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Algor

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Everything posted by Algor

  1. They said they haven't even started the game but they are excited to make a new UT. They are going to work with the community to build what the community wants. Good luck!
  2. Algor

    Dark Souls 2

    If you caught it for the first game, there is collision data ripped from DS2 so you can kind of view the environment; http://www.reddit.com/r/DarkSouls2/comments/21kxov/dark_souls_2_map_viewer/
  3. http://en.wikipedia.org/wiki/IW_Engine
  4. They have wildlife in this game for the same purpose
  5. Algor

    Dark Souls 2

    Took out the first boss in Grave of Saints last night on my second try. That was another cool boss idea! I don't know if you can get to this area from another direction, but I loved jumping down the pit in the starting area to get to it from this way. It's great staring at something for so long, or trying to get there and failing, then finally having the equipment to get there! Also extra paranoid being in there from all I have heard and seen about the Rat King. Attacked nearly every statue I saw The Chariot was also a cool boss fight, but I didn't see the lever, so I threw lightning bolts at him as he charged then ducked into one of the safe pockets. I feel like I missed out on half the fight, but in a way my technique was daring in its own way. Anyone using any of the boss weapons? I've only got the Pursuers Greatsword so far, which seems like trash in comparison to my Greatsword+5.
  6. Visiting the site produced two pop ups, after closing them, the site filled with ads, then the App Store loaded (on my iPad)... I didn't even know that behavior was still a thing?
  7. Algor

    Dark Souls 2

    Are there any sites that detail out what enemies are vulnerable to certain things like fire or bleed damage?
  8. Algor

    Dark Souls 2

    Took down skeletor trio tonight on something around 10 tries. At least they were nice enough to dumb down those skeleton wheels during that fight. Had a few more tries at the gargoyles, wouldn't be so bad if it weren't for all the assholes that invade on the way to it Similar to the Last Giant, this boss seems like another no-lock-on training, maybe mixed with Four Kings style battle for time
  9. Algor

    Dark Souls 2

    Is there any way to get an item drop if an enemy falls off a cliff? I seem to remember in DS1 you could quit and restart the game and if an item dropped it would appear at the edge of the cliff. No such luck with that in DS2... The fatty troll in Tutorial Land fell of a cliff, and the phantom in Huntsman's Copse fell off the cliff.
  10. Algor

    Dark Souls 2

    Did shield & lightning spear on first playthrough because attacking while blocking is good and I didn't know anything about the proper game. Class points were all across the board. Then I played Demon's Souls with a similar build, wish I'd tried something different. I created a new char for Dark Souls DLC as enchanted claymore / shield / high intelligence caster. Because the weapons were geared to my build they nuked almost everyone and made my old builds seem like a joke. DS2 rolling a paladin-ish char with high strength and faith. Lightning bolt and ultra greatsword are plowing through most enemies. Still haven't found the right weapon for my build though. Anyone using Dark magic?
  11. Algor

    Dark Souls 2

    We'll I found a few, but often times the only option is to press x on top of a message. Does it prioritize illusory wall over the message? Or are these messages (with high ratings) a troll, or not open at my progress in the game yet? I also missed huntsmans copse and sought it out after Erratic's comment. Wish I'd been there sooner, seems like a good low level zone. Not so tough at level 83. Gorgeous view...
  12. Algor

    Dark Souls 2

    How do you use an illusory wall when pricks put messages all along the wall in front of it?
  13. Algor

    Dark Souls 2

    really, dark souls (1 at least, haven't tried 2) is an inaccessable mess where most of the popularity comes from the gamer-cred you get from finishing it. It's absolutely full of poor design choices justified by nostalgia for old games that were incredibly difficult in order to artificially create more value/playtime. And unlike good hard games (think Super Meat Boy), the game provides little to no sense of progression, and checkpoints are spread out so much that in the end you just end up trying to make a mad dash to just see what's next. Also unlike other great hard games, the game controls really badly, animations are so slow and clunky that you feel like you have no control of your character. It's as if someone made Skate 2 into an RPG and took out the skateboards. The game is about as niche as it gets. *runs* *dives out window* I'm not posting because I'm too busy playing and loving the game! I agree with you about being inaccessible, but disagree with most of your other points. You should play DS2 before you try to critique it. It's not fair to extrapolate your experience of DS1 onto DS2 because a lot of things are different. Poor design choices? Their combat is pretty incredible, basing it off timing and reading your opponents is some of the most well done in the genre. Placing limits on the player via equipment load or stamina makes some pretty hard choices that are also pretty simple. The way the game communicates this balance is done really well also. Little to no sense of progression? I can't remember a game where I have a stronger feeling of "I can't believe I used to struggle with this area, or with these enemies". The sense of progression in this game is amazing. The nonlinear world allows you to push into one area until you hit a difficulty wall, then try another area. Checkpoints too far apart? I honestly think they are too close together in DS2. In some cases you just go around a few corners and there is a new one. Bad controls? Again, the game gives you enough options and controls to counter almost anything thrown at you, so long as the player is being cautious and responding correctly. There are the occasional bugs with lock on or my greatsword tends to attack the complete wrong direction but its almost in the nature of the game.
  14. The main lane running horizontally has a sight line the length of the entire map
  15. Algor

    Battlefield 4

    I've been playing on PS4 since around launch. As of this year it has been pretty stable
  16. Never before have I gotten so excited, followed by immediate disappointment Other stories; Issues with Pay to Win setup of game http://www.bbc.co.uk/news/technology-26033685 Users can't rate Dungeon Keeper less than 5 stars http://www.joystiq.com/2014/02/07/dungeon-keeper-android-makes-it-difficult-to-rate-app-less-than/
  17. Algor

    Dark Souls 2

    What? The story in Dark Souls is really well thought out. Much of it has to be pieced together from the scraps they give you, and they intentionally leave out parts to allow for speculation. There are tons of great youtube videos on this
  18. Algor

    VGX 2013

    The final comment from the host to the Remedy team was "you guys look like models out of a J Crew catalog!"
  19. Algor

    The Witcher 3

    I tried to play Witcher 1 about a year ago and thought it was kind of neat, if not really janky. Then there was a boss a few hours in- fighting against some wolf beast that was one of the worst experiences I've ever had in a game. Brutally difficult, very long, and no way to defend yourself against it. I quit the game and I'll never go back. You might have a different experience and I've heard the game is really cool, but not worth it in my experience.
  20. Algor

    Godzilla (2014)

  21. Algor

    Playstation 4

    http://www.youtube.com/watch?v=9hUUsqhetX4
  22. If it actually was a rail-shooter for tablets it would be reaaally good! https://www.midnightstargame.com/
  23. Are you the same Swedish mr P by chance that released hundreds of maps during the goldsource days?
  24. Equally important to your layout is lighting. I'm not saying you should have final lighting already, but even functional at this point is critical to good feedback. Generally calling out the exits to different rooms is a decent starting point. A good article on this; http://magnarj.net/article_funclight.html I haven't played Skyrim in a long time so I can't remember how the flow of things often goes, but I don't know if it makes sense to have the secret room very hard to find in the final encounter area. From a pacing or player mindset, the final encounter room is going to be the peak intensity of this quest. Only players who wipe the room and then explore every corner will find this thing (and that's fine if that is what you want). From the perspective of time you put into creating this content, you may want to consider something like an obvious tease of this treasure/secret room earlier on in an area without combat that players are likely to see. That way players are going through the dungeon with the goal, "I have to find and kill this named guy..." and then they can create a second goal once they see this room, "How do I get inside that room?" Maybe the entrance to the room is somewhat hard to find and is in the final area, but at least players are anticipating it. This way you can also make players feel smart for seeing it, remembering it, and finally getting inside.
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