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What can FromSoftware learn from ER?
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>>738969956
The fans want slop.
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they will really learn the worst leassons
>open world is good
>balancing is not necessary
>retarded boss design is great, people love retarded boss design
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>>738970209
not real fans
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Low fantasy realistic game with grounded physics based combat. Basically Examina but made by FromSoft
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they really made fortnight dark souls and fans ate it up. next up they will make dark souls roblox where players can create levels and buy hats for real money
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>>738970381
I remember reading some jap interviews around release where Miyazaki said he thought people would hate the open world. And that he was very insecure about the game overall and there are many things he wanted to have done differently.
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>>738969956
Slop sells.
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>>738969956
Separate triggers for left hand and right hand weapon skills. And some non intrusive and easy to read way to display the player's health numerically, and display enemy damage dealt because I'm an autist who likes to imagine these games in the style of a 2d topdown turnbased rpg.
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>>738969956
Miyahackzi learned that pandering to normies and casuals makes you a lot of money
Todd learned this back in 2011
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A fucking quest log for starters
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>>738969956
They made the exact same game SIX TIMES now and they still haven't learned anything.
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>>738970381
>>retarded boss design is great, people love retarded boss design
Unfortunately this is true. Every new game focuses more and more on the bosses, to the detriment of everything else. I just want to explore. Give me some big, complex legacy dungeons and I'm happy.
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where the fucking shitchrist is the switch2 version?
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>>738969956
Simple combat challenges are way better than gimmick bosses.
People like actually threatening enemies.
The stronger the player, the stronger the enemies you can make.
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>>738969956
fromtards will eat shit and praise you for it. just keep rehashing for another 10 years.
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I hope they add fast travel to the next one. After 150 hours riding around the world on Torrent I really got bored of it.
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>>738973258
braindead?
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>>738969956
they made an open world game without a quest system which was fucking retarded
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>>738972668
>Simple combat challenges
What does this mean? Enemy layout is garbage, there's no thought put into it.
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>>738969956
Stop with the handholding and put boss runs back in the game.
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>>738973654
Wrong, if anything they were too nice with their enemy layouts because they tried too hard to balance them between minibosses and chaff in a 'logical' way.
They should have been meaner.

Regardless parts like the bird+dragon gangbang in Farum Azula or the entire center section of the Haligtree where you have the sea of revenants below you as you platform above them, are great instances of enemy layout in the game.
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>>738971359
>Separate triggers for left hand and right hand weapon skills
this would unironically require rewriting their code handling animation events. As the system is right now, only a single weapon skill can be correctly loaded in memory at once. There are some workarounds but they are various degrees of jank
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>>738974268
Probably just standardize the Stance system to apply to all weapon skills, because you already have a left-right trigger/r1-r2 system for doing two totally different attacks via one skill slot.
But then you'd have to proc-gen every combination of two potential skills possible to account for whatever mix the player uses if what you say is true. That'd probably bloat the game a crazy amount.
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>we can still rehash our almost 20yo ps3 assets
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>>738973917
I dunno, it's been awhile since I last played it, but about all I can remember are all the casters in Raya Lucaria, or a few pincer attacks in Leyndell.
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>>738969956
Make more single player games
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>>738970381

>they will really learn the worst leasons
true but of course you dont know what those are.
>>open world is good
Its true they probably will look at making another open world, but its just your own autistic preference.
>>balancing is not necessary
they balanced the absolute fuck out of elden ring after release.
>blanket changes to enemy AI, including every ranged attack in the game, and multi enemy fights
>completely rework colossal weapons and took away their identity and made them just bigger great weapons.

>>retarded boss design is great, people love retarded boss design
true because they nerfed their actual best multi enemy boss fight they ever did into the ground (triple rot crystilians) by gutting their AI, but the endgame is still full of dozens of trial and error type GOTCHA type attacks with AOEs or unintuitive animations. There are too many attacks that deal like 2k damage that you have to "learn" by getting hit with them or maybe blocking with your shield. So they are kinda forcing you into playing tanky build now to not deal with "artificial difficulty" aka trial and error. For example Malenias waterfowl is arguably trial and error if you are roleplaying as a guy who just dodges, but its easy to deal with as a blocking guy.
So basically we have tactics focused bosses where you can be smart and puzzle them out the first time and those got basically removed in favor of the trial and error gotcha attacks where people feel fullfilled when they rote memory what to do.
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>>738974464
>because you already have a left-right trigger/r1-r2 system for doing two totally different attacks via one skill slot.
yes, but this shit is literally hard coded
there is a whole bunch of if statements running whenever you press/hold L2 that check whether you are using one of the few preselected stance skills, by comparing the ID being fed to the RAM to what those skills have associated in the game's files
shit's so asinine and archaic, because the codebase for all of these games (sans DS2) is just that of DeS, made in 2008 for PS3. They keep iterating on it and adding bullshit on top, for example the entire weapon skill system is grafted on top of the parry mechanic, and it's extremely limited because of it. The one time they wrote it from scratch, gaymers complained that the game didn't feel right and didn't have enough iframes.
Funny also how DS2 was the only title with ambidextruous movesets



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