 What do the ironclads have to do with it being underground?
>>177 Ironclads are only found in two areas - FOTFG and Iron Keep. It's no smoking gun but it's a connection that exists and there's no real explanation for it in the game
>>184 Some ironclads joined Vendrick's army, that's why they're in the Forest. >One day, warriors wearing decrepit armor emerged from drangleic castle, and quietly assumed positions amongst the royal army. not one of them ever spoke a word, or revealed the face under the mask.
DS2 is weird cuz its probably my least favorite of the three but I've put more hours and playthroughs in it than any other game for reasons I'm not even sure of.
>>203 Less linear with more build variety


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