Rollspam in a meme, especially in ER where shield are super strong via guard counters and posture breaks plus most bosses have attacks sync'd in such a way that they'll rollcatch you every time if your spam consecutive rolls.
9 months ago
Anonymous
Rollspam isnt mashing roll, its the idea every challenge in the game is built around rolling and rolling is always the easiest and fastest way to victory. Leading to incredibly 1 dimensional QTEesque gameplay.
Making someone roll 6 times against a bosses flailing combo and increasing it to 9 hits and you die in 2 attacks by the end of the game is peak shallow action game design
9 months ago
Anonymous
Isn't literally every game that includes an evade/dodge mechanic designed around the player avoiding damage using that mechanic?
It's not like you can't block or parry in Elden Ring, so I don't know what you're complaining about.
9 months ago
Anonymous
Only Souls and Bayonetta has a universal dodge.
9 months ago
Anonymous
Let me get this right. Dark Souls and Bayonetta are the ONLY two games to ever be made that have a dodge with iframes that is meant to be your main method of avoiding damage?
9 months ago
Anonymous
It means the dodge works against every enemy action. You can't jump and roll from Mundus 2 Comet spam in DMC1 because going vertically is a death sentence and rolling side to side just gets you hit from the stupid kanji balls he spams. You need to actively think about the current enemy attack and what's the most safest defensive option to choose in the moment.
9 months ago
Anonymous
So those are the only two games with a universal dodge?
9 months ago
Anonymous
It's every Souls game and each Bayonetta. Can't thank of any others.
9 months ago
Anonymous
9 months ago
Anonymous
god damn those are some jank hitboxes. You people actually rate this shit?
9 months ago
Anonymous
Fromgays love to downplay their shitty hotboxes, it's not as bad in Sekiro as their other games but there's still some fricky grabs from chained ogre and emma
9 months ago
Anonymous
Curiously, they're more accurate than ever
the problem is because From decided jump-button face-button, it had to become primary design consideration for encounters.
As such, many attacks will swing to high to punish jumping attacks, or lose tracking, or whatever. I dunno, but just go into an encounter spamming jumping attacks. You'll see what I mean.
This would be fine and dandy, and good, if the rest of combat pacing was tuned to the same speed as the jumps, such that players could realistically use it intentionally, but its not, and (some) attacks that look like you should be able to leap over, you can't, and it's not like bosses have enough health anyone should care, so just spam jumping attacks and get the tedious game over with already.
>NOOOOOOOOO my copypaste zanzibart rollslop 'difficult' masterpisses cant be worse than 30 year old tank control dungeon crawlers with bad graphix !
They can and are for too many reasons to list, get some taste kiddo
9 months ago
Anonymous
this place has rotted your mind, go take a break
9 months ago
Anonymous
Kingsfield 3,4, and shadow tower are in my top 20 games. I played them all 3 times and did a few challenge runs
TOTK is many times more dynamic than Elden Ring. If you're trying to tell me it would be impossible to tune the number of pointlessly complex sheer vertical cliffs to more closely approximate something like Xenoblade Chron X, I dunno what to tell you. There is no reason Elden Ring couldn't realistically fit in Switch's hardware foot print if it weren't designed by hacks.
In fact, give it to Monolith and they might even be able to make the open world good while they're at it.
Oh no. Not the pointlessly complex parapets! What ever would I do without the overly detailed geometry of places I can never actually go? Surely this would render Miyazaki's shallow vision unattainable. I couldn't possibly interpret crytpic item descriptions without so many polygons!
>your game
I can actually visit every location in 'my game'. Both of them. You got non-interactive window dressing and are proud of it. Call me when you can fly on top those walls. Bonus points if it can be done with a glued together physics driven jalopy.
I recently asked a streamer what she found more difficult between Dark Souls and Super Mario Bros 3 (it was relevant because she recently had played both of them). She said SMB3 and it wasn't even close. The only reason you morons think Souls and Souls-like games are so challenging is because you're zoomers that haven't touched anything pre-7th gen.
>watching a female streamer >paying money to a female streamer to ask a question >relying on a woman's opinion
Black person you're probably the gayest person I've seen this year
>watching a female streamer
I enjoy watching people experience my favorite games for the first time, especially cute girls >paying money to a female streamer to ask a question
Never happened, I literally just asked her in chat >relying on a woman's opinion
I've played both games myself. I just wanted to hear her say it and watch chat ape out, similar to what you're doing now roodypoo
Okay, let's categorize the traits of the average obsessed fromsoft hating shazamtroon >manlet >is a shitskin ESL >Simp who watches female streamers and pays them money >Autistically obsessed with action games
Very sad set of traits, now for myself (AKA the average souls enjoyer)
>6'3 >build skyscrapers for a living (very well paid) >go to the gym every day >enjoy souls games because I like exploring unique, well crafted fantasy worlds
This is embarrassing. I don't hate From games btw, I was just calling you out on your bullshit. Nintendo didn't always make piss easy games, and for you to pretend any modern game doesn't range from piss easy to only moderately challenging (this includes From games) reinforces you're a 7th gen shitter that has hardly played any real games. Also, I'm white, blue eyes, 6'2", ran track in high school (long jumped over 20 feet), have a degree in mathematics, make over 100k/year doing statistics for pharmaceutical companies, and have a wife and son. Eat shit zoomy
9 months ago
Anonymous
Are you under the impression that I'm OP or something? I've always personally cared more about the exploration, lore and art design of souls games than the difficulty. Elden Ring was honestly a bit too hard for my personal tastes.
Only in this thread because some genuinely moronic ESL Black folk are sperging and it's funny to watch them flip out since I have some free time on the weekend.
9 months ago
Anonymous
I thought I was still talking to this guy
Nintendo is for children whereas Souls games aren't
9 months ago
Anonymous
He's the assblasted Soulshitter having a mental breakdown right now.
9 months ago
Anonymous
No lol I was just using your story of talking to a female streaming to clown on the shazamtards. I don't play nintendo games but it's pretty clear they're designed to appeal to both children and adults
>watching streamers, an e-thot no less >giving simp money to e-thots to acknowledge your existence >valuing the opinion of a woman >calling other people zoomers
lol
lmao even
What do you mean?
Dark Souls Remastered barely runs on Switch. Sure you could probably get DS2 up there and the reason why it isn't is probably because there's no remastered version yet, but no way in hell anything above that is running on that old ass console
>It's okay when DICE only makes battlefield games >It's okay when Bungie only makes first person shooters >It's okay when Arkane only makes immersive sims >It's okay when Bethesda only makes RPG's >It's okay that there's been twenty five final fantasy games >It's okay that platinum only makes action games >It's NOT okay that Fromsoft only makes soulslikes (Which isn't even true, they made Sekiro and are making armored core)
Every homosexual with this opinion seriously needs to die.
>all of those companies largely
make completely different games. Casuals idiots are the worst thing that as happened to gaming.
9 months ago
Anonymous
DICE
9 months ago
Anonymous
Thank you for loving my point. Gotta love useful idiots.
9 months ago
Anonymous
>thanks for loving my point
Are you an ESL? And how did I make your point, exactly? Are you just two dumb to read?
All of the games are first person. Ultracore is a re-release of a 1994 title (AKA not a real release) and Mirror's edge is literally the only game in that list that's not battlefield.
9 months ago
Anonymous
Soulshitters are a special breed of stupid. You just proved companies make different games.
9 months ago
Anonymous
Mirror's edge is the exception to the rule. For reference, here are the games that Fromsoft has made since Dark Souls. You will notice that they actually have more variety than any of the previous studios listed.
9 months ago
Anonymous
>Mirror's edge is the exception
It's not. How braindead are Soulshitters starting to become?
9 months ago
Anonymous
An exception is something that is outside of the norm. Since 2011, DICE has developed and released 9 game titles, and one re-released title.
Of those 9 new game titles, only one of them is not part of the battlefield franchise. So definitionally, Mirror's Edge Catalyst is the exception to the fact that DICE mainly makes battlefield games.
On another note, it's absolutely wild how crazed people are when they're arguing with you on here. Like if you go up to any average person who plays video games and say "DICE mostly makes battlefield games" they'll agree with you because it's obvious. But because there's some sort of weird socially pressured contrarianism going on here, people will literally deny objective facts until they're blue in the face.
9 months ago
Anonymous
Lol didn’t read that drivel lmao
9 months ago
Anonymous
>say something that is wrong >get categorically proven wrong >lol didn't read XDDD >mother dies in her sleep
many many such cases
9 months ago
Anonymous
I accept your concession, Lord of the Chuds
9 months ago
Anonymous
>An exception is
when a company makes different games, like you just posted. Miyazaki has never made a different game. Why are you so stupid?
9 months ago
Anonymous
Why are you switching the focus from the studio to an individual game director? And what is exactly your point here? Directors and writers often stay within the genre that they're most skilled and comfortable in. If someone is really good at making horror movies, or really good at making action movies, should they be require to make a historical biopic?
9 months ago
Anonymous
>Why are you switching the focus from the studio
FromSoft was never the focus. You're either trolling or just trying to make Soulshitters look dumber than they already are.
9 months ago
Anonymous
So is it bad for a movie director known for making really good action movies to keep making good action movies?
9 months ago
Anonymous
>so is it bad for a hack to make the same mediocre game over and over?
Yes.
9 months ago
Anonymous
So is it bad for a movie director known for making really good action movies to keep making good action movies?
2D platformers still work as games over 40 years later and all you need to do in those games is jump and move right, frick off with that disingenuous bullshit. You're just a braindead contrarian.
But those games only have repetitive movement encounters in them anon, they aren't good.
9 months ago
Anonymous
Man, watching you casuals pretend you know anything of action games is really funny.
9 months ago
Anonymous
Please enlighten us anon. What would make souls combat better? Perhaps it needs a score bar? Maybe the option to combo and juggle enemies?
9 months ago
Anonymous
Utility.
9 months ago
Anonymous
What kind of utility should the game have had?
>so you're incentivized
No you're not, your universal dodge still works against everything and the game is terribly balanced, everything is worthless crap but a few OP direct damaging options.
>No you're not, your universal dodge still works against everything
Elden Ring is actually the first souls game with attacks you can't dodge. But I wouldn't expect you to know this, considering you've never played it.
9 months ago
Anonymous
>What kind of utility
What do you think utility is? Tactical approaches that open up different options that allow you to affect the enemy in more ways. >with attacks you can't dodge
There's only one boss like that, and none of the other defensive options worth either but a Flask.
9 months ago
Anonymous
>What do you think utility is? Tactical approaches that open up different options that allow you to affect the enemy in more ways.
What kind of options do you think should be in the game anon?
>There's only one boss like that, and none of the other defensive options worth either but a Flask.
I can't understand your ESL gibberish.
9 months ago
Anonymous
>What kind of options
Can you cut off an enemy limb in ER? Or cast a field of ice letting enemies trip? >I can't understand
Because you didn't even play the shit game you're defending.
9 months ago
Anonymous
>Can you cut off an enemy limb in ER? Or cast a field of ice letting enemies trip?
Pretty random arguments my dude
9 months ago
Anonymous
That's not random, you simply don't play and know enough about action games to discuss them.
9 months ago
Anonymous
>cut off an enemy limb
That would require a completely type of combat system in order for the player to reliably and easily target limbs. It's already jank enough when you have to try and hit the heads of enemies for extra damage
>Or cast a field of ice letting enemies trip?
That would require a massive amount of animation work and changes to the physic engine to allow enemies to properly ragdoll and slip around. Not worth the effort to develop for what is basically a funny gimmick, unless you're going to base the entire mechanics of the game around this physics system.
So your two examples really wouldn't work in Elden Ring. They could be cool in another game though.
9 months ago
Anonymous
>really wouldn't work in Elden Ring
Because Souls hasn't evolved beyond DeS
9 months ago
Anonymous
Neither of those things would be an evolution of souls based combat, they would be a complete break from it. The Surge is a soulslike that has limb and body part targeting as a main mechanic, but it revolves around a clunky lockon and cinematic finisher animations. In order to actually properly implement that kind of idea, you'd probably have to completely change the camera system along with how attacking works. And that would require a fundamental change in enemy design as well, if you're going to let the player easily kill them by hitting their weakpoints. Literally every single aspect of the game's design would have to change.
Again, you don't think of any of this stuff because you're a braindead moron who doesn't have the faintest clue of how game design works.
9 months ago
Anonymous
>Neither of those things would be an evolution
They absolutely would. Spells are no longer better forms of direct damage than everything else, melee weapons now have substance and affect the enemy behind lowering their HP and how good/bad something is at breaking superarmor.
9 months ago
Anonymous
An evolution implies that it is a direct descendant of a previous thing. The fundamental core focus of souls combat is timing, spacing and learning enemy attack patterns. By learning their attack pattern, you can learn how to properly time/space your character to avoid their attacks and counterattack safely.
Adding a focus on the precise targeting of limbs and is not an evolution of souls combat. It is an entirely different type of combat mechanically. If I was to make a game with slippy ice magic, then my main focus in that game would be physics and environmental interaction. Instead of combat being based around timing and spacing, it would be based around physics, environmental objects and interactions. You'd want it to be first person, and you'd want an ability to pick up and throw objects at enemies, you'd want levels to be filled with environmental abilities, and you'd probably want some sort of elemental magic system- like using wind to blow them around, ice to make them slip, and then maybe have other elemental magic like fire which you can use to burn things in the environment, which you can then use in combination with other elements like wind, etc. Maybe have lightning magic, and then water magic allows you hit multiple enemies at once.
Now as cool as all those ideas might be, that is not something that can work functionally in a souls game. Because none of those things are fundamentally compatible with the core focus of what souls combat is. I'd suggest you go play Arx Fatalis.
9 months ago
Anonymous
>An evolution implies that it is a direct descendant of a previous thing
And adding utility to a game is an evolution. >wordswordswords
All action games are about spacing and timing and there's nothing that would require large amounts of work to have two minor example of different combat approaches, they already exist.
9 months ago
Anonymous
>And adding utility to a game is an evolution.
You're actually right anon! I wonder when Cows are going to evolve thumbs and fingers. That would really give them a lot of utility. And why not evolve wings while they're at it? Honestly, all animals should just evolve wings and hands. There's no good reason not to, it would add so much utility.
Maybe you should talk to god or whoever is in charge of evolution? Right now evolution seems to be boring, most animals seem to evolve to fit within very specific niches. And frankly, they just don't have any real utility. So you really should go have a talk with that god guy, and explain to him why cows should have wings and hands. good luck champ!
9 months ago
Anonymous
>You're actually right
I'm glad you agree. Did we finally get through Soulshitters about how action games work?
9 months ago
Anonymous
I think we did! But seriously, you really need to talk to god about getting cows some wings and hands. Evolution is like, totally lame right now! You have such good ideas about video games, you should really go tell God what's up and what he's doing wrong. Go on champ, get to it!
9 months ago
Anonymous
>I think we did!
Yeah, we did. But I'll make fun of you some more. How come Frost attacks don't freeze the enemy solid in ER?
9 months ago
Anonymous
I don't know anon... that's a tough one. That's actually super tough. I don't know! And it's not like there's another status effect that freezes enemies in place... So really... I guess it's just because Fromsoft are bad game developers.
9 months ago
Anonymous
It clearly is, there isn't a frost attack that freezes the enemy. Why your such a lying israelite?
9 months ago
Anonymous
Lol, why is it always the worst examples of the human species that end up hating Fromsoft?
>Third world ESL shitskin >If you disagree with me, you're muh joo >muh jooooooos
>that would be a redundant ability
You just named 95% of the attack options in ER.
>Sleep already does that,
Sleep doesn't freeze the enemy, it's a mediocre CC effect without a follow-up beyond a Critical. Which you don't need Sleep to do in the first place, making sleep redundant as well.
>You just named 95% of the attack options in ER
Almost like it's an ARPG
>Sleep doesn't freeze the enemy, it's a mediocre CC effect without a follow-up beyond a Critical.
Are you literally just malding because you can't juggle enemies? HAHAHHAHAHAH
You can do a ton of follow-ups with sleep. I did a scarlet rot playthrough and I used it to get the godskin duo to sit still so I could procc the rot breath on them. You can literally choose any status effect/spell to use as a follow up after proccing sleep
9 months ago
Anonymous
>why is it always the worst examples of the human species
Don't be mad you don't know action. >Almost like it's an ARPG
There's tons of ARPGs with a shit ton of different options that aren't close to being redundant. Magnet is not the same as Fire in KH and sure as hell not the multiple different hit properties in Tales from your base weapon. >because you can't juggle enemies?
You can't juggle in MonHu, and Dragon's Dogma, they still have follow-ups and interaction. >You can do a ton of follow-ups with sleep
You can do one, hit them with more damage. The best of which is critical. >scarlet rot
That's a generic DoTs that's always available. >any status effect/spell
Those are different and redundant ways of stacking damage, and they all fall in comparison to Comet Azur and Bleed on RL1.
9 months ago
Anonymous
>Don't be mad you don't know action.
What does not knowing action have to do with being a moron who blames a more succesful race of people for all your problems like a dumb Black person?
>bix nood, white man keeping me down
>Magnet is not the same as Fire in KH
Elden Ring has an entire school of gravity based magic lmao. You really need to learn to play the games you talk about, or at least research them. There's even a "black hole" spell that specifically has the utility of sucking in all other magic, it's a super useful counter to certain types of magic.
>You can't juggle in MonHu, and Dragon's Dogma, they still have follow-ups and interaction.
What the frick do you even mean by follow up and interaction? Define it, with examples. Until you do, those words are literally meaningless because in elden ring you can follow up against stunned enemies, both by using your normal range of attacks and spells, and also with context specific ripostes and backstabs. So what's the difference?
>You can do one, hit them with more damage. The best of which is critical.
Or you can use any number of items, spells, attacks etc that inflict AOE, status effect, gas, etc
>Those are different and redundant ways of stacking damage, and they all fall in comparison to Comet Azur and Bleed on RL1.
So if anything except the most efficient and overpowered ways to play are redundant, why are you even talking? Literally every game has an ideal meta like this. What the frick are you talking about? You're delusional.
9 months ago
Anonymous
>What does not knowing action
It has to do with a lot. >gravity based magic
Gravity is terrible. It doesn't work on most mobs, it's a completely independent action, and weaker than your gap closer (Jump Attac). And still Gravity Well still functions as a projectile. >There's even a "black hole" spell
There's already a redundant option like that which is no different from blocking. >by follow up and interaction
Your actions directly impact the enemy, and you can do other utility options. DaS3 added a heavy uptake that places enemies in the air, yet you can't do anything since they are completely invulnerable during the animation. You can't freeze the enemy solid to shatter them with a large weapon or bounce off different direct attacks, or delimb enemies/take enemy weapons so they lost offensive options. >number of items, spells, attacks etc that inflict AOE, status effect, gas,
Yeah, you can pile on more damage. That's already been stated. >except the most efficient and overpowered ways to play are redundant
They are. The game is terribly balanced and your few select options completely dominate the game. If you don't spam Comet Azur than you're just one-shotting things with a exploits. This game came right after Bloodborne and Sekiro which fixed the terrible balance the games have where most of the gear is worthless crap but a single direct damaging option.
9 months ago
Anonymous
Lmao, so Elden Ring simultaneously doesn't have enough unique options, but those options are also all redundant? You need to make up your mind anon.
> DaS3 added a heavy uptake that places enemies in the air, yet you can't do anything since they are completely invulnerable during the animation
Ah, and here is the real reason. You're upset that you can't juggle enemies.
9 months ago
Anonymous
>so Elden Ring simultaneously doesn't have
It's not mutually exclusive. >Ah, and here is the real reason
Right, deliming is relating to a juggle.
9 months ago
Anonymous
>It's not mutually exclusive.
You have repeatedly cried that all the ways of attacks in Elden Ring are the same. And each time I've explained to you the unique properties of each type of different attack, you've repeatedly called it redundant. So no, not mutually exclusive. You're just unable to defend your own arguments coherently.
9 months ago
Anonymous
You named one "unique" spell, Gravity. That's a worthless and redundant option since that CC isn't exclusive.
Cool, now which of these spells have useful utility that isn't invalidated by Comet Azur?
9 months ago
Anonymous
...pretty much all of them? Comet Azur has a really long cast time and drains all of your FP. So unless you have your entire build designed around using it to one-shot bosses, it's not even the best spell to be using in most situations. Also depends on if you're doing PVE or PVP, if you're fighting a boss or just going through a level.
9 months ago
Anonymous
>pretty much all of them
You mean none of them. It's by far the strongest stream of steady DPS on NG+7 bosses that completely outclasses everything else but one-shot exploits.
9 months ago
Anonymous
Well no, as I explained it drains all of your FP, makes you stationary and takes a long time to cast. Not to mention the high stat requirements. I highly doubt anyone is going around clearing levels with comet azur.
9 months ago
Anonymous
>I explained it drains all of your FP,
They don't. Flasks exist. Want to know the last 5% of good options in ER? It's way to stack damage as fast as possible. >makes you stationary
Which doesn't matter. >takes a long time to cast.
Which also doesn't matter. >going around clearing levels
You can but it's terribly inefficient. You just skip mobs since they don't offer any value.
9 months ago
Anonymous
>Casting this spell drains all your FP >Actually it doesn't because you can refill your FP after it's been drained
Anon, I...
9 months ago
Anonymous
You're claiming other people didn't play the shit game, yet you don't even know that Physicks exist.
9 months ago
Anonymous
>a one time use physick that gives you infinite FP means that Comet Azur doesn't drain all of your FP with each used
9 months ago
Anonymous
>a one time
You're going to need to twice when the enemy is dead?
9 months ago
Anonymous
>there is only one enemy per level in Elden Ring
And before you tell me to ignore the enemies, where are you getting all the souls to get the stats so that you can use comet azur, smartass?
9 months ago
Anonymous
You're not going to need it twice, one is enough.
9 months ago
Anonymous
>after you have gone through the game seven times, are at the max level, and have gathered and fully upgraded every single possible buff, you can oneshot all the bosses with this really specific build
Is that supposed to be a bad thing? I think oneshot builds are fun. Personally it's too much work and not fun for me, so I don't do it.
9 months ago
Anonymous
So it's by far the strongest stream of steady DPS on NG+7 bosses that completely outclasses everything else but one-shot exploits?
9 months ago
Anonymous
Lol you literally do have autism, don't you?
9 months ago
Anonymous
No, I actually understand action games.
9 months ago
Anonymous
Do you understand that people play them for fun, and not to find the most efficient big damage generator?
9 months ago
Anonymous
>Do you understand
No, it's impossible to understand why a Soulshitter wouldn't want combat depth in their game.
9 months ago
Anonymous
Souls combat has the most depth, that's why ppl play it for 1000+ hours on steam for PvP and invasions.
9 months ago
Anonymous
>Souls combat has the most depth,
Then surely you can delimb an enemy?
9 months ago
Anonymous
Yes, you can disable/break limbs on bigger enemies and they lose certain attacks.
9 months ago
Anonymous
>Yes
No you can't, you can break limbs in Bloodborne but that's just damage ceiling. Same as cutting off the tail in DaS. It's not tied to weapons, their properties, and enemy AI.
9 months ago
Anonymous
actually there is no video game to date that has limb cutting as a mechanic because none of them calculate the differences in the density of cutting through flesh vs cutting through bone. And none of them have proper damage models- it's just hit a limb a certain amount of times, and the whole limb will come off. It's not tied to the actual integrity of an individual point in the bone- you can just hit the limb wherever, and eventually it will fall off.
9 months ago
Anonymous
What the frick are you talking? There's lots of games like Ninja Gaiden where you can delimb enemies with a sharp weapon.
9 months ago
Anonymous
That's just a cutting ceiling. It's not tied to the density of the muscle vs the density of the bone, the weight of the weapon, the sharpness, the speed of the swing, the location of the strike, whether it's on a joint or bone, etc.
9 months ago
Anonymous
>cutting ceiling
There is no such thing as that. It's a hit property tied to sharp weapons. Playing stupid isn't going to magically give ER melee depth.
9 months ago
Anonymous
Like I said, it's a cutting ceiling. Have you ever tried to cut off someone's arm with a razor? In order to actually get through an entire limb, you need something that is both sharp, heavy and tough.
Although mechanically, after the first hit or so, you should be cutting vital muscles and tendons along with severing arteries. So really, it shouldn't matter if you truly sever the limb or not to make it useless. For those reasons unfortunately, Ninja Gaiden doesn't have limb cutting.
9 months ago
Anonymous
>cutting ceiling
There's no such thing as that, you just have anal pain because you don't know what damage-ceiling and think the term is literal. You can very much delimb enemies in NG in different ways.
9 months ago
Anonymous
>You can very much delimb enemies in NG in different ways.
Can you cut the nerves on their arms and watch them flop useless at their sides? Can you sever an artery and watch them bleed to death? Can you break the arm but leave it hanging on by a flap of skin? No?
If you can't then the game doesn't have proper delimbing. You're not actually physically cutting the limbs off, you're just striking their hitbox with your weapon's hitbox until you reach a damage ceiling and it magically falls off. Do you think that's how cutting off limbs works in real life? If I come and start hacking at your forearm with a butcher knife, are you going to be able to use it fine until I've cut it all the way off?
9 months ago
Anonymous
>Can you
cut off different parts of the body? You very much can.
9 months ago
Anonymous
Just like in Elden Ring? Excellent!
9 months ago
Anonymous
>like in Elden Ring
Post a video an enemy getting their arm cut off from a sharp weapon.
9 months ago
Anonymous
You can cut the arms off of the giant land octupus enemies. It's actually very useful because not only does it reduce the attacks they can do, but it also prevents them from healing (they eat their tentacles to heal)
And no I will not post a video of it happening, you just have to trust me ;v)
9 months ago
Anonymous
>You can cut the arms off
Then post it. Post a video an enemy getting their arm cut off from a sharp weapon.
9 months ago
Anonymous
Unfortunately the only video I can find is on reddit D:
9 months ago
Anonymous
>Unfortunately
In other words, that doesn't actually happen.
kek watch him move the goalposts now >t-that doesn't count!!!!
9 months ago
Anonymous
Let me make a prediction
>something something reddit
9 months ago
Anonymous
That's not a hit property tied to sharp weapons.
9 months ago
Anonymous
actually there is no video game to date that has limb cutting as a mechanic because none of them calculate the differences in the density of cutting through flesh vs cutting through bone. And none of them have proper damage models- it's just hit a limb a certain amount of times, and the whole limb will come off. It's not tied to the actual integrity of an individual point in the bone- you can just hit the limb wherever, and eventually it will fall off.
9 months ago
Anonymous
>actually
that's not what was asked
9 months ago
Anonymous
Monster hunter
Tails can only be severed with weapons with weapons/attacks bearing the cutting property.
Anon didn't even move the goal posts. He always specified it was important there was a distinction for the effect to be tied to a "sharp weapon"
9 months ago
Anonymous
That's not limb cutting. Just like you cannot cut off a limb with a dull weapon, you cannot cut off a limb by merely striking it enough times with a weapon that can cut things. Saws can cut things. So can bread knives. Neither would sever a limb. And even with a butcher knife, if I struck your arm in several different places with one- it wouldn't be cut off after the tenth cut. Your arm would be fricked to hell for sure, but it wouldn't be cut off.
So in order for real limb cutting to be in a game, there needs to be an actual damage model- meaning you can cut off the limb at the base, or anywhere along the segments.
9 months ago
Anonymous
The original vision for Metal Gear Rising would've done that and it was possible but not in a way that would be practical to make into a viable game and that's why it was remade by Platinum into Metal Gear Rising: Revengeance. Konami should maybe revisit it.
9 months ago
Anonymous
what fresh kind of autism is this?
9 months ago
Anonymous
Did I stutter? There is no video game with a limb cutting mechanic.
9 months ago
Anonymous
>ACKSHUALLY all video games with dismemberment mechanics are unrealistic, it must follow my singularly autistic vision of how it'd work IRL in order to be valid
9 months ago
Anonymous
Yes, that is correct
(I'm writing this in special invisible ink that only you can see- not the autist anon. Don't tell him. I don't actually believe what I'm saying, I'm just making fun of him because he said the limb cutting in souls games doesn't count because you can cut them off with any weapon- not just cutting specific weapons. So now I'm making fun of him by applying the same concept to limb cutting in other games. Don't tell, him, it'll ruin the fun 😉
9 months ago
Anonymous
He's the assblasted Soulshitter who got destroyed all thread.
9 months ago
Anonymous
Still mad about those petunias I see :v)
9 months ago
Anonymous
>be me, playing elden ring >decide to go get comet azur (it's the only useful spell in the game) >get spell, decide to kill the boss of Raya Lucaria while I'm at it >Run past everything to boss gate, clearing levels is inefficient, killing mobs doesn't offer any value >enter boss arena >don't have the stats to use comet azur >die
9 months ago
Anonymous
It's because that would be a redundant ability, moron. Sleep already does that, they even gave literally almost every mob and enemy in the game a dedicated sleeping animation.
9 months ago
Anonymous
>that would be a redundant ability
You just named 95% of the attack options in ER.
>Sleep already does that,
Sleep doesn't freeze the enemy, it's a mediocre CC effect without a follow-up beyond a Critical. Which you don't need Sleep to do in the first place, making sleep redundant as well.
9 months ago
Anonymous
>>Can you cut off an enemy limb in ER
You actually can cut off the tails of the dragons lmao
>Or cast a field of ice letting enemies trip?
I don't really see how that'd add anything meaningful to the game, and it would be difficult to balance or make it useful in boss encounters.
9 months ago
Anonymous
>You actually can cut
You don't cut anything, it's damage-ceiling taken from DaS that isn't a hit property based on the weapon you're using and doesn't open up a new combat approach. >I don't really see how utility makes
Rather, everything needs to be the same braindead and boring direct damage option that works exactly the same.
9 months ago
Anonymous
>You don't cut anything, it's damage-ceiling taken from DaS that isn't a hit property based on the weapon you're using and doesn't open up a new combat approach.
Right, almost like severing limbs isn't the main combat focus of elden ring. If that's your thing I'd suggest you try the surge.
>Rather, everything needs to be the same braindead and boring direct damage option that works exactly the same.
You gave me two examples. Both of them would require the entire structure of the game's combat, encounter, enemy, weapon design ect to be completely changed. I'm asking you for ways the combat could be better, and you're suggesting that the developers make a completely different game.
Please come up with some better ideas okay?
9 months ago
Anonymous
>almost like severing limbs isn't the main combat focus
Glad you agree utility-based approaches aren't worth a damn. >You gave me two examples
Which exist in other action games because combat is fundamentally about utility, with your moveset having synergy with each other and good melee depth. What about is that hard to understand.
9 months ago
Anonymous
>Glad you agree utility-based approaches aren't worth a damn.
Sure, because that is meaningless word salad
>Which exist in other action games
What would limb targeting or slippy ice add to a game like ninja gaiden or devil may cry?
>because combat is fundamentally about utility, with your moveset having synergy with each other and good melee depth
Well then maybe come up with examples that actually would have synergy with the souls combat style? Souls combat is about timing and spacing, not aiming or physics.
9 months ago
Anonymous
>meaningless word salad
Oh, that makes sense. You don't know what utility is. >What would limb targeting or slippy ice add
It opens up several tactical options. Weapons no longer are all the same copy and pasted boring beatsticks, you can make new follow ups on a downstate, the enemy AI can dynamically change either becoming far more aggressive or slow and passive, you can make a large form of CC that can combine with other option for an AoE application. That's utility. >Well then maybe come up with examples that actually would have synergy
They both do.
9 months ago
Anonymous
>Oh, that makes sense. You don't know what utility is.
Correct, I actually do not know what utility is. You got me anon.
>It opens up several tactical options. Weapons no longer are all the same copy and pasted boring beatsticks, you can make new follow ups on a downstate
Wow, great idea anon. If only the developers at Fromsoft had come up with the idea of a "downstate" or being able to knock down enemies or stun them. Say sport, with those big ideas, you should go and make your own games!
>the enemy AI can dynamically change either becoming far more aggressive or slow and passive
Wow anon, enemies being more aggressive or passive? That's a great idea. You really have lots of great ideas that have definitely never been done in a souls game before. Man I wish Fromsoft had thought of that. They could even have given boss enemies "phases" where their moveset changes and becomes more aggressive. Wow, a real shame that idea never was used.
>you can make a large form of CC that can combine with other option for an AoE application. That's utility.
Wow anon, that's another really great idea. Fromsoft should hire you for sure! Fromsoft definitely didn't think of having AOE attacks in their game, that's for sure!
>They both do.
You're actually right. I don't know what I was thinking, cutting off limbs and physics based slippery ice are actually ideas that complement each other really well! It's really a mystery why more game developers haven't combined those ideas together before, since they definitely really work together super well.
9 months ago
Anonymous
>I actually do not know what utility is.
Noted. >only the developers at Fromsoft had come up with the idea of a "downstate"
Because they didn't. Those are contextual actions without follow ups. You can't launch an enemy have a follow up, it simply doesn't exist. It's an independent action separate from the rest of your moveset. >enemies being more aggressive or passive? That's a great idea.
Yes, there's a reason From's AI hasn't advanced since DeS and has gotten dumber. >given boss enemies "phases"
When did they do that? They are complete morons with dogshit AI, flowchart templates, and barely any interaction. have a nice day, only Soulshitters would ever say that garbage is on par with action games. >didn't think of having AOE attacks
They didn't, where's the example of that in game? >
You're actually right
That's cute, but you just admitted you know nothing of action.
9 months ago
Anonymous
>Noted.
Sorry, what did you mean by this?
Yeah, you're right again anon. Fromsoft managed to put the idea of enemies being "stunned" or "knocked down" in their game, but they forgot to give the players ways to take advantage of that! Wow, how foolish of them.
>When did they do that?
They didn't anon! There's actually no enemies or bosses in any of the souls games that can become more aggressive.
>They didn't, where's the example of that in game?
That's what I'm saying anon! There's simply no AOE attacks in any of the souls games. Fromsoft just didn't think of it. AOE attacks. What an idea! If only Fromsoft had thought of that! Wow!
9 months ago
Anonymous
>what did you mean by this?
You really are stupid. >Fromsoft managed to put the idea of enemies being
They didn't. Those are contextual actions without follow ups. Don't tell me I have to explain what these are like utility. >They didn't anon!
Yeah, they didn't as explained. >That's what I'm saying anon!
Yes, now post an example.
9 months ago
Anonymous
>They didn't. Those are contextual actions without follow ups. Don't tell me I have to explain what these are like utility.
That's right anon. In Elden Ring when you knock down an enemy, you actually can't perform any actions. The game freezes you in place and prevents you from performing any actions. You can't hit them as they're getting up, perform a riposte, or do anything. You actually are unable to move for the entire time the enemy is stunned. I don't know why fromsoft would do this- truly they are the most foolish developers of all time.
>Yeah, they didn't as explained.
Correct! Enemies and bosses in souls games are entirely static, and never change their behavior or movesets. That's really a huge mistake and oversight on fromsoft's part.
>Yes, now post an example.
I can't actually, since AOE attacks don't exist in souls games.
9 months ago
Anonymous
>In Elden Ring when you knock down an enemy
And it's a contextual action like heavies. What follow-up exists? You can only pile on more damage in specific instances after the action was performed. It's completely independent. >Enemies and bosses in souls games are entirely static,
Yes, that's true. >since AOE attacks don't exist in souls
Then name the AoE amplication like that example.
9 months ago
Anonymous
>What follow-up exists?
Are you fricking moronic? You can follow up with a riposte, or literally any other spell/item/attack in the game. What the frick in your AIDS and drug addled mind consists of a follow up? What the actual frick is wrong with you?
>Then name the AoE amplication like that example.
So the prior claim was that AOE spells didn't exist. Now you're claiming AOE amplification spells don't exist. Which is it?
9 months ago
Anonymous
>You can follow up
all your saying is that after the animation is over you can attack the enemy again. That's not a follow-up. >So the prior claim
Dial back the passive-aggression, that was never claimed. Freezing the ground then hitting it with a Thunder spell that spreads across the arena. Where is this in ER?
9 months ago
Anonymous
>all your saying is that after the animation is over you can attack the enemy again. That's not a follow-up.
Then what is a follow up, my mentally stunted friend? I can stagger an enemy with by greatsword, follow up with a riposte, and then catch them with a charged R2 as they get back up. How is that not a followup?
>Freezing the ground then hitting it with a Thunder spell that spreads across the arena. Where is this in ER?
...Ice doesn't conduct electricity, so I don't know why the hell you think that would work. There are a number of contextual things that work similarly to that though. Any lightning spell that hits a wet/watery area will have an AOE spread to it. It also does bonus damage if you are wet (from being in water, or if it's raining) You can throw oil pots on enemies and then light them on fire for bonus fire damage. The frost debuff can be removed by taking fire damage. Fire damage is also less effective in the water/if you are wet. The sleep status effect has the fun ability to remove mind control, so the enemies in noxstella riding giant ants can actually get their ants turned against them. There's probably a few others I'm forgetting about.
9 months ago
Anonymous
>Then what is a follow up
It was already named. Stance-breaking and then going for a crit, is no different from just standing back and shooting magic. Except Criticals are better since they provide i-frames and damage multipliers. >Ice doesn't conduct electricity,
Ice is water. >Any lightning spell that hits a wet/watery area
That's not an result of your own actions, you didn't make the water patch and it creates a ripple. Not an AoE amplification that stuns. Rest is just debuffs. It's fine but those are incredibly boring.
9 months ago
Anonymous
>It was already named. Stance-breaking and then going for a crit, is no different from just standing back and shooting magic. Except Criticals are better since they provide i-frames and damage multipliers.
So then what is a followup?
>Ice is water.
Ice doesn't conduct electricity.
9 months ago
Anonymous
>So then what is a followup?
>What does not knowing action
It has to do with a lot. >gravity based magic
Gravity is terrible. It doesn't work on most mobs, it's a completely independent action, and weaker than your gap closer (Jump Attac). And still Gravity Well still functions as a projectile. >There's even a "black hole" spell
There's already a redundant option like that which is no different from blocking. >by follow up and interaction
Your actions directly impact the enemy, and you can do other utility options. DaS3 added a heavy uptake that places enemies in the air, yet you can't do anything since they are completely invulnerable during the animation. You can't freeze the enemy solid to shatter them with a large weapon or bounce off different direct attacks, or delimb enemies/take enemy weapons so they lost offensive options. >number of items, spells, attacks etc that inflict AOE, status effect, gas,
Yeah, you can pile on more damage. That's already been stated. >except the most efficient and overpowered ways to play are redundant
They are. The game is terribly balanced and your few select options completely dominate the game. If you don't spam Comet Azur than you're just one-shotting things with a exploits. This game came right after Bloodborne and Sekiro which fixed the terrible balance the games have where most of the gear is worthless crap but a single direct damaging option.
>Ice doesn't conduct
Ice is water, stop taking video games literally at face value.
9 months ago
Anonymous
So then what is a followup?
>Ice is water
Ice doesn't conduct electricity.
9 months ago
Anonymous
>then what is a followup?
>What does not knowing action
It has to do with a lot. >gravity based magic
Gravity is terrible. It doesn't work on most mobs, it's a completely independent action, and weaker than your gap closer (Jump Attac). And still Gravity Well still functions as a projectile. >There's even a "black hole" spell
There's already a redundant option like that which is no different from blocking. >by follow up and interaction
Your actions directly impact the enemy, and you can do other utility options. DaS3 added a heavy uptake that places enemies in the air, yet you can't do anything since they are completely invulnerable during the animation. You can't freeze the enemy solid to shatter them with a large weapon or bounce off different direct attacks, or delimb enemies/take enemy weapons so they lost offensive options. >number of items, spells, attacks etc that inflict AOE, status effect, gas,
Yeah, you can pile on more damage. That's already been stated. >except the most efficient and overpowered ways to play are redundant
They are. The game is terribly balanced and your few select options completely dominate the game. If you don't spam Comet Azur than you're just one-shotting things with a exploits. This game came right after Bloodborne and Sekiro which fixed the terrible balance the games have where most of the gear is worthless crap but a single direct damaging option.
Taking video games at face value isn't an argument.
9 months ago
Anonymous
Then what is a followup?
9 months ago
Anonymous
See:
>What does not knowing action
It has to do with a lot. >gravity based magic
Gravity is terrible. It doesn't work on most mobs, it's a completely independent action, and weaker than your gap closer (Jump Attac). And still Gravity Well still functions as a projectile. >There's even a "black hole" spell
There's already a redundant option like that which is no different from blocking. >by follow up and interaction
Your actions directly impact the enemy, and you can do other utility options. DaS3 added a heavy uptake that places enemies in the air, yet you can't do anything since they are completely invulnerable during the animation. You can't freeze the enemy solid to shatter them with a large weapon or bounce off different direct attacks, or delimb enemies/take enemy weapons so they lost offensive options. >number of items, spells, attacks etc that inflict AOE, status effect, gas,
Yeah, you can pile on more damage. That's already been stated. >except the most efficient and overpowered ways to play are redundant
They are. The game is terribly balanced and your few select options completely dominate the game. If you don't spam Comet Azur than you're just one-shotting things with a exploits. This game came right after Bloodborne and Sekiro which fixed the terrible balance the games have where most of the gear is worthless crap but a single direct damaging option.
9 months ago
Anonymous
I'm going to keep repeating myself until you come up with an actual answer. If you've already provided one, it should be easy to just re-state that answer again.
So, what is a followup?
9 months ago
Anonymous
>I'm going to keep repeating myself
And you're questioned was answer in that same very post, see:
>What does not knowing action
It has to do with a lot. >gravity based magic
Gravity is terrible. It doesn't work on most mobs, it's a completely independent action, and weaker than your gap closer (Jump Attac). And still Gravity Well still functions as a projectile. >There's even a "black hole" spell
There's already a redundant option like that which is no different from blocking. >by follow up and interaction
Your actions directly impact the enemy, and you can do other utility options. DaS3 added a heavy uptake that places enemies in the air, yet you can't do anything since they are completely invulnerable during the animation. You can't freeze the enemy solid to shatter them with a large weapon or bounce off different direct attacks, or delimb enemies/take enemy weapons so they lost offensive options. >number of items, spells, attacks etc that inflict AOE, status effect, gas,
Yeah, you can pile on more damage. That's already been stated. >except the most efficient and overpowered ways to play are redundant
They are. The game is terribly balanced and your few select options completely dominate the game. If you don't spam Comet Azur than you're just one-shotting things with a exploits. This game came right after Bloodborne and Sekiro which fixed the terrible balance the games have where most of the gear is worthless crap but a single direct damaging option.
9 months ago
Anonymous
Great, since you already answered my question you can do it again super easily!
So, what is a followup?
9 months ago
Anonymous
>Great
So then you read this
>What does not knowing action
It has to do with a lot. >gravity based magic
Gravity is terrible. It doesn't work on most mobs, it's a completely independent action, and weaker than your gap closer (Jump Attac). And still Gravity Well still functions as a projectile. >There's even a "black hole" spell
There's already a redundant option like that which is no different from blocking. >by follow up and interaction
Your actions directly impact the enemy, and you can do other utility options. DaS3 added a heavy uptake that places enemies in the air, yet you can't do anything since they are completely invulnerable during the animation. You can't freeze the enemy solid to shatter them with a large weapon or bounce off different direct attacks, or delimb enemies/take enemy weapons so they lost offensive options. >number of items, spells, attacks etc that inflict AOE, status effect, gas,
Yeah, you can pile on more damage. That's already been stated. >except the most efficient and overpowered ways to play are redundant
They are. The game is terribly balanced and your few select options completely dominate the game. If you don't spam Comet Azur than you're just one-shotting things with a exploits. This game came right after Bloodborne and Sekiro which fixed the terrible balance the games have where most of the gear is worthless crap but a single direct damaging option.
post you already replied?
9 months ago
Anonymous
Nope, I'd much rather you explain to me again. Which you surely can, because you did it already
9 months ago
Anonymous
>Nope
then you will never understand action combat, as explained here:
>What does not knowing action
It has to do with a lot. >gravity based magic
Gravity is terrible. It doesn't work on most mobs, it's a completely independent action, and weaker than your gap closer (Jump Attac). And still Gravity Well still functions as a projectile. >There's even a "black hole" spell
There's already a redundant option like that which is no different from blocking. >by follow up and interaction
Your actions directly impact the enemy, and you can do other utility options. DaS3 added a heavy uptake that places enemies in the air, yet you can't do anything since they are completely invulnerable during the animation. You can't freeze the enemy solid to shatter them with a large weapon or bounce off different direct attacks, or delimb enemies/take enemy weapons so they lost offensive options. >number of items, spells, attacks etc that inflict AOE, status effect, gas,
Yeah, you can pile on more damage. That's already been stated. >except the most efficient and overpowered ways to play are redundant
They are. The game is terribly balanced and your few select options completely dominate the game. If you don't spam Comet Azur than you're just one-shotting things with a exploits. This game came right after Bloodborne and Sekiro which fixed the terrible balance the games have where most of the gear is worthless crap but a single direct damaging option.
9 months ago
Anonymous
So in other words: You can't actually explain to me what a follow-up is (and you are brown)
fascinating
9 months ago
Anonymous
>So in other words
you're a casual idiot who doesn't understand action games, that's why you can read:
>What does not knowing action
It has to do with a lot. >gravity based magic
Gravity is terrible. It doesn't work on most mobs, it's a completely independent action, and weaker than your gap closer (Jump Attac). And still Gravity Well still functions as a projectile. >There's even a "black hole" spell
There's already a redundant option like that which is no different from blocking. >by follow up and interaction
Your actions directly impact the enemy, and you can do other utility options. DaS3 added a heavy uptake that places enemies in the air, yet you can't do anything since they are completely invulnerable during the animation. You can't freeze the enemy solid to shatter them with a large weapon or bounce off different direct attacks, or delimb enemies/take enemy weapons so they lost offensive options. >number of items, spells, attacks etc that inflict AOE, status effect, gas,
Yeah, you can pile on more damage. That's already been stated. >except the most efficient and overpowered ways to play are redundant
They are. The game is terribly balanced and your few select options completely dominate the game. If you don't spam Comet Azur than you're just one-shotting things with a exploits. This game came right after Bloodborne and Sekiro which fixed the terrible balance the games have where most of the gear is worthless crap but a single direct damaging option.
because it hurts your narrative that Souls has melee depth.
9 months ago
Anonymous
Unfortunately I cannot read that comment, which is why I am once again asking you poojeet: please doing the needful and explain what action combat is.
9 months ago
Anonymous
>Unfortunately I cannot read
Noted. However, your master will still point out how action games work, see:
>What does not knowing action
It has to do with a lot. >gravity based magic
Gravity is terrible. It doesn't work on most mobs, it's a completely independent action, and weaker than your gap closer (Jump Attac). And still Gravity Well still functions as a projectile. >There's even a "black hole" spell
There's already a redundant option like that which is no different from blocking. >by follow up and interaction
Your actions directly impact the enemy, and you can do other utility options. DaS3 added a heavy uptake that places enemies in the air, yet you can't do anything since they are completely invulnerable during the animation. You can't freeze the enemy solid to shatter them with a large weapon or bounce off different direct attacks, or delimb enemies/take enemy weapons so they lost offensive options. >number of items, spells, attacks etc that inflict AOE, status effect, gas,
Yeah, you can pile on more damage. That's already been stated. >except the most efficient and overpowered ways to play are redundant
They are. The game is terribly balanced and your few select options completely dominate the game. If you don't spam Comet Azur than you're just one-shotting things with a exploits. This game came right after Bloodborne and Sekiro which fixed the terrible balance the games have where most of the gear is worthless crap but a single direct damaging option.
9 months ago
Anonymous
Sar. Sarh, please do the needfull and explain what action combat is
9 months ago
Anonymous
You're having a second mental breakdown in public now.
9 months ago
Anonymous
The doctors told me the only cure to my psychosis was someone explaining what a followup is
9 months ago
Anonymous
>The doctors
Oh right, Soulshitters are all mentally ill.
9 months ago
Anonymous
Yes, like I said I'm mentally ill. And the only medicine to cure my illness is to have someone explain to me what a followup is
Please sir, can you help a fellow out?
9 months ago
Anonymous
>I'm mentally ill.
We noticed
9 months ago
Anonymous
I'm sure you did, but could you please tell me what a followup is?
(Note to the audience- this is written in invisible ink so he can't see it. When someone refuses to answer a simply question over and over, and claims he's already answered... it's usually because he's afraid of answering the question. Okay, that's it from me for now. Over and out 😉
9 months ago
Anonymous
>I'm sure you did
Not hard to see.
9 months ago
Anonymous
You must have written it in invisible ink then. Could you write it again in visible ink this time?
9 months ago
Anonymous
>You must have
pointed towards it multiple times, see:
>What does not knowing action
It has to do with a lot. >gravity based magic
Gravity is terrible. It doesn't work on most mobs, it's a completely independent action, and weaker than your gap closer (Jump Attac). And still Gravity Well still functions as a projectile. >There's even a "black hole" spell
There's already a redundant option like that which is no different from blocking. >by follow up and interaction
Your actions directly impact the enemy, and you can do other utility options. DaS3 added a heavy uptake that places enemies in the air, yet you can't do anything since they are completely invulnerable during the animation. You can't freeze the enemy solid to shatter them with a large weapon or bounce off different direct attacks, or delimb enemies/take enemy weapons so they lost offensive options. >number of items, spells, attacks etc that inflict AOE, status effect, gas,
Yeah, you can pile on more damage. That's already been stated. >except the most efficient and overpowered ways to play are redundant
They are. The game is terribly balanced and your few select options completely dominate the game. If you don't spam Comet Azur than you're just one-shotting things with a exploits. This game came right after Bloodborne and Sekiro which fixed the terrible balance the games have where most of the gear is worthless crap but a single direct damaging option.
9 months ago
Anonymous
Like I said anon, it's written in invisible ink so I can't see it. Could you type it up for me again? Make sure to check in the Ganker settings (bottom right) that you don't have invisible ink turned on. Thanks!
9 months ago
Anonymous
>Like I said
That's cute, but see:
>What does not knowing action
It has to do with a lot. >gravity based magic
Gravity is terrible. It doesn't work on most mobs, it's a completely independent action, and weaker than your gap closer (Jump Attac). And still Gravity Well still functions as a projectile. >There's even a "black hole" spell
There's already a redundant option like that which is no different from blocking. >by follow up and interaction
Your actions directly impact the enemy, and you can do other utility options. DaS3 added a heavy uptake that places enemies in the air, yet you can't do anything since they are completely invulnerable during the animation. You can't freeze the enemy solid to shatter them with a large weapon or bounce off different direct attacks, or delimb enemies/take enemy weapons so they lost offensive options. >number of items, spells, attacks etc that inflict AOE, status effect, gas,
Yeah, you can pile on more damage. That's already been stated. >except the most efficient and overpowered ways to play are redundant
They are. The game is terribly balanced and your few select options completely dominate the game. If you don't spam Comet Azur than you're just one-shotting things with a exploits. This game came right after Bloodborne and Sekiro which fixed the terrible balance the games have where most of the gear is worthless crap but a single direct damaging option.
9 months ago
Anonymous
Sorry anon, maybe it will help if you see what it looks like on my screen
9 months ago
Anonymous
That's cute, but see:
>What does not knowing action
It has to do with a lot. >gravity based magic
Gravity is terrible. It doesn't work on most mobs, it's a completely independent action, and weaker than your gap closer (Jump Attac). And still Gravity Well still functions as a projectile. >There's even a "black hole" spell
There's already a redundant option like that which is no different from blocking. >by follow up and interaction
Your actions directly impact the enemy, and you can do other utility options. DaS3 added a heavy uptake that places enemies in the air, yet you can't do anything since they are completely invulnerable during the animation. You can't freeze the enemy solid to shatter them with a large weapon or bounce off different direct attacks, or delimb enemies/take enemy weapons so they lost offensive options. >number of items, spells, attacks etc that inflict AOE, status effect, gas,
Yeah, you can pile on more damage. That's already been stated. >except the most efficient and overpowered ways to play are redundant
They are. The game is terribly balanced and your few select options completely dominate the game. If you don't spam Comet Azur than you're just one-shotting things with a exploits. This game came right after Bloodborne and Sekiro which fixed the terrible balance the games have where most of the gear is worthless crap but a single direct damaging option.
It's not ok anymore because they used to be /ourguys/ and now even normies who only play CoD and FIFA have heard of them.
Also Sekiro is basically a soulsike.
I fail to see a problem with the man continuing to make what he loves and what he's good at. Literally nobody can even come close when it comes to soulslikes.
Who cares? They’re not “fun” they’re not “entertaining” they’re just >bloated >artificially difficult >gimmicky >rinse and repeat doom and gloom
Nothing of value is lost by not playing their shit
Ironically, the only people who say this are the ones who are the most obsessed. Bethesda has made the same style of the game for the entirety of their studio's existence. That's literally what almost every studio does once they've carved out a niche for themselves.
I don't understand how you people can be so utterly psychotic. This is literally how all game studios work. And when a developer like Arkane stops making what they're known for (immersive sims) people get mad, because they wanted more of what they liked. The level of vitriol is insane, and you are all deranged subhumans as far as I'm concerned. It's the equivalent of screeching and having a tantrum about blu ray and dvd sales because "they already released it once"
Woah someone with some sanity on this website. People act like because a developer can make one thing well they should make other genres too. Should Smith and Wesson make cars too? No because that's fricking stupid.
Thats true, which is the point.
But most studios do not manage to corner their niche or make a good product. They instead settle for a adequate product.
Seething usually happens because there is a actual top dog of the niche, or in Bethesda's case that nobody else is trying to even fill that niche.
They make standard multiplat games. Nintendo's hardware has been so shit they've been getting mobile game ripoffs of those games since the Wii. Their most recent console got a compressed version of a game that came out in 2011, and it runs just as bad as the original 2006 hardware it was made to be run on. That game was Dark Souls.
Nintendo games need to be hella fricking optimized. The design requirements are brutalistic. It's not that it's hard to make a Switch game, but why would you want to? Switch could probably take Necropolis, the indie soulsy rougelike. It can't take Dark Souls.
Every Namco Bandai game and Sekiro 100% would have been put on the tablet if it could run the games. These companies don't hate money. They also know it's not a good idea to put a 400p sub-20 version of a game on a console.
Bamco never in their entire history made an AAA game. There doesn't exist a single Bamco game that would be impossible to port to Switch and run well. >These companies don't hate money
These companies are run by biased individuals.
Bamco's CEO said in 2018 that they underestimated Switch and from then on will put their full effort behind it.
In 2019 Harada has been promoted to Bamco's General Manager and not a single Bamco Studios game came to Switch ever since.
Then you have Bamco's partners like CyberConnect2 where Matsuyama straight up said Bamco forbade them from releasing .Hack ports on Switch because it would hurt Sony's feelings. >They also know it's not a good idea to put a 400p sub-20 version of a game on a console.
Like all the games, like DBZ Kakarot, that were supposed to be impossible to run on Switch, but got ported a year later and run great?
They fricking missed out on Demon Slayer Season 2 hype because, after doing a poll and finding out 99% of DS's fanbase has Switches, they released it on everything but Switch. It was the biggest anime IP at the time but the sales were middling.
They saw this is how One Piece games were selling in 2022 >054./137. [NSW] One Piece: Pirate Warriors 4 <ACT> (Bandai Namco Entertainment) {2020.03.26} (¥7.800) - 84.361 / 263.927 (+235%) >669./040. [PS4] One Piece: Pirate Warriors 4 <ACT> (Bandai Namco Entertainment) {2020.03.26} (¥7.800) - 164 / 150.072 (-91%
And decided to release Odyssey on everything but Switch, completely missing out on Movie Red hype.
(Pic related was made a year ago)
It's just fanboy cope.
Define "repetitive combat encounter" and give me an example of a game that doesn't have them
9 months ago
Anonymous
>Metroid >Hollow Knight >Monster Hunter
Should I go on?
9 months ago
Anonymous
And how do those games avoid repetitive combat encounters?
>Define "repetitive combat encounter"
What else do you do but fight enemies?
>example of a game
You didn't understand the point. All action games revolve around combat, they don't make that combat shallow since you're constantly engaging with it.
>What else do you do but fight enemies?
You just described the vast majority of all video games
>All action games revolve around combat, they don't make that combat shallow since you're constantly engaging with it.
Define "repetitive combat encounter" and give me an example of a game that doesn't have them
9 months ago
Anonymous
>You just described
Action and STGs, sure. >Define
Already did.
9 months ago
Anonymous
No, you just described almost every single video game
>the only thing you do is (main gameplay loop)
It's like complaining that the only thing you do in a puzzle game is solve puzzles.
>Already did.
Since you already defined what a repetitive combat encounter is, surely you can do it again because you did it so easily the first time, right?
Surely you're not dodging, are you?
9 months ago
Anonymous
>you just described almos
You can start up Yakuza right now and start fishing. >main gameplay loop
That's horribly shallow and dumbed down. >Since you already defined
Correct. See:
>Define "repetitive combat encounter"
What else do you do but fight enemies?
>example of a game
You didn't understand the point. All action games revolve around combat, they don't make that combat shallow since you're constantly engaging with it.
9 months ago
Anonymous
2D platformers still work as games over 40 years later and all you need to do in those games is jump and move right, frick off with that disingenuous bullshit. You're just a braindead contrarian.
9 months ago
Anonymous
>2D platformers still work as games over 40 years later
Because they focus on tight level design. They give up on good level design with ER, they put all the eggs in Stormveil.
9 months ago
Anonymous
But Elden Ring does focus on tight level design, and the levels are all really good? Leyndell is easily on par with Stormveil- and Stormveil isn't just the best level in ER, it's the best level Fromsoft has ever made, and perhaps one of the best levels ever made in a game period.
9 months ago
Anonymous
>does focus on tight level design
Why is 90% of the game a empty overworld?
9 months ago
Anonymous
Because that space exists to facilitate a sense of scale and exploration. It's not exactly hard to find content in the game, you're within a 5-10 minute horseback ride of the nearest legacy dungeon at any given time.
9 months ago
Anonymous
>Because that space
is completely empty.
>hard to find content in the game
Yes, you fight enemies. That's it.
9 months ago
Anonymous
>is completely empty.
Yes, that's the point. It exists to facilitate a sense of scale and exploration.
9 months ago
Anonymous
>the point of the game is to be shit
Okay.
9 months ago
Anonymous
Let me explain to you how space and scale work. In LOTR, there's a lot of shots of the fellowship simply trekking through the wilderness. There's nothing vital to the plot happening in those moments. You could cut them from the movie and the story would still be just as coherent. They aren't adding anything truly meaningful to the movie. So why are they there? Those shots are there to convey a sense of scale and space to the world the characters inhabit.
As a counter example, in the new amazon LOTR TV show, major characters simply teleport between locations that are hundreds of miles apart. They don't even bring horses or supplies, they just sort of show up at the location. It's jarring and it makes the world seem small. If there was literally zero empty space in Elden Ring, and you just went straight from Stormveil to Raya Lucaria to the Capital, the game would lose a lot of it's sense of grandeur and scale. You wouldn't have that aspect of seeing the massive erdtree in the distance, and slowly working your way towards it. For someone who values the exploration of Souls games more than the combat itself, it was a dream come true.
9 months ago
Anonymous
>Let me explain
There's no need, trying to pretend an empty world is good because you're an idiot who thinks visuals matter in relation to gameplay is not relevant.
9 months ago
Anonymous
Elden Ring now has as shitty fishing minigame just like Yakuza. Does that change your opinion on the game at all?
>That's horribly shallow and dumbed down.
Really? How so?
>Correct. See:
Then you have given an incorrect definition. I know this because your definition is not only lacking detail and incoherent, but it is completely disconnected from the term "repetitive combat encounter"
Let's look at the phrasing of the words. They imply that this event must be three things.
A: It must be repetitive
B: It must involve combat
C: It must be an encounter
Simply being a game where "All you do is fight enemies" does not meet these criteria. Shadow of the Colossus fits this definition, because all you do is fight the bosses. But each fight is unique. Therefore, it is a game where all you do is fight enemies, but does not fit the definition of having "repetitive combat encounters"
So, I would suggest you go back to the drawing board and rethink what you mean by that phrase 🙂
9 months ago
Anonymous
>Elden Ring now has as shitty fishing minigame
It now has something that isn't shitty combat encounters over and over again in a empty world. >Really? How so?
Utility-based approaches aren't worth a damn. >Then you have given an incorrect definition
It's not. What else is there in ER but fighting enemies?
9 months ago
Anonymous
>It now has something that isn't shitty combat encounters over and over again in a empty world.
So if a shitty fishing minigame qualifies a something other than combat, why doesn't exploration, platforming or the NPC questlines count as something other than combat encounters? And isn't this a really poor bar to set for quality considering optional minigames do literally nothing to change the game's core mechanics or content?
>Utility-based approaches aren't worth a damn.
Why not?
>It's not. What else is there in ER but fighting enemies?
Well the gameplay loop generally involves exploring an area for items and resources you use to make your character strong enough to take on the main bosses of the game. It's not a linear hallway of enemies. Have you ever played any of the souls games?
9 months ago
Anonymous
>So if a shitty fishing minigame
Which ER doesn't have because it revolves solely around a shallow combat system. >why doesn't exploration,
There is none, you only find enemies to fight. >platforming
There is none, and when you actively go out of your way to not play by the rules; the game breaks. >the NPC questlines
That generally results in shallow combat encounters. >Why not?
Because... they suck? You can't take a sharp short and cut the enemies arm, opening up your tactical options. >involves exploring an area for items and resource
Which entirely relates to fighting enemies and there is no exploration. > It's not a linear hallway of enemies
Yes it is. An empty world isn't going to change how the game plays
9 months ago
Anonymous
sword*
9 months ago
Anonymous
>Which ER doesn't have because it revolves solely around a shallow combat system.
I really don't see how adding a fishing minigame would meaningfully effect the game in any way, for better or for worse.
>There is none, you only find enemies to fight.
That's actually wrong. You can find friendly NPC's, various types of items along with new levels and areas to explore. There's even various noncombat challenges, like the walking belltowers, the hidden paintings, and the wizard towers.
>There is none
Define platforming
>That generally results in shallow combat encounters.
So do most NPC questlines in most games.
>Because... they suck? You can't take a sharp short and cut the enemies arm, opening up your tactical options.
Rephrase this, I can't understand your ESL gibberish
>Yes it is. An empty world isn't going to change how the game plays
So if we remove all the level design, all the NPC's and just turn the game into a boss rush, there is no difference? It's the same game?
I'm laughing my ass off over here, your seething brown ass is hilarious as shit
9 months ago
Anonymous
>how adding a fishing minigame
There's gameplay outside of shallow combat.
>find friendly NPC's,
Which either give "sidequests" about combat encounters or shops, which is buying items for combat. >various types of items
That help you in combat. >along with new levels and areas to explore.
There is no exploration, those are copypasted combat gauntlets. >various noncombat challenges
That's called pushing a lever. >Define platforming
Already did. >So do most NPC questlines
I'm glad you can admit ER is solely focused on shallow combat. >Rephrase this
There's nothing to rephrase, if you know action; then you know that's a basic concept in the genre. >just turn the game into a boss rush
It already is. >'m laughing my ass off
Same, it's cute watching Soulshitters pretending they know action games.
9 months ago
Anonymous
>There's gameplay outside of shallow combat.
If that's your bar for a game being good or bad, then it's a shitty bar. If the minigame isn't fun or doesn't give any meaningful rewards, then it's probably not going to improve the player's experience. Not to mention, just adding minigames won't improve or fix a shitty game.
>Which either give "sidequests" about combat encounters or shops, which is buying items for combat.
Is that supposed to be a bad thing? The various side activities in the game reward the player with things they can use to progress their main objective, which is killing the main bosses of the game. Again, you're being incoherent here. If NPC quests didn't even reward you with anything, would they somehow magically now improve the game because they don't tie back into combat? What if the fishing minigame let you make special buffs which you could use in combat? Does that change your previous stance that adding a fishing minigame would fix all of the game's problems?
>There is no exploration
What is exploration in a game then?
>That's called pushing a lever.
So pushing levers to solve puzzles doesn't count, but fishing minigames does?
>Already did.
Then you can do it again (You didn't)
>I'm glad you can admit ER is solely focused on shallow combat.
Most games are focused on combat. Even the questlines of big story heavy RPG's generally lead to some kind of combat during or at the end of a quest.
>It already is.
Do you even know what a boss rush is? IT's a game where the only thing you do is fight bosses. Just because you can rush the bosses in Elden Ring does not make it a boss rush. Lmao.
9 months ago
Anonymous
>If that's your bar for a game being good or bad,
No, the bar is having good gameplay. Which ER lacked. >Is that supposed to be a bad thing?
Now you're backpedaling, you stated there were more things than combat. Nothing you stated isn't related to combat. >What is exploration in a game
When there are things to interact with and play around that isn't combat. >So pushing levers to solve puzzles
How is a lever (which isn't a puzzle) the same as a full-fledged side activities. That's like saying Goy of Slop has puzzles because you throw the Axe sometimes. >Then you can do it again
>So if a shitty fishing minigame
Which ER doesn't have because it revolves solely around a shallow combat system. >why doesn't exploration,
There is none, you only find enemies to fight. >platforming
There is none, and when you actively go out of your way to not play by the rules; the game breaks. >the NPC questlines
That generally results in shallow combat encounters. >Why not?
Because... they suck? You can't take a sharp short and cut the enemies arm, opening up your tactical options. >involves exploring an area for items and resource
Which entirely relates to fighting enemies and there is no exploration. > It's not a linear hallway of enemies
Yes it is. An empty world isn't going to change how the game plays
>Most games are focused on combat
Most games don't focus on shallow combat, this is objectively and factually wrong. >Do you even know what a boss rush is?
It's called Elden Ring.
9 months ago
Anonymous
>No, the bar is having good gameplay. Which ER lacked.
Right, so then your criticism is that the core gameplay is bad, not that it lacked a fishing minigame.
>Now you're backpedaling, you stated there were more things than combat. Nothing you stated isn't related to combat.
I'll repeat myself. Is the side activities giving rewards that are part of the main gameplay loop a bad thing? Can you even name a game where you don't get items or weapons as a reward for completing quests?
>When there are things to interact with and play around that isn't combat.
That's not a coherent definition of exploration. You can explore a space that has enemies in it. What you're talking about seems to be related to puzzles, which is not a necessary element of exploration. If I took away the boss at the end of each souls level and replaced it with a simple Zelda style puzzle, would that mean that the game now magically has exploration?
>How is a lever (which isn't a puzzle) the same as a full-fledged side activities. That's like saying Goy of Slop has puzzles because you throw the Axe sometimes.
How many levers do you need to pull for something to qualify as a puzzle? Two levers? Three levers?
>Most games don't focus on shallow combat, this is objectively and factually wrong.
Even in immersive sims, story focused RPG's or more systems based RPG's like the ones bethesda makes, the game is focused around the combat system and combat itself. There is a greater balance of non combat activities to combat activities, but even then those non combat activities usually either lead to combat, or give rewards which are used by the player to engage in combat.
9 months ago
Anonymous
>is that the core gameplay is bad,
And that the game doesn't make use of open-world. Follow along. >Is the side activities giving rewards
that relate solely to combat. How does getting another Longsword copy open up
the supposed exploration the game has? >That's not a coherent definition of exploration.
Yes it is, that's been a thing in open-world games since Fallout 1 and Zelda 1. >How many levers
A lever isn't a puzzle, that's like opening a door in Half-Life. None of that is a puzzle. >Even in immersive sims, story focused RPG's or more systems based RPG's
When do these things focus on shallow combat? You have more options in Deus Ex than every Souls game combined.
9 months ago
Anonymous
>And that the game doesn't make use of open-world
Except it does? The open world provides a couple of core things to the game that it couldn't have otherwise.
>Scale/Exploration
Having the world be big with a lot of space between levels is vital for both building a believable and epic sense of scale to the world, and also for facilitating player exploration. >Replayability/Sequence breaking
Since the world is open, the player has a great amount of freedom on subsequent playthroughs. I've personally gone as far as Altus to get a specific weapon right at the start of the game. >Level grinding/upgrades
In previous games if you were stuck on a certain boss, usually players would clear out the level the boss is in over and over again to farm souls. Elden Ring is deliberately designed to encourage the player to go and explore, find some new gear and level up before coming back to fight the first main boss. That's what all the smaller side dungeons and stuff is there for- to give players who are struggling and need some extra levels or upgrades the ability to do that without just farming the same level over and over.
Anyway, I'm ignoring everything else you said because of how hilariously bad your first statement was.
9 months ago
Anonymous
>Except it does
No it doesn't. All the biomes are nearly identical. Your traversal options are limited, and shit. >provides a couple of core things to the game
It doesn't besides non-linear progression, which was already done before. >Having the world be big
Trying to pretend an empty world is good because you're an idiot who thinks visuals matter in relation to gameplay is not relevant. >Since the world is open
Precious Souls games were already non-linear and weren't open world. > you were stuck on a certain boss,
You never are, it works exactly like the previous game. You upgrade your weapons to improve DPS. No point of this is needed for open world.
9 months ago
Anonymous
>All the biomes are nearly identical
Caelid and Liurnia are identical? LOL
>Trying to pretend an empty world is good because you're an idiot who thinks visuals matter in relation to gameplay is not relevant.
So if Anor Londo didn't have all the massive bridges and causeways and empty space leading up to the main cathedral, it wouldn't matter, right? Because there is never any value to using space to create a sense of scale, right?
>Precious Souls games were already non-linear and weren't open world.
To an extent, but the open world allows for a new level of freedom that didn't exist before.
>You never are, it works exactly like the previous game.
You never are, it works exactly like the previous game. You upgrade your weapons to improve DPS
Correct, you either level your character to improve damage through weapon scaling, or you level other stats like endurance, health, magic affinity, etc. And you can also level your weapon. And the main function of this is to increase your player's ability to do actions, to take damage, and to deal damage. That remains the same.
What has changed is that previously if you are stuck at a boss, if you want to level up you will need to farm enemies in order to get the resources to level up. In Elden Ring, you can go and do some random small caves/dungeons for souls to level up, or go specifically to a place that has upgrade items like a mine to upgrade your weapon. It's actually a big improvement over previous games, that only works because of the open world format.
9 months ago
Anonymous
>Caelid and Liurnia are identical
Yes, what's the difference. >So if Anor Londo
A poorly designed level. It's an empty set of linear corridors. >To an extent
It's not, ER still gates you like previous games. >Correct
Because it's not different from any of the previous games.
9 months ago
Anonymous
>Yes, what's the difference.
There really is no difference, you're right
And you're right anon, Anor Londo would have been much better if it was way way smaller. While we're at it, Ash lake was a useless area, just a linear corridor of beach with a few enemies. Should have just been cut from the game. Because again, scale and visuals don't matter in video games.
And yes, you're right anon! Elden Ring basically has the exact same level of freedom of progression as previous souls games. In fact, it's worse. Yeah, it's worse. That's right. The open world actually gives you less choices.
>Because it's not different from any of the previous games.
Also correct. In fact, if you look closely you'll discover that they just used the scale tool in Gimp to make the map in elden ring seem bigger. There's actually literally no difference or new content in it, it's actually just DS1 stretched in gimp.
9 months ago
Anonymous
>There really is no difference,
Because there isn't. >Anor Londo would have been much better if it was way way smaller
Yes, there's a reason the only area that effort was put into was the tight-rope gimmick above the painting. >Ash lake was a useless area
It absolutely was, that's why it's so disappointing after the Great Hollow. >Elden Ring basically has the exact same level of freedom of progression
Every Souls game has some form of non-linear progression, one having less or more doesn't change the fundamentals. >actually just DS1 stretched in gimp.
Glad you could agree.
9 months ago
Anonymous
>Because there isn't.
Correct, there is actually no difference between Liurnia and Caelid. They both look the same, and have the same types of enemies in them. It's actually the same area, just mirrored with a red filter on the sky. Very lazy.
>Yes, there's a reason the only area that effort was put into was the tight-rope gimmick above the painting.
Frankly if they had just made the entire level on rafters, I think it would have been a lot better.
>It absolutely was, that's why it's so disappointing after the Great Hollow.
Truly a massive disappointment and I'm glad we can agree that it should have been cut from the game entirely. When I saw it for the first time, all I remember feeling was immense disappointment.
>Every Souls game has some form of non-linear progression, one having less or more doesn't change the fundamentals.
Correct, Dark Souls 3 is functionally the exact same game as elden ring. '
>Glad you could agree.
So am I! You're just so correct in so many aspects. Incredible. How could I ever have disagreed with you in the first place?
9 months ago
Anonymous
>there is actually no difference between Liurnia and Caelid.
Correct. Notice how you can't comment on the gameplay. >Frankly if they had just made the entire level on rafters
Yes, you have to pay attention to a large number of factors. >Truly a massive disappointment
It really was. >Dark Souls 3 is functionally the exact same game as elden ring.
There's a reason lots of people call ER Dark Souls 4. >So am I!
Yeah, since you run out of arguments.
9 months ago
Anonymous
>Correct. Notice how you can't comment on the gameplay.
That's correct. Frankly, if games can't completely re-invent their gameplay loop for every new region, there's no point in even having different regions. Mechanical variety is the only thing that matters in games. Personally, I think that if Caelid had been able to have a bunch of giant bouncy mushrooms for the player to jump around on, then maybe it would have been worth including.
>Yes, you have to pay attention to a large number of factors.
Agreed! In fact, I think if they'd had the entire game take place on the rafters, or maybe in the poison swamp it would have been massively improved.
>There's a reason lots of people call ER Dark Souls 4.
TRUE!!! SO TRUE! Dark Souls 3 actually is known for having extremely nonlinear level progression.
9 months ago
Anonymous
>if games can't completely re-invent their gameplay loop
Those regions are exactly the same. Where's the difference in them? >Mechanical variety is the only thing that matters in games.
Yes? Soulshitters on the biggest casuals on this board. >they'd had the entire game take place on the rafters
No, that would be stupid. Don't talk level design if you don't know anything about it. >TRUE!!! SO TRUE!
Your passive aggressive anal pain doesn't change reality.
9 months ago
Anonymous
>Those regions are exactly the same. Where's the difference in them?
They're exactly the same, just like you said. In fact, every single level in every single souls game is the the same area, just retextured and with a different skybox.
>Yes? Soulshitters on the biggest casuals on this board.
Correct. Real video games actually change their mechanics completely from moment to moment. Those are the true best video games of all time.
>No, that would be stupid. Don't talk level design if you don't know anything about it.
Why would that be stupid anon? The rafters were such a good and amazing part of the level. In fact, all the best parts of dark souls are the areas that involve platforming where you can fall to your death. That, and poison swamps. This is a known fact that even us soulshitters can admit: What souls games need more of is platforming, and poison swamps. Dare I say: maybe platforming inside or overtop of a poison swamp?
9 months ago
Anonymous
>They're exactly the same
Yes, what are the mechanical differences in those areas? Be specific. Enemies isn't level design or structure when they all act like the same spazzing idiot in the first place. >Real video games actually change their mechanics completely
Yes actually. Go pussy out, explain the differences. >The rafters were such a good and amazing part
Yes, how does empty space compared to a obstacle with challenges?
9 months ago
Anonymous
The point of having distinct levels in games is not to for each level to have distinct and entirely unique mechanics. Generally, the important things in making levels feel unique is a combination of the level geometry itself, the enemies inside the level, and the visual aesthetics and themes of the level.
Frankly, I can't think of a single game that entirely changes up it's mechanics between levels. I suppose you could add a gimmick to each level like having each type of enemy have a specific elemental weakness or something, but that's honestly pretty fricking boring and will get old fast. Not to mention that already exists to an extent, like enemies in Caelid being weak to fire, and enemies in the mines being weak to blunt damage.
>Yes actually. Go pussy out, explain the differences.
Name one video game that fulfills your insane criteria to have gameplay mechanics be completely different from level to level
>Yes, how does empty space compared to a obstacle with challenges?
You are autistic or have some other sort of mental illness. Souls players aren't generally a huge fan of the platforming sections of the game, because souls platforming is janky and imprecise. Because the way souls games are designed and the way they control is not ideal for platforming. Which is again, a concept you seem entirely unable to grasp.
9 months ago
Anonymous
>the important things in making levels feel unique
Which ER doesn't do, all the biomes are nearly identical because there aren't any mechanical differences in their structure. Various levels in Metroid for example are too hot, which is a completely different biome to how a level have dark substances you can't touch. >Name one video game
And I can name plenty more. >not huge fan of the platforming sections
You have to pay attention to the enemy locations so you don't fall and die while they are throwing projectiles and rushing you. You have to pay attention to your movement so you don't fall and die. That's good level design, the rest of Anor Londo is a linear, wide corridor where you fight one big guy, sometimes two. That's absolute dogshit.
9 months ago
Anonymous
I'll repeat myself.
The point of having distinct levels in games is not to for each level to have distinct and entirely unique mechanics. Generally, the important things in making levels feel unique is a combination of the level geometry itself, the enemies inside the level, and the visual aesthetics and themes of the level.
As for your example in metroid- plenty of levels in souls games and even in Elden Ring have various gimmicks. Whether that's Lava or Poison swamps or giant ranged weapons shooting at you from far away. Just because a level has some sort of gimmick does not make it better, and in many cases the gimmicky levels are the least fun to play through.
>That's good level design
It isn't because the controls and design of souls combat is incredibly frustrating to play with on extremely tight ledges. Dodging is a bad idea because unless you line it up perfectly, you'll go off the edge. Blocking even the tiny knives will knock the player back- making it easy to get knocked off by simply blocking. Attacking the enemies is also a great way to get killed- animations for most weapons carry the player forward or move them in unexpected directions, so it's easy to fall off by simply attacking. This is made even worse by how directional attacking works. You can't use a lock-on while on the rafters because the unexpected perspective changes would easily make you fall off. So you have to aim manually, meaning if your camera is even a bit off, you might carry yourself off the edge with your own momentum. Even using ranged weapons, or simply taking damage can knock you off the edge.
As someone who has played DS1 way too many times, the best option on the rafters is always to simply walk in a straight line around the enemies. The knives are too slow to catch you at a walking pace, and you're just putting yourself at risk by trying to fight the enemies.
It's a badly designed area because it doesn't compliment the mechanics of the game.
9 months ago
Anonymous
>I'll repeat myself.
And you're wrong. Which biome in ER is different? None of the Poison swamps change the area, they are completely bypassable. >It isn't
It is, you want flat empty spaces, not combat challenges. Your positioning and movement play a complete factor in how you advance. >Dodging is a bad idea
You can completely outspace them, and it's a good thing you need to actively think how you approach. >You can't use a lock-on
You tried to paint understanding how your moveset works as a bad thing, you can't be serious. >simply walk in a straight line around the enemie
No, it's to play the range game. >It's a badly designed area
Anor Londo is, not that specific section.
9 months ago
Anonymous
I'll repeat myself until you actually address what I'm saying.
The point of having distinct levels in games is not to for each level to have distinct and entirely unique mechanics. Generally, the important things in making levels feel unique is a combination of the level geometry itself, the enemies inside the level, and the visual aesthetics and themes of the level.
>No, it's to play the range game.
I can tell you've never played Dark Souls if you believe this. Even the bows in that game push you back with each shot, putting you at risk of falling off. Manually aiming bows is incredibly clunky as well. The easiest option is literally always to walk past them, since they can't hit you if you are moving.
The rafters in Anor Londo are badly designed because they don't compliment the mechanics of the game.
9 months ago
Anonymous
>I'll repeat myself
And you will still be wrong. You can't name the differences because they don't exist. >Even the bows in that game push you back
Why are you so stupid you think you have to stand on the rafters? >Manually aiming bows is incredibly clunky as well.
That's universal across the series since there's no gyro aim. >easiest option is literally always to walk past them
The enemy can block your way. >The rafters in Anor Londo are
great. Anor Londo is casual crap otherwise.
9 months ago
Anonymous
I'll repeat myself until you actually address what I'm saying.
The point of having distinct levels in games is not to for each level to have distinct and entirely unique mechanics. Generally, the important things in making levels feel unique is a combination of the level geometry itself, the enemies inside the level, and the visual aesthetics and themes of the level.
>You can't name the differences because they don't exist.
Levels in Elden Ring all have the same geometry, enemies and visuals? Interesting.
>Why are you so stupid you think you have to stand on the rafters?
Because the sightlines on the enemies are impeded if you haven't climbed up the ladder, and because it's incredibly hard to hit targets with arrows at long range in souls games.
Also, I love how the ideal strategy for the "mechanically engaging" and totally well designed area is to not engage with the mechanics and to just spam arrows from far away. You're really giving me a good laugh tonight anon, thanks. Honestly your takes were already delusional enough, but this is the cherry on top.
9 months ago
Anonymous
>I'll repeat myself
And you will still be wrong. You can't name the differences because they don't exist. >Levels in Elden Ring all have
nearly identical biomes. Which biome in ER is different? None of the Poison swamps change the area, they are completely bypassable. There aren't any mechanical differences in their structure, because they don't exist and you can't name them. Various levels in Metroid for example are too hot, which is a completely different biome to how a level have dark substances you can't touch. >Because the sightlines on the enemies are impeded
No they aren't, you can aim and target. >love how the ideal strategy
Stop backpedaling, you stated the best option was to walk past them. That's terrible and you're factually wrong. >is to not engage with the mechanics
You can play the range game in every Souls, that's very much engaging with mechanics.
9 months ago
Anonymous
I'll repeat myself until you actually address what I'm saying.
The point of having distinct levels in games is not to for each level to have distinct and entirely unique mechanics. Generally, the important things in making levels feel unique is a combination of the level geometry itself, the enemies inside the level, and the visual aesthetics and themes of the level.
9 months ago
Anonymous
>I'll repeat myself
No need, which biome in ER is different?
9 months ago
Anonymous
>Generally, the important things in making levels feel unique is a combination of the level geometry itself, the enemies inside the level, and the visual aesthetics and themes of the level.
9 months ago
Anonymous
>Generally
If you're being general, why are all the biomes the same? What are the mechanical differences in those areas? Be specific. Enemies isn't level design or structure when they all act like the same spazzing idiot in the first place.
9 months ago
Anonymous
>Enemies isn't level design or structure when they all act like the same spazzing idiot in the first place.
You're brown.
9 months ago
Anonymous
Nope, and facts don't care about your feelings.
9 months ago
Anonymous
>Enemies isn't level design or structure when they all act like the same spazzing idiot in the first place.
You sure type like a shitskin. Of course it's possible that you're from other third world stain on the planet. Eastern europe, perhaps?
9 months ago
Anonymous
Where's the part where you're specific about the biomes being different? You failed at a simple task.
9 months ago
Anonymous
Oh, definitely Eastern europe. Let's see if I can get this right on the first guess. Serbia? I'm glad we bombed you guys to shit, that was pretty funny. Praying to god for a repeat soon.
9 months ago
Anonymous
Holy shit, you really are having a mental breakdown again.
9 months ago
Anonymous
Is there such a thing as a mentally well Serbian?
9 months ago
Anonymous
No, you're clearly losing it. That's why you conceded (again).
9 months ago
Anonymous
I did not concede to being serbian 😉
9 months ago
Anonymous
>I did not concede
Why did you drop the biome argument then?
9 months ago
Anonymous
Well I'm not a biologist so I don't know anything about biomes unfortunately. Something to ask Vaati, perhaps.
9 months ago
Anonymous
>well i'm not a biologist
aping troony and troony defender arguments isn't helping your case, anon
9 months ago
Anonymous
Fromdrones don't even have jobs? Jesus Christ.
9 months ago
Anonymous
I'm an unemployed schizophrenic prostitute (the gay kind) and the only thing that will cure me and bring me back to the light of jesus is being told what a followup is
9 months ago
Anonymous
>I'm not a biologist
That doesn't answer the question. How are the biomes different.
9 months ago
Anonymous
Like I said, I'm afraid I don't know anything about the biomes because I'm not a biologist. Would you like to know about the different areas and levels instead?
9 months ago
Anonymous
>Like I said
You didn't say anything, be specific and explain how the biomes are different. You ignored it since you don't know anything about open-worlds.
9 months ago
Anonymous
Like I said, I'm afraid I don't know anything about the biomes because I'm not a biologist. Would you like to know about the different areas and levels instead?
9 months ago
Anonymous
>Like I said
Except you didn't say anything. Be specific and explain how the biomes are different. I'll wait as long as it takes.
9 months ago
Anonymous
Well I'm afraid I did say something. I said that I'm afraid I don't know anything about the biomes because I'm not a biologist. Would you like to know about the different areas and levels instead?
9 months ago
Anonymous
>I did say something
No you didn't. Point out where you stated how the biomes, which in case you didn't know are levels and areas.
9 months ago
Anonymous
are different*
9 months ago
Anonymous
A biome is the same thing as a level or area?
9 months ago
Anonymous
>physical environments are no longer areas
Soulshitters have reached peak stupidity.
9 months ago
Anonymous
9 months ago
Anonymous
>biome is an area
9 months ago
Anonymous
So would you like to know the differences between the biomes then?
9 months ago
Anonymous
Why can Soulshitters explain the difference in biomes then? We're all waiting.
9 months ago
Anonymous
Okay, let's get started.
Limgrave is a temperate forest. The soil is a rich brown which enables the growth of various plants like the Rowa's fruit, which is common in the region. The region's most common form of vegetation are the spindly, yellow leafed deciduous trees. The most abundant native species are the boar, springhare and deer- they feast on the abundant undergrowth in this region due to the high levels of rainfall. Also to be seen are the crab and giant crab, and the giant dragonfly.
Caelid is a desert that has been infested by a parastic fungi. The soil is red and sandy- little grows here besides the great sprouts of fungi, which appear to feed on the enormous skeletons that are buried throughout the region. Due to the poor undergrowth, wildlife is scarce here- the most common wildlife are the frightful and aptly named "giant dog" along with the equally frightful and equally aptly named "giant bat" and of course, the even more equally frightful and even more properly equally aptly named "Monstrous Crow"
Hopefully this has answered some of your questions about the various biomes of elden ring and their differences!
9 months ago
Anonymous
>let's get started.
Where are the differences? You named a bunch of visual shit.
9 months ago
Anonymous
If you think the difference is just visual, I'd suggest you try starting a flowergarden in Caelid and see how long the petunias last...
9 months ago
Anonymous
>think the difference is just visual
Oh, then name something.
9 months ago
Anonymous
Well for one, your petunias won't last.
9 months ago
Anonymous
you're being deliberately obtuse, a biome is like an ecosystem the term is not necessarily interchangeable with a given video game level
9 months ago
Anonymous
>deliberately obtuse
No, pretending the regions in ER are different despite them having no mechanical differences is being obtuse.
9 months ago
Anonymous
Why do there need to be mechanical differences in different environments? Like what, are you asking for cold weather survival mechanics like the Long Dark in areas like the Consecrated Snowfield or Mountaintop of the Giants? How would that improve the game?
9 months ago
Anonymous
Please it makes areas distinct in open-world games while adding a preparation factor.
9 months ago
Anonymous
You're asking wrong
>Please it doing the needful makes areas distinct in open-world games while adding a prepooration factor.
9 months ago
Anonymous
>You're asking wrong
It wasn't. You're mad that ER is a terrible open-world game.
9 months ago
Anonymous
Still way better than the slop that is BOTW or TOTK.
I finished Elden Ring. BOTW/TOTK bore me to tears before I even get to the first divine beast.
9 months ago
Anonymous
>Still way better
No, ER is the most mediocre action game I have ever played and isn't a proper open-world game, because it completely fails at every fundamental level.
9 months ago
Anonymous
You can't even articulate what you're asking for. Just saying >uhhhhhh it's bad because uhmmm it just is, ok????
isn't an argument
9 months ago
Anonymous
>You can't even articulate
This entire thread is nothing but shitting on ER.
9 months ago
Anonymous
Can you explain the mechanical difference between my firm, thick log and your watery, liquid stool? Thanks sar.
9 months ago
Anonymous
>Can you explain
why ER is shit? It's unbalanced crap with copy-paste "content" (even in the main regions since they don't have differences) where utility-based approaches aren't worth a damn in a empty world.
9 months ago
Anonymous
Hmmm, what makes the crap unbalanced? Lack of fiber, maybe?
9 months ago
Anonymous
What regional differences would make the game better, in your view? I am still unclear as to what you're even asking for. Seems to me like you're complaining just to complain
9 months ago
Anonymous
He's just mad that his petunias died
9 months ago
Anonymous
Different biomes that actively affect the player.
9 months ago
Anonymous
They sure as hell affected my petunias, that's for sure!
9 months ago
Anonymous
>They sure as hell
aren't different biomes.
9 months ago
Anonymous
How? Needing to regulate your temperature, like in BotW/TotK? I genuinely fail to see how that would make Elden Ring more fun to play. That's not at all the type of game it's trying to be
9 months ago
Anonymous
It makes areas mechanically distinct from another and the player would need to prepare for the hostile environment ahead. >Needing to regulate your temperature,
It's not just that. If you go into an area about about poison, there should be substances that harm you directly that you can't walk over and environmental effects that consistently whittle you down. This means the open-world actually plays a factor into the gameplay.
9 months ago
Anonymous
lol ok now I know you're just shitposting, Miyazaki is infamous for his poison swamp fetish and ER has some of the most egregious examples of this
9 months ago
Anonymous
Did you even play the game? There is no area like that and Torrent bypasses damage effects.
9 months ago
Anonymous
???????????????????
9 months ago
Anonymous
Rot doesn't harm you directly, it just applies a DoT. It's just another Valley of Defilement level
9 months ago
Anonymous
>n-no that one doesn't count!!! >because it just doesn't, ok??
frick you, moron - you got BTFO, go cry to your mommy and apologize for growing up into such a loser
9 months ago
Anonymous
Nice cope, but we're talking overworld exploration and still doesn't work how it was originally described.
9 months ago
Anonymous
Lava does harm you directly, (and so do the geysers) but I assume you also have some sort of hyper copium explanation for how that doesn't count
9 months ago
Anonymous
>Lava
Torrent.
9 months ago
Anonymous
Lava harms torrent, and the geysers hurt both of you. You can even take fire resistance potions to prepare for it. There's also lava areas where you can't ride Torrent at all D:
9 months ago
Anonymous
>Lava harms torrent,
At 1 tick rate you can run over.
9 months ago
Anonymous
No it doesn't, and you can't run on lava. You get instantly melted if you even step on it without fire resist.
9 months ago
Anonymous
Yes it does. Torrent (and the player character) secretly equipped the "99% lava proof" Talisman. You can completely bypass that damage effect.
9 months ago
Anonymous
Can you show me any video of this? Any video at all of the player walking on lava and taking burn damage but not dying?
9 months ago
Anonymous
Look at how low the tick is when they still there doing nothing.
9 months ago
Anonymous
The player isn't taking burn damage there, they're taking fire damage.
9 months ago
Anonymous
Fire damage is burn damage.
9 months ago
Anonymous
Lava and fire are two different things. Just because they're both hot doesn't mean they're the same. Now can you find a video with burn damage or no
9 months ago
Anonymous
What? They are literally standing on lava like wanted.
9 months ago
Anonymous
I asked you for a video of the player walking on lava and taking burn damage. In your video they are taking fire damage
9 months ago
Anonymous
You are the most pedantic Black person imaginable. Go take a shower, anon, you smell worse than you think
9 months ago
Anonymous
>I asked you for a video
Which you got. They are standing on lava barely taking any damage.
Sounds like you can't find any video evidence to back up your claims??
9 months ago
Anonymous
>you take lots of lava damage >no you don't >ummmmmm
They are literally standing on lava you lying israelite. Not a single person is going to pretend lava damage is threatening, that only was a factor in DaS2.
9 months ago
Anonymous
BURN DAMAGE IS NOT A THING.
It doesn’t fricking exist.
You got exactly was what asked, now you're pretending just burn is some kind of new damage type. It's not you lying fricking israelite.
Lava isn't made of fire it's molten rock
9 months ago
Anonymous
>I asked you for a video
Which you got. They are standing on lava barely taking any damage.
9 months ago
Anonymous
I asked for a video of them taking burn damage. In the video it is clearly fire damage
9 months ago
Anonymous
BURN DAMAGE IS NOT A THING.
It doesn’t fricking exist.
9 months ago
Anonymous
You got exactly was what asked, now you're pretending just burn is some kind of new damage type. It's not you lying fricking israelite.
9 months ago
Anonymous
“Burn” is not a thing in Elden Ring.
Unless you count the 2 second DOT caused by Black Flame, which is distinctly not lava.
You seem to be assuming lava in Elden Ring works like lava in DeS, DaS1, DaS2 or DaS3, where lava wasn’t an instant kill, but would kill you in about 1 second without stacking obscene amounts of fire defense. In Elden ring lava does single digit damage per tick.
9 months ago
Anonymous
Do you have any videos of this "burn" effect that you are claiming to be not there in existing game files of the mechanics?
9 months ago
Anonymous
>get proven wrong >literally have to make shit up to act like you didn't
9 months ago
Anonymous
Just like how limb cutting doesn't exist in Elden ring, burn damage also does not exist :v)
9 months ago
Anonymous
Kel I noticed anon keep up the trolling, I wonder how long he'll last for
9 months ago
Anonymous
Actually limb cutting does exist.
It’s on one specific enemy and most players probably have never seen it. But it’s there.
9 months ago
Anonymous
Sorry I can't read, can you try to elevate that again? The wind isn't lighting up where I am and the shutter speed is too low to speak freely.
9 months ago
Anonymous
>specifically ask for a hit property tied to sharp weapons >move the goalposts >specifically for standing on lava damage >move the goalposts
You were wrong, get over it.
9 months ago
Anonymous
Wrong, go back to my original post. I asked specifically about burn damage :v)
9 months ago
Anonymous
You son of a b***h
9 months ago
Anonymous
>go back to my original post
>>Can you show me any video of this?
Not even surprised brown people use israeli tactics.
9 months ago
Anonymous
Who said anything about you being brown? Did your skin take too much burn damage?
9 months ago
Anonymous
>Who said
The moment you lied and backpedaled like a the Black person israelite you are.
9 months ago
Anonymous
Did I or did I not ask you for a video of the player character taking burn damage? A video you were unable to provide?
It sounds like the one in the wrong here was you anon? :V)
(I gave him an extra big nose because like you said I'm israeli)
9 months ago
Anonymous
>Did I
You are in fact a lying Black person israelite who backpedaled. You're even lying about yourself just like the game.
9 months ago
Anonymous
No. I don’t have any videos of “burn” damage/status/whatever because it doesn’t exist. No videos of it exist.
The only time a “burn” effect is mentioned in Elden ring is Black Flame, which causes 0.1% of max hp +1 damage DOT that ticks 20 times over two seconds. For a total of 2% +20. That is the only “burn” in Elden Ring. And it’s caused by black flame attacks, which exclusively come from Godskin Bosses or Black Flame monks. Or PvP players using black flame. It’s never environmental.
9 months ago
Anonymous
Sounds like I'm correct then, the player isn't lava proof. If he was then he would be immune to the "burn" effect but there is no burn effect in the game, only fire.
If the red liquid in the game does fire damage and not burn damage then it isn't actually lava, but "fire liquid" which is why it only does low damage
9 months ago
Anonymous
Hey anon do me a favor. Light yourself on fire for a bit and let us know what kind of damage the doctors at the ER call it. Thx
9 months ago
Anonymous
Unfortunately anon I am not flammable and I don't have any lava nearby, please understand.
9 months ago
Anonymous
>Unfortunately anon I am not flammable
Sure you are! Come on pal you can do it, I believe in you
9 months ago
Anonymous
I’m getting genuine second hand embarrassment from reading your posts.
Everyone, and I mean EVERYONE can see exactly what happened here. You were completely wrong about a game mechanic (that you probably misremembered from Dark Souls 1-3 lava killing you near instantly) and decided to try “win” the argument by being anal about definitions of words.
Lava in every souls game has just done fire damage. And was reduced using fire defense stat. You arnt going to admit you were stupid, I get that. I just want to make sure you know that we all know you were an idiot and you did not come out of this looking intelligent.
9 months ago
Anonymous
It's almost as if the exact same thing literally happened multiple times in this very thread :O
You guys really aren't the brightest lmao
9 months ago
Anonymous
>It's almost as if the exact same thing literally happened multiple times
I would love to see an example of this.
9 months ago
Anonymous
the last like 100 posts in this thread are mainly just 2 Black folk pretending to be moronic and trolling everyone
9 months ago
Anonymous
I don't think the other guy is pretending..
D:
9 months ago
Anonymous
Literally every time the main Shazamgay made any argument it immediately gets proven wrong and then he says "it doesn't count" for moronic reasons. Off the top of my head, when he said cutting off limbs doesn't count as limb cutting because you can do it with a non sharp weapon, and when he said the lake of rot doesn't count as an environment hazard because it gives you a status effect instead of directly damaging you.
I never believed any of the lava burn stuff I've literally just been making fun of him by doing the exact same thing he's been doing all day
9 months ago
Anonymous
>Literally every time
You failed to name examples. You're a casual idiot who doesn't know anything about video games yet pretend to do and get mad when you're proven wrong. You can't delimb enemies in ER with sharp weapons, that hit property simply doesn't exist since Strike, Slash, etc has no ramifications to the enemy as they are damage types and not hit properties. You automatically assume a damage-ceiling is the same as a hit property since you don't know what any of those terms mean. Same as pretending DoTs (an indirect damage function) works as a weather effect that's directly tied to the player and prevents them from entering an area.
9 months ago
Anonymous
You failed to reply to my post so I don't really see why I have to reply to yours
9 months ago
Anonymous
>You failed
And you're wrong.
9 months ago
Anonymous
Can you find a video of me being wrong while standing on lava in Elden ring?
9 months ago
Anonymous
>Can you find
You very much revealed yourself as a casual idiot who doesn't know anything about vidya.
9 months ago
Anonymous
And you have revealed yourself to be Terrance
9 months ago
Anonymous
>And you
very much admitted you don't know anything about vidya like the casual idiot you are.
9 months ago
Anonymous
>the player isn't lava proof
That was poking fun at lava damage being pathetic compared to DeS and DaS2.
9 months ago
Anonymous
So then in other words, I'm correct? The player isn't lava proof and you can't provide a video of them standing on lava taking burn damage?
9 months ago
Anonymous
>Did I
You are in fact a lying Black person israelite who backpedaled. You're even lying about yourself just like the game.
9 months ago
Anonymous
Palestine is Israeli clay o:V)
(I gave him a little israeli hat)
9 months ago
Anonymous
Oh great, it's time for your third meltdown now.
9 months ago
Anonymous
How can I meltdown if there's no lava damage? Fire won't melt you down only magma will do that and it's not melting the point of the extremely hot point
9 months ago
Anonymous
>How can I meltdown
You mean getting BTFO multiple times now you have to go into some bizarre cope to pretend you didn't.
9 months ago
Anonymous
can't use Torrent in dungeons, frickface
9 months ago
Anonymous
This. I also want there to be a thirst meter. I want to have to find water to drink from rivers. But I should have to purfiy it first. For that purpose i should be able to collect raw silicone from the ground to craft a filter.
9 months ago
Anonymous
I think we can all agree that Elden Ring would be vastly improved by the player having the sudden urge to take a shit in the middle of fighting a tough boss- the player might then need to frantically search for a piece of tissue or perhaps just a leave to wipe with to remove the stinky ass debuff
9 months ago
Anonymous
Maybe just go play Valheim? Souls games have never been survival games, and that's not the type of mechanics you should add half-ass
9 months ago
Anonymous
There's no point in ER being open-world if it doesn't make use of it.
9 months ago
Anonymous
What the hell does open world have to do with survival mechanics?
9 months ago
Anonymous
It's a common theme in open world and exploration games like having multiple different traversal methods.
9 months ago
Anonymous
*I wasn't
9 months ago
Anonymous
Jesus Christ, you are unironically autistic
9 months ago
Anonymous
9 months ago
Anonymous
>I can tell you've never played Dark Souls if you believe this.
I get bored with easy games
9 months ago
Anonymous
Yeah, DS1 isn't that hard. If you pay attention to the surroundings and learn enemy attack patterns it's pretty easy. I've never valued the difficulty aspect as much as I've valued the exploration, level design and lore of the series.
TSo anon, why are you pretending to be an expert on a game you've never played?
9 months ago
Anonymous
Knight
what
9 months ago
Anonymous
>Define "repetitive combat encounter"
What else do you do but fight enemies?
>example of a game
You didn't understand the point. All action games revolve around combat, they don't make that combat shallow since you're constantly engaging with it.
Lol less than 15% of the useful morons that bought ER even completed it. Most got filtered on the first or second boss and dropped it.
Reddit Ring had zero impact on culture.
>at least two million people finished Elden Ring
I don't have any data but percentage aside I'll bet that's a way higher number than the vast majority of games.
Sold well, but after news buzz, nothing comes about it.
It’s a safe game. Molded from the previous Zelda so there’s nothing new in term of gameplay except bigger world I suppose. As if BoTW doesn’t have a huge world in the beginning.
Elden Ring expanded on previous DS games, perfected the design and somehow made it even more fun.
Both games are good. But for actually new substances point, Elden Ring wins hard
I mean it did though. The design of the bosses changed mechanically, so you're incentivized to use all the tools in the game. The jump makes combat a lot more fun, and allows the levels to be more vertical and also allows for some fun sequence breaking. And the open world grants greater freedom when it comes to level, item and build progression.
>so you're incentivized
No you're not, your universal dodge still works against everything and the game is terribly balanced, everything is worthless crap but a few OP direct damaging options.
Who cares? They’re not “fun” they’re not “entertaining” they’re just >bloated >artificially difficult >gimmicky >rinse and repeat doom and gloom
Nothing of value is lost by not playing their shit
>Did this company make this game I like? Cool, now I don't want them to make any more like it ever again, and if you do you're a dumb NPC goyslop-loving consoomer brainwashed by da joos >Uhhhhh they have to make different games because...because they just do, ok???
Why are Gankertards like this? Also post some games you like. Let's all have a laugh.
They make multiplats with decent graphics. However all third parties have their own reasons for hating Nintendo and nobody works with them if they have a choice
We truly are my friend! If Only Fromsoft had thought of genius ideas like >enemies being "stunned" or "knocked down" >having enemies become more aggressive >removing the ashen lake level and making all their levels smaller >having all of anor londo take place on the rafters >making slippery ice a core game mechanic >allowing the player to cut the limbs of enemies
Truly, if only Fromsoft had thought of these ideas. I am, at the moment- truly losing all respect I had for them as a developer.
I truly am, my friends! My entire life, my mind, my view of the world is coming undone. I just burnt all of my dark souls funkopops and told my trans girlfriend that I'm breaking up with her. (She had a strong affiliation for the power of the darkmoon which is why she's trans)
Honestly I'm not sure what's worse. The idea that the anti Fromsoft people in this thread haven't ever played the games that they're criticizing, or that they have and still came to these conclusions.
The guy who was saying the rafters section of Anor Londo was good has to be joking, right? Right??
These are the people who were literally calling for Capcom etc to go bankrupt because they put out multiplats instead of going all in on the Switch. They will never not be assblasted by third parties having the audacity to shirk the almighty Switch
>make games with good graphics >nintendo consoles don't support good graphics >nintendo doesn't get the games with good graphics >"why do you hate nintendo"
They don't, they just care about artistic integrity. The switch audience won't appreciate their games or even understand them. If the games don't play themselves then they aren't fit for Nintendo fans.
>tells a lie >gets called on out on the lie >you fromdones need to stop being such cultists when *tells another lie*
why are you homosexuals like this?
they don't. nintendo consoles are just too shit to run their games
The switch could run kingsfield and shadow tower HD 60 locked no problem. Besides that Fromsoft has no games worth Playing
is saying stupid shit on the internet really what passes for amusement to you people?
Have you read this thread? Soulsgays are unbelievably stupid.
You're the one who can't even explain a followup attack is, or why you can't do them in elden ring
Never was a soulsgay, rollspam and softcaps ruin those games. Its why kingsfield was always better
Rollspam in a meme, especially in ER where shield are super strong via guard counters and posture breaks plus most bosses have attacks sync'd in such a way that they'll rollcatch you every time if your spam consecutive rolls.
Rollspam isnt mashing roll, its the idea every challenge in the game is built around rolling and rolling is always the easiest and fastest way to victory. Leading to incredibly 1 dimensional QTEesque gameplay.
Making someone roll 6 times against a bosses flailing combo and increasing it to 9 hits and you die in 2 attacks by the end of the game is peak shallow action game design
Isn't literally every game that includes an evade/dodge mechanic designed around the player avoiding damage using that mechanic?
It's not like you can't block or parry in Elden Ring, so I don't know what you're complaining about.
Only Souls and Bayonetta has a universal dodge.
Let me get this right. Dark Souls and Bayonetta are the ONLY two games to ever be made that have a dodge with iframes that is meant to be your main method of avoiding damage?
It means the dodge works against every enemy action. You can't jump and roll from Mundus 2 Comet spam in DMC1 because going vertically is a death sentence and rolling side to side just gets you hit from the stupid kanji balls he spams. You need to actively think about the current enemy attack and what's the most safest defensive option to choose in the moment.
So those are the only two games with a universal dodge?
It's every Souls game and each Bayonetta. Can't thank of any others.
god damn those are some jank hitboxes. You people actually rate this shit?
Fromgays love to downplay their shitty hotboxes, it's not as bad in Sekiro as their other games but there's still some fricky grabs from chained ogre and emma
Curiously, they're more accurate than ever
the problem is because From decided jump-button face-button, it had to become primary design consideration for encounters.
As such, many attacks will swing to high to punish jumping attacks, or lose tracking, or whatever. I dunno, but just go into an encounter spamming jumping attacks. You'll see what I mean.
This would be fine and dandy, and good, if the rest of combat pacing was tuned to the same speed as the jumps, such that players could realistically use it intentionally, but its not, and (some) attacks that look like you should be able to leap over, you can't, and it's not like bosses have enough health anyone should care, so just spam jumping attacks and get the tedious game over with already.
Ganker contrarians are really something else
>NOOOOOOOOO my copypaste zanzibart rollslop 'difficult' masterpisses cant be worse than 30 year old tank control dungeon crawlers with bad graphix !
They can and are for too many reasons to list, get some taste kiddo
this place has rotted your mind, go take a break
Kingsfield 3,4, and shadow tower are in my top 20 games. I played them all 3 times and did a few challenge runs
you're trying way too hard to fit in kid
I guess armored core up till 4 are also good. Their game design fell off a cliff in the mid 2000's
They don't. They just shit a optimization and rely on bruteforcing
There's not a single Fromsoft game that couldn't run on Switch
the switch would explode and take your family with it if it tried running elden ring
TOTK is many times more dynamic than Elden Ring. If you're trying to tell me it would be impossible to tune the number of pointlessly complex sheer vertical cliffs to more closely approximate something like Xenoblade Chron X, I dunno what to tell you. There is no reason Elden Ring couldn't realistically fit in Switch's hardware foot print if it weren't designed by hacks.
In fact, give it to Monolith and they might even be able to make the open world good while they're at it.
Ye I bet your Switch is pushing geometry like this in TOTK, the barren wasteline of low poly, barren wastelands of terrain with zero foliage and grass
Your game looks like a WiiU game cuz it technically is. That's all a Switch is capable of.
Oh no. Not the pointlessly complex parapets! What ever would I do without the overly detailed geometry of places I can never actually go? Surely this would render Miyazaki's shallow vision unattainable. I couldn't possibly interpret crytpic item descriptions without so many polygons!
>your game
I can actually visit every location in 'my game'. Both of them. You got non-interactive window dressing and are proud of it. Call me when you can fly on top those walls. Bonus points if it can be done with a glued together physics driven jalopy.
There are bigger open world games on the Switch and even Wii U.
Imagine being this delusional
He's right you know.
FRICK THE SWITCH!
Nintendo is for children whereas Souls games aren't
Cant let those darn kids play our big boy mature game or else it'll be ruined
I recently asked a streamer what she found more difficult between Dark Souls and Super Mario Bros 3 (it was relevant because she recently had played both of them). She said SMB3 and it wasn't even close. The only reason you morons think Souls and Souls-like games are so challenging is because you're zoomers that haven't touched anything pre-7th gen.
>watching a female streamer
>paying money to a female streamer to ask a question
>relying on a woman's opinion
Black person you're probably the gayest person I've seen this year
>watching a female streamer
I enjoy watching people experience my favorite games for the first time, especially cute girls
>paying money to a female streamer to ask a question
Never happened, I literally just asked her in chat
>relying on a woman's opinion
I've played both games myself. I just wanted to hear her say it and watch chat ape out, similar to what you're doing now roodypoo
Okay, let's categorize the traits of the average obsessed fromsoft hating shazamtroon
>manlet
>is a shitskin ESL
>Simp who watches female streamers and pays them money
>Autistically obsessed with action games
Very sad set of traits, now for myself (AKA the average souls enjoyer)
>6'3
>build skyscrapers for a living (very well paid)
>go to the gym every day
>enjoy souls games because I like exploring unique, well crafted fantasy worlds
Damn well, I know which side I'm on...
Oh and of course, I'm white. Forgot to mention that. Very important.
This is embarrassing. I don't hate From games btw, I was just calling you out on your bullshit. Nintendo didn't always make piss easy games, and for you to pretend any modern game doesn't range from piss easy to only moderately challenging (this includes From games) reinforces you're a 7th gen shitter that has hardly played any real games.
Also, I'm white, blue eyes, 6'2", ran track in high school (long jumped over 20 feet), have a degree in mathematics, make over 100k/year doing statistics for pharmaceutical companies, and have a wife and son. Eat shit zoomy
Are you under the impression that I'm OP or something? I've always personally cared more about the exploration, lore and art design of souls games than the difficulty. Elden Ring was honestly a bit too hard for my personal tastes.
Only in this thread because some genuinely moronic ESL Black folk are sperging and it's funny to watch them flip out since I have some free time on the weekend.
I thought I was still talking to this guy
He's the assblasted Soulshitter having a mental breakdown right now.
No lol I was just using your story of talking to a female streaming to clown on the shazamtards. I don't play nintendo games but it's pretty clear they're designed to appeal to both children and adults
I sometimes wonder how delusional idpol people are, but this sure is something. Dunno why FromSoftware games attracts such audience as well.
not for children not equal hard, moron.
>not for children
That is the main audience of Souls.
>watching streamers, an e-thot no less
>giving simp money to e-thots to acknowledge your existence
>valuing the opinion of a woman
>calling other people zoomers
lol
lmao even
Name?
pretty much
>whereas Souls games aren't
Souls are the most casual games on the market.
he said games for children not casual games
nintendo games are specifically targeted at children whereas souls game aren't
>he said games for children
So, Souls.
ds3 is pegi 16 so you're categorically and unequivocally wrong
>kids
>caring or being affected by rating
KEK
>he wrote this while Zelda and Mario games exist
>while Zelda and Mario games
There's even a woman someone mentioned that knows those games are harder than Souls.
What do you mean?
Dark Souls Remastered barely runs on Switch. Sure you could probably get DS2 up there and the reason why it isn't is probably because there's no remastered version yet, but no way in hell anything above that is running on that old ass console
Why do so many people obsess over this one trick pony developer?
because nobody else fills their niche
>one trick pony
look up the word's definition first before embarrassing yourself
?
two*
FROM isn't a one-trick pony, Miyazaki is.
>It's okay when DICE only makes battlefield games
>It's okay when Bungie only makes first person shooters
>It's okay when Arkane only makes immersive sims
>It's okay when Bethesda only makes RPG's
>It's okay that there's been twenty five final fantasy games
>It's okay that platinum only makes action games
>It's NOT okay that Fromsoft only makes soulslikes (Which isn't even true, they made Sekiro and are making armored core)
Every homosexual with this opinion seriously needs to die.
What are you even talking about? All those companies make different games you idiot, just like FROM. Why can't you casual idiots read?
No, all of those companies largely all make games within the same genre with the same broad set of mechanics. Learn 2 read
>all of those companies largely
make completely different games. Casuals idiots are the worst thing that as happened to gaming.
DICE
Thank you for loving my point. Gotta love useful idiots.
>thanks for loving my point
Are you an ESL? And how did I make your point, exactly? Are you just two dumb to read?
All of the games are first person. Ultracore is a re-release of a 1994 title (AKA not a real release) and Mirror's edge is literally the only game in that list that's not battlefield.
Soulshitters are a special breed of stupid. You just proved companies make different games.
Mirror's edge is the exception to the rule. For reference, here are the games that Fromsoft has made since Dark Souls. You will notice that they actually have more variety than any of the previous studios listed.
>Mirror's edge is the exception
It's not. How braindead are Soulshitters starting to become?
An exception is something that is outside of the norm. Since 2011, DICE has developed and released 9 game titles, and one re-released title.
Of those 9 new game titles, only one of them is not part of the battlefield franchise. So definitionally, Mirror's Edge Catalyst is the exception to the fact that DICE mainly makes battlefield games.
On another note, it's absolutely wild how crazed people are when they're arguing with you on here. Like if you go up to any average person who plays video games and say "DICE mostly makes battlefield games" they'll agree with you because it's obvious. But because there's some sort of weird socially pressured contrarianism going on here, people will literally deny objective facts until they're blue in the face.
Lol didn’t read that drivel lmao
>say something that is wrong
>get categorically proven wrong
>lol didn't read XDDD
>mother dies in her sleep
many many such cases
I accept your concession, Lord of the Chuds
>An exception is
when a company makes different games, like you just posted. Miyazaki has never made a different game. Why are you so stupid?
Why are you switching the focus from the studio to an individual game director? And what is exactly your point here? Directors and writers often stay within the genre that they're most skilled and comfortable in. If someone is really good at making horror movies, or really good at making action movies, should they be require to make a historical biopic?
>Why are you switching the focus from the studio
FromSoft was never the focus. You're either trolling or just trying to make Soulshitters look dumber than they already are.
So is it bad for a movie director known for making really good action movies to keep making good action movies?
>so is it bad for a hack to make the same mediocre game over and over?
Yes.
So is it bad for a movie director known for making really good action movies to keep making good action movies?
But those games only have repetitive movement encounters in them anon, they aren't good.
Man, watching you casuals pretend you know anything of action games is really funny.
Please enlighten us anon. What would make souls combat better? Perhaps it needs a score bar? Maybe the option to combo and juggle enemies?
Utility.
What kind of utility should the game have had?
>No you're not, your universal dodge still works against everything
Elden Ring is actually the first souls game with attacks you can't dodge. But I wouldn't expect you to know this, considering you've never played it.
>What kind of utility
What do you think utility is? Tactical approaches that open up different options that allow you to affect the enemy in more ways.
>with attacks you can't dodge
There's only one boss like that, and none of the other defensive options worth either but a Flask.
>What do you think utility is? Tactical approaches that open up different options that allow you to affect the enemy in more ways.
What kind of options do you think should be in the game anon?
>There's only one boss like that, and none of the other defensive options worth either but a Flask.
I can't understand your ESL gibberish.
>What kind of options
Can you cut off an enemy limb in ER? Or cast a field of ice letting enemies trip?
>I can't understand
Because you didn't even play the shit game you're defending.
>Can you cut off an enemy limb in ER? Or cast a field of ice letting enemies trip?
Pretty random arguments my dude
That's not random, you simply don't play and know enough about action games to discuss them.
>cut off an enemy limb
That would require a completely type of combat system in order for the player to reliably and easily target limbs. It's already jank enough when you have to try and hit the heads of enemies for extra damage
>Or cast a field of ice letting enemies trip?
That would require a massive amount of animation work and changes to the physic engine to allow enemies to properly ragdoll and slip around. Not worth the effort to develop for what is basically a funny gimmick, unless you're going to base the entire mechanics of the game around this physics system.
So your two examples really wouldn't work in Elden Ring. They could be cool in another game though.
>really wouldn't work in Elden Ring
Because Souls hasn't evolved beyond DeS
Neither of those things would be an evolution of souls based combat, they would be a complete break from it. The Surge is a soulslike that has limb and body part targeting as a main mechanic, but it revolves around a clunky lockon and cinematic finisher animations. In order to actually properly implement that kind of idea, you'd probably have to completely change the camera system along with how attacking works. And that would require a fundamental change in enemy design as well, if you're going to let the player easily kill them by hitting their weakpoints. Literally every single aspect of the game's design would have to change.
Again, you don't think of any of this stuff because you're a braindead moron who doesn't have the faintest clue of how game design works.
>Neither of those things would be an evolution
They absolutely would. Spells are no longer better forms of direct damage than everything else, melee weapons now have substance and affect the enemy behind lowering their HP and how good/bad something is at breaking superarmor.
An evolution implies that it is a direct descendant of a previous thing. The fundamental core focus of souls combat is timing, spacing and learning enemy attack patterns. By learning their attack pattern, you can learn how to properly time/space your character to avoid their attacks and counterattack safely.
Adding a focus on the precise targeting of limbs and is not an evolution of souls combat. It is an entirely different type of combat mechanically. If I was to make a game with slippy ice magic, then my main focus in that game would be physics and environmental interaction. Instead of combat being based around timing and spacing, it would be based around physics, environmental objects and interactions. You'd want it to be first person, and you'd want an ability to pick up and throw objects at enemies, you'd want levels to be filled with environmental abilities, and you'd probably want some sort of elemental magic system- like using wind to blow them around, ice to make them slip, and then maybe have other elemental magic like fire which you can use to burn things in the environment, which you can then use in combination with other elements like wind, etc. Maybe have lightning magic, and then water magic allows you hit multiple enemies at once.
Now as cool as all those ideas might be, that is not something that can work functionally in a souls game. Because none of those things are fundamentally compatible with the core focus of what souls combat is. I'd suggest you go play Arx Fatalis.
>An evolution implies that it is a direct descendant of a previous thing
And adding utility to a game is an evolution.
>wordswordswords
All action games are about spacing and timing and there's nothing that would require large amounts of work to have two minor example of different combat approaches, they already exist.
>And adding utility to a game is an evolution.
You're actually right anon! I wonder when Cows are going to evolve thumbs and fingers. That would really give them a lot of utility. And why not evolve wings while they're at it? Honestly, all animals should just evolve wings and hands. There's no good reason not to, it would add so much utility.
Maybe you should talk to god or whoever is in charge of evolution? Right now evolution seems to be boring, most animals seem to evolve to fit within very specific niches. And frankly, they just don't have any real utility. So you really should go have a talk with that god guy, and explain to him why cows should have wings and hands. good luck champ!
>You're actually right
I'm glad you agree. Did we finally get through Soulshitters about how action games work?
I think we did! But seriously, you really need to talk to god about getting cows some wings and hands. Evolution is like, totally lame right now! You have such good ideas about video games, you should really go tell God what's up and what he's doing wrong. Go on champ, get to it!
>I think we did!
Yeah, we did. But I'll make fun of you some more. How come Frost attacks don't freeze the enemy solid in ER?
I don't know anon... that's a tough one. That's actually super tough. I don't know! And it's not like there's another status effect that freezes enemies in place... So really... I guess it's just because Fromsoft are bad game developers.
It clearly is, there isn't a frost attack that freezes the enemy. Why your such a lying israelite?
Lol, why is it always the worst examples of the human species that end up hating Fromsoft?
>Third world ESL shitskin
>If you disagree with me, you're muh joo
>muh jooooooos
>You just named 95% of the attack options in ER
Almost like it's an ARPG
>Sleep doesn't freeze the enemy, it's a mediocre CC effect without a follow-up beyond a Critical.
Are you literally just malding because you can't juggle enemies? HAHAHHAHAHAH
You can do a ton of follow-ups with sleep. I did a scarlet rot playthrough and I used it to get the godskin duo to sit still so I could procc the rot breath on them. You can literally choose any status effect/spell to use as a follow up after proccing sleep
>why is it always the worst examples of the human species
Don't be mad you don't know action.
>Almost like it's an ARPG
There's tons of ARPGs with a shit ton of different options that aren't close to being redundant. Magnet is not the same as Fire in KH and sure as hell not the multiple different hit properties in Tales from your base weapon.
>because you can't juggle enemies?
You can't juggle in MonHu, and Dragon's Dogma, they still have follow-ups and interaction.
>You can do a ton of follow-ups with sleep
You can do one, hit them with more damage. The best of which is critical.
>scarlet rot
That's a generic DoTs that's always available.
>any status effect/spell
Those are different and redundant ways of stacking damage, and they all fall in comparison to Comet Azur and Bleed on RL1.
>Don't be mad you don't know action.
What does not knowing action have to do with being a moron who blames a more succesful race of people for all your problems like a dumb Black person?
>bix nood, white man keeping me down
>Magnet is not the same as Fire in KH
Elden Ring has an entire school of gravity based magic lmao. You really need to learn to play the games you talk about, or at least research them. There's even a "black hole" spell that specifically has the utility of sucking in all other magic, it's a super useful counter to certain types of magic.
>You can't juggle in MonHu, and Dragon's Dogma, they still have follow-ups and interaction.
What the frick do you even mean by follow up and interaction? Define it, with examples. Until you do, those words are literally meaningless because in elden ring you can follow up against stunned enemies, both by using your normal range of attacks and spells, and also with context specific ripostes and backstabs. So what's the difference?
>You can do one, hit them with more damage. The best of which is critical.
Or you can use any number of items, spells, attacks etc that inflict AOE, status effect, gas, etc
>Those are different and redundant ways of stacking damage, and they all fall in comparison to Comet Azur and Bleed on RL1.
So if anything except the most efficient and overpowered ways to play are redundant, why are you even talking? Literally every game has an ideal meta like this. What the frick are you talking about? You're delusional.
>What does not knowing action
It has to do with a lot.
>gravity based magic
Gravity is terrible. It doesn't work on most mobs, it's a completely independent action, and weaker than your gap closer (Jump Attac). And still Gravity Well still functions as a projectile.
>There's even a "black hole" spell
There's already a redundant option like that which is no different from blocking.
>by follow up and interaction
Your actions directly impact the enemy, and you can do other utility options. DaS3 added a heavy uptake that places enemies in the air, yet you can't do anything since they are completely invulnerable during the animation. You can't freeze the enemy solid to shatter them with a large weapon or bounce off different direct attacks, or delimb enemies/take enemy weapons so they lost offensive options.
>number of items, spells, attacks etc that inflict AOE, status effect, gas,
Yeah, you can pile on more damage. That's already been stated.
>except the most efficient and overpowered ways to play are redundant
They are. The game is terribly balanced and your few select options completely dominate the game. If you don't spam Comet Azur than you're just one-shotting things with a exploits. This game came right after Bloodborne and Sekiro which fixed the terrible balance the games have where most of the gear is worthless crap but a single direct damaging option.
Lmao, so Elden Ring simultaneously doesn't have enough unique options, but those options are also all redundant? You need to make up your mind anon.
> DaS3 added a heavy uptake that places enemies in the air, yet you can't do anything since they are completely invulnerable during the animation
Ah, and here is the real reason. You're upset that you can't juggle enemies.
>so Elden Ring simultaneously doesn't have
It's not mutually exclusive.
>Ah, and here is the real reason
Right, deliming is relating to a juggle.
>It's not mutually exclusive.
You have repeatedly cried that all the ways of attacks in Elden Ring are the same. And each time I've explained to you the unique properties of each type of different attack, you've repeatedly called it redundant. So no, not mutually exclusive. You're just unable to defend your own arguments coherently.
You named one "unique" spell, Gravity. That's a worthless and redundant option since that CC isn't exclusive.
Here, hopefully this can help you out.
https://eldenring.wiki.fextralife.com/Magic+Spells
Cool, now which of these spells have useful utility that isn't invalidated by Comet Azur?
...pretty much all of them? Comet Azur has a really long cast time and drains all of your FP. So unless you have your entire build designed around using it to one-shot bosses, it's not even the best spell to be using in most situations. Also depends on if you're doing PVE or PVP, if you're fighting a boss or just going through a level.
>pretty much all of them
You mean none of them. It's by far the strongest stream of steady DPS on NG+7 bosses that completely outclasses everything else but one-shot exploits.
Well no, as I explained it drains all of your FP, makes you stationary and takes a long time to cast. Not to mention the high stat requirements. I highly doubt anyone is going around clearing levels with comet azur.
>I explained it drains all of your FP,
They don't. Flasks exist. Want to know the last 5% of good options in ER? It's way to stack damage as fast as possible.
>makes you stationary
Which doesn't matter.
>takes a long time to cast.
Which also doesn't matter.
>going around clearing levels
You can but it's terribly inefficient. You just skip mobs since they don't offer any value.
>Casting this spell drains all your FP
>Actually it doesn't because you can refill your FP after it's been drained
Anon, I...
You're claiming other people didn't play the shit game, yet you don't even know that Physicks exist.
>a one time use physick that gives you infinite FP means that Comet Azur doesn't drain all of your FP with each used
>a one time
You're going to need to twice when the enemy is dead?
>there is only one enemy per level in Elden Ring
And before you tell me to ignore the enemies, where are you getting all the souls to get the stats so that you can use comet azur, smartass?
You're not going to need it twice, one is enough.
>after you have gone through the game seven times, are at the max level, and have gathered and fully upgraded every single possible buff, you can oneshot all the bosses with this really specific build
Is that supposed to be a bad thing? I think oneshot builds are fun. Personally it's too much work and not fun for me, so I don't do it.
So it's by far the strongest stream of steady DPS on NG+7 bosses that completely outclasses everything else but one-shot exploits?
Lol you literally do have autism, don't you?
No, I actually understand action games.
Do you understand that people play them for fun, and not to find the most efficient big damage generator?
>Do you understand
No, it's impossible to understand why a Soulshitter wouldn't want combat depth in their game.
Souls combat has the most depth, that's why ppl play it for 1000+ hours on steam for PvP and invasions.
>Souls combat has the most depth,
Then surely you can delimb an enemy?
Yes, you can disable/break limbs on bigger enemies and they lose certain attacks.
>Yes
No you can't, you can break limbs in Bloodborne but that's just damage ceiling. Same as cutting off the tail in DaS. It's not tied to weapons, their properties, and enemy AI.
actually there is no video game to date that has limb cutting as a mechanic because none of them calculate the differences in the density of cutting through flesh vs cutting through bone. And none of them have proper damage models- it's just hit a limb a certain amount of times, and the whole limb will come off. It's not tied to the actual integrity of an individual point in the bone- you can just hit the limb wherever, and eventually it will fall off.
What the frick are you talking? There's lots of games like Ninja Gaiden where you can delimb enemies with a sharp weapon.
That's just a cutting ceiling. It's not tied to the density of the muscle vs the density of the bone, the weight of the weapon, the sharpness, the speed of the swing, the location of the strike, whether it's on a joint or bone, etc.
>cutting ceiling
There is no such thing as that. It's a hit property tied to sharp weapons. Playing stupid isn't going to magically give ER melee depth.
Like I said, it's a cutting ceiling. Have you ever tried to cut off someone's arm with a razor? In order to actually get through an entire limb, you need something that is both sharp, heavy and tough.
Although mechanically, after the first hit or so, you should be cutting vital muscles and tendons along with severing arteries. So really, it shouldn't matter if you truly sever the limb or not to make it useless. For those reasons unfortunately, Ninja Gaiden doesn't have limb cutting.
>cutting ceiling
There's no such thing as that, you just have anal pain because you don't know what damage-ceiling and think the term is literal. You can very much delimb enemies in NG in different ways.
>You can very much delimb enemies in NG in different ways.
Can you cut the nerves on their arms and watch them flop useless at their sides? Can you sever an artery and watch them bleed to death? Can you break the arm but leave it hanging on by a flap of skin? No?
If you can't then the game doesn't have proper delimbing. You're not actually physically cutting the limbs off, you're just striking their hitbox with your weapon's hitbox until you reach a damage ceiling and it magically falls off. Do you think that's how cutting off limbs works in real life? If I come and start hacking at your forearm with a butcher knife, are you going to be able to use it fine until I've cut it all the way off?
>Can you
cut off different parts of the body? You very much can.
Just like in Elden Ring? Excellent!
>like in Elden Ring
Post a video an enemy getting their arm cut off from a sharp weapon.
You can cut the arms off of the giant land octupus enemies. It's actually very useful because not only does it reduce the attacks they can do, but it also prevents them from healing (they eat their tentacles to heal)
And no I will not post a video of it happening, you just have to trust me ;v)
>You can cut the arms off
Then post it. Post a video an enemy getting their arm cut off from a sharp weapon.
Unfortunately the only video I can find is on reddit D:
>Unfortunately
In other words, that doesn't actually happen.
Well, if you insist...
https://www.reddit.com/r/Eldenring/comments/zw34jj/500_hours_in_and_i_just_learned_you_can_do_this/
kek watch him move the goalposts now
>t-that doesn't count!!!!
Let me make a prediction
>something something reddit
That's not a hit property tied to sharp weapons.
actually there is no video game to date that has limb cutting as a mechanic because none of them calculate the differences in the density of cutting through flesh vs cutting through bone. And none of them have proper damage models- it's just hit a limb a certain amount of times, and the whole limb will come off. It's not tied to the actual integrity of an individual point in the bone- you can just hit the limb wherever, and eventually it will fall off.
>actually
that's not what was asked
Monster hunter
Tails can only be severed with weapons with weapons/attacks bearing the cutting property.
Anon didn't even move the goal posts. He always specified it was important there was a distinction for the effect to be tied to a "sharp weapon"
That's not limb cutting. Just like you cannot cut off a limb with a dull weapon, you cannot cut off a limb by merely striking it enough times with a weapon that can cut things. Saws can cut things. So can bread knives. Neither would sever a limb. And even with a butcher knife, if I struck your arm in several different places with one- it wouldn't be cut off after the tenth cut. Your arm would be fricked to hell for sure, but it wouldn't be cut off.
So in order for real limb cutting to be in a game, there needs to be an actual damage model- meaning you can cut off the limb at the base, or anywhere along the segments.
The original vision for Metal Gear Rising would've done that and it was possible but not in a way that would be practical to make into a viable game and that's why it was remade by Platinum into Metal Gear Rising: Revengeance. Konami should maybe revisit it.
what fresh kind of autism is this?
Did I stutter? There is no video game with a limb cutting mechanic.
>ACKSHUALLY all video games with dismemberment mechanics are unrealistic, it must follow my singularly autistic vision of how it'd work IRL in order to be valid
Yes, that is correct
(I'm writing this in special invisible ink that only you can see- not the autist anon. Don't tell him. I don't actually believe what I'm saying, I'm just making fun of him because he said the limb cutting in souls games doesn't count because you can cut them off with any weapon- not just cutting specific weapons. So now I'm making fun of him by applying the same concept to limb cutting in other games. Don't tell, him, it'll ruin the fun 😉
He's the assblasted Soulshitter who got destroyed all thread.
Still mad about those petunias I see :v)
>be me, playing elden ring
>decide to go get comet azur (it's the only useful spell in the game)
>get spell, decide to kill the boss of Raya Lucaria while I'm at it
>Run past everything to boss gate, clearing levels is inefficient, killing mobs doesn't offer any value
>enter boss arena
>don't have the stats to use comet azur
>die
It's because that would be a redundant ability, moron. Sleep already does that, they even gave literally almost every mob and enemy in the game a dedicated sleeping animation.
>that would be a redundant ability
You just named 95% of the attack options in ER.
>Sleep already does that,
Sleep doesn't freeze the enemy, it's a mediocre CC effect without a follow-up beyond a Critical. Which you don't need Sleep to do in the first place, making sleep redundant as well.
>>Can you cut off an enemy limb in ER
You actually can cut off the tails of the dragons lmao
>Or cast a field of ice letting enemies trip?
I don't really see how that'd add anything meaningful to the game, and it would be difficult to balance or make it useful in boss encounters.
>You actually can cut
You don't cut anything, it's damage-ceiling taken from DaS that isn't a hit property based on the weapon you're using and doesn't open up a new combat approach.
>I don't really see how utility makes
Rather, everything needs to be the same braindead and boring direct damage option that works exactly the same.
>You don't cut anything, it's damage-ceiling taken from DaS that isn't a hit property based on the weapon you're using and doesn't open up a new combat approach.
Right, almost like severing limbs isn't the main combat focus of elden ring. If that's your thing I'd suggest you try the surge.
>Rather, everything needs to be the same braindead and boring direct damage option that works exactly the same.
You gave me two examples. Both of them would require the entire structure of the game's combat, encounter, enemy, weapon design ect to be completely changed. I'm asking you for ways the combat could be better, and you're suggesting that the developers make a completely different game.
Please come up with some better ideas okay?
>almost like severing limbs isn't the main combat focus
Glad you agree utility-based approaches aren't worth a damn.
>You gave me two examples
Which exist in other action games because combat is fundamentally about utility, with your moveset having synergy with each other and good melee depth. What about is that hard to understand.
>Glad you agree utility-based approaches aren't worth a damn.
Sure, because that is meaningless word salad
>Which exist in other action games
What would limb targeting or slippy ice add to a game like ninja gaiden or devil may cry?
>because combat is fundamentally about utility, with your moveset having synergy with each other and good melee depth
Well then maybe come up with examples that actually would have synergy with the souls combat style? Souls combat is about timing and spacing, not aiming or physics.
>meaningless word salad
Oh, that makes sense. You don't know what utility is.
>What would limb targeting or slippy ice add
It opens up several tactical options. Weapons no longer are all the same copy and pasted boring beatsticks, you can make new follow ups on a downstate, the enemy AI can dynamically change either becoming far more aggressive or slow and passive, you can make a large form of CC that can combine with other option for an AoE application. That's utility.
>Well then maybe come up with examples that actually would have synergy
They both do.
>Oh, that makes sense. You don't know what utility is.
Correct, I actually do not know what utility is. You got me anon.
>It opens up several tactical options. Weapons no longer are all the same copy and pasted boring beatsticks, you can make new follow ups on a downstate
Wow, great idea anon. If only the developers at Fromsoft had come up with the idea of a "downstate" or being able to knock down enemies or stun them. Say sport, with those big ideas, you should go and make your own games!
>the enemy AI can dynamically change either becoming far more aggressive or slow and passive
Wow anon, enemies being more aggressive or passive? That's a great idea. You really have lots of great ideas that have definitely never been done in a souls game before. Man I wish Fromsoft had thought of that. They could even have given boss enemies "phases" where their moveset changes and becomes more aggressive. Wow, a real shame that idea never was used.
>you can make a large form of CC that can combine with other option for an AoE application. That's utility.
Wow anon, that's another really great idea. Fromsoft should hire you for sure! Fromsoft definitely didn't think of having AOE attacks in their game, that's for sure!
>They both do.
You're actually right. I don't know what I was thinking, cutting off limbs and physics based slippery ice are actually ideas that complement each other really well! It's really a mystery why more game developers haven't combined those ideas together before, since they definitely really work together super well.
>I actually do not know what utility is.
Noted.
>only the developers at Fromsoft had come up with the idea of a "downstate"
Because they didn't. Those are contextual actions without follow ups. You can't launch an enemy have a follow up, it simply doesn't exist. It's an independent action separate from the rest of your moveset.
>enemies being more aggressive or passive? That's a great idea.
Yes, there's a reason From's AI hasn't advanced since DeS and has gotten dumber.
>given boss enemies "phases"
When did they do that? They are complete morons with dogshit AI, flowchart templates, and barely any interaction. have a nice day, only Soulshitters would ever say that garbage is on par with action games.
>didn't think of having AOE attacks
They didn't, where's the example of that in game?
>
You're actually right
That's cute, but you just admitted you know nothing of action.
>Noted.
Sorry, what did you mean by this?
Yeah, you're right again anon. Fromsoft managed to put the idea of enemies being "stunned" or "knocked down" in their game, but they forgot to give the players ways to take advantage of that! Wow, how foolish of them.
>When did they do that?
They didn't anon! There's actually no enemies or bosses in any of the souls games that can become more aggressive.
>They didn't, where's the example of that in game?
That's what I'm saying anon! There's simply no AOE attacks in any of the souls games. Fromsoft just didn't think of it. AOE attacks. What an idea! If only Fromsoft had thought of that! Wow!
>what did you mean by this?
You really are stupid.
>Fromsoft managed to put the idea of enemies being
They didn't. Those are contextual actions without follow ups. Don't tell me I have to explain what these are like utility.
>They didn't anon!
Yeah, they didn't as explained.
>That's what I'm saying anon!
Yes, now post an example.
>They didn't. Those are contextual actions without follow ups. Don't tell me I have to explain what these are like utility.
That's right anon. In Elden Ring when you knock down an enemy, you actually can't perform any actions. The game freezes you in place and prevents you from performing any actions. You can't hit them as they're getting up, perform a riposte, or do anything. You actually are unable to move for the entire time the enemy is stunned. I don't know why fromsoft would do this- truly they are the most foolish developers of all time.
>Yeah, they didn't as explained.
Correct! Enemies and bosses in souls games are entirely static, and never change their behavior or movesets. That's really a huge mistake and oversight on fromsoft's part.
>Yes, now post an example.
I can't actually, since AOE attacks don't exist in souls games.
>In Elden Ring when you knock down an enemy
And it's a contextual action like heavies. What follow-up exists? You can only pile on more damage in specific instances after the action was performed. It's completely independent.
>Enemies and bosses in souls games are entirely static,
Yes, that's true.
>since AOE attacks don't exist in souls
Then name the AoE amplication like that example.
>What follow-up exists?
Are you fricking moronic? You can follow up with a riposte, or literally any other spell/item/attack in the game. What the frick in your AIDS and drug addled mind consists of a follow up? What the actual frick is wrong with you?
>Then name the AoE amplication like that example.
So the prior claim was that AOE spells didn't exist. Now you're claiming AOE amplification spells don't exist. Which is it?
>You can follow up
all your saying is that after the animation is over you can attack the enemy again. That's not a follow-up.
>So the prior claim
Dial back the passive-aggression, that was never claimed. Freezing the ground then hitting it with a Thunder spell that spreads across the arena. Where is this in ER?
>all your saying is that after the animation is over you can attack the enemy again. That's not a follow-up.
Then what is a follow up, my mentally stunted friend? I can stagger an enemy with by greatsword, follow up with a riposte, and then catch them with a charged R2 as they get back up. How is that not a followup?
>Freezing the ground then hitting it with a Thunder spell that spreads across the arena. Where is this in ER?
...Ice doesn't conduct electricity, so I don't know why the hell you think that would work. There are a number of contextual things that work similarly to that though. Any lightning spell that hits a wet/watery area will have an AOE spread to it. It also does bonus damage if you are wet (from being in water, or if it's raining) You can throw oil pots on enemies and then light them on fire for bonus fire damage. The frost debuff can be removed by taking fire damage. Fire damage is also less effective in the water/if you are wet. The sleep status effect has the fun ability to remove mind control, so the enemies in noxstella riding giant ants can actually get their ants turned against them. There's probably a few others I'm forgetting about.
>Then what is a follow up
It was already named. Stance-breaking and then going for a crit, is no different from just standing back and shooting magic. Except Criticals are better since they provide i-frames and damage multipliers.
>Ice doesn't conduct electricity,
Ice is water.
>Any lightning spell that hits a wet/watery area
That's not an result of your own actions, you didn't make the water patch and it creates a ripple. Not an AoE amplification that stuns. Rest is just debuffs. It's fine but those are incredibly boring.
>It was already named. Stance-breaking and then going for a crit, is no different from just standing back and shooting magic. Except Criticals are better since they provide i-frames and damage multipliers.
So then what is a followup?
>Ice is water.
Ice doesn't conduct electricity.
>So then what is a followup?
>Ice doesn't conduct
Ice is water, stop taking video games literally at face value.
So then what is a followup?
>Ice is water
Ice doesn't conduct electricity.
>then what is a followup?
Taking video games at face value isn't an argument.
Then what is a followup?
See:
I'm going to keep repeating myself until you come up with an actual answer. If you've already provided one, it should be easy to just re-state that answer again.
So, what is a followup?
>I'm going to keep repeating myself
And you're questioned was answer in that same very post, see:
Great, since you already answered my question you can do it again super easily!
So, what is a followup?
>Great
So then you read this
post you already replied?
Nope, I'd much rather you explain to me again. Which you surely can, because you did it already
>Nope
then you will never understand action combat, as explained here:
So in other words: You can't actually explain to me what a follow-up is (and you are brown)
fascinating
>So in other words
you're a casual idiot who doesn't understand action games, that's why you can read:
because it hurts your narrative that Souls has melee depth.
Unfortunately I cannot read that comment, which is why I am once again asking you poojeet: please doing the needful and explain what action combat is.
>Unfortunately I cannot read
Noted. However, your master will still point out how action games work, see:
Sar. Sarh, please do the needfull and explain what action combat is
You're having a second mental breakdown in public now.
The doctors told me the only cure to my psychosis was someone explaining what a followup is
>The doctors
Oh right, Soulshitters are all mentally ill.
Yes, like I said I'm mentally ill. And the only medicine to cure my illness is to have someone explain to me what a followup is
Please sir, can you help a fellow out?
>I'm mentally ill.
We noticed
I'm sure you did, but could you please tell me what a followup is?
(Note to the audience- this is written in invisible ink so he can't see it. When someone refuses to answer a simply question over and over, and claims he's already answered... it's usually because he's afraid of answering the question. Okay, that's it from me for now. Over and out 😉
>I'm sure you did
Not hard to see.
You must have written it in invisible ink then. Could you write it again in visible ink this time?
>You must have
pointed towards it multiple times, see:
Like I said anon, it's written in invisible ink so I can't see it. Could you type it up for me again? Make sure to check in the Ganker settings (bottom right) that you don't have invisible ink turned on. Thanks!
>Like I said
That's cute, but see:
Sorry anon, maybe it will help if you see what it looks like on my screen
That's cute, but see:
Bungie
Arkane
Bethesda
It's not ok anymore because they used to be /ourguys/ and now even normies who only play CoD and FIFA have heard of them.
Also Sekiro is basically a soulsike.
Sekiro is a souls game.
Difference is from soft pretends they make other games when they don't.
>Armored Core 4/FA
>Souls
>Sekiro
>Deracine
Pretty varied to me.
>Armored Core 4/FA
There's a reason he never touched the series again.
>Souls
Yeah, we're on DeS 5 now.
>Sekiro
That was Hamatani and Yamamura.
>Deracine
Which he barely had anything to do with outside of creating a concept.
I fail to see a problem with the man continuing to make what he loves and what he's good at. Literally nobody can even come close when it comes to soulslikes.
Because he's a hack who can only make one medicore game over and over.
>soulslike
What an idiotic word. See
Ironically, the only people who say this are the ones who are the most obsessed. Bethesda has made the same style of the game for the entirety of their studio's existence. That's literally what almost every studio does once they've carved out a niche for themselves.
I don't understand how you people can be so utterly psychotic. This is literally how all game studios work. And when a developer like Arkane stops making what they're known for (immersive sims) people get mad, because they wanted more of what they liked. The level of vitriol is insane, and you are all deranged subhumans as far as I'm concerned. It's the equivalent of screeching and having a tantrum about blu ray and dvd sales because "they already released it once"
fricking unhinged.
Woah someone with some sanity on this website. People act like because a developer can make one thing well they should make other genres too. Should Smith and Wesson make cars too? No because that's fricking stupid.
Way too much effort into replying to a bait, anon
Thats true, which is the point.
But most studios do not manage to corner their niche or make a good product. They instead settle for a adequate product.
Seething usually happens because there is a actual top dog of the niche, or in Bethesda's case that nobody else is trying to even fill that niche.
This is the wrong month to be saying that, tendie.
You just described nintendo
That's rude it's more like 1½ with Sekiro, maybe armoured core will give them an extra point
Wait frick I meant to say 1 and a quarter
It's a rly good trick
>Design new games around tablet hardware
Nintendo hates gamers tbqhwyf
They make standard multiplat games. Nintendo's hardware has been so shit they've been getting mobile game ripoffs of those games since the Wii. Their most recent console got a compressed version of a game that came out in 2011, and it runs just as bad as the original 2006 hardware it was made to be run on. That game was Dark Souls.
Nintendo games need to be hella fricking optimized. The design requirements are brutalistic. It's not that it's hard to make a Switch game, but why would you want to? Switch could probably take Necropolis, the indie soulsy rougelike. It can't take Dark Souls.
https://www.nintendo.co.uk/Games/Nintendo-Switch-games/Dark-Souls-Remastered-1325790.html
yes, that game runs at 30 fps at less than 720p and has shitty compressed audio because they couldn't afford to deepfry the textures any further
Every Namco Bandai game and Sekiro 100% would have been put on the tablet if it could run the games. These companies don't hate money. They also know it's not a good idea to put a 400p sub-20 version of a game on a console.
Yeah, I'd reckon they'll port most of their library in Switch 2 in a heartbeat if that console are actually capable to run them.
Bamco never in their entire history made an AAA game. There doesn't exist a single Bamco game that would be impossible to port to Switch and run well.
>These companies don't hate money
These companies are run by biased individuals.
Bamco's CEO said in 2018 that they underestimated Switch and from then on will put their full effort behind it.
In 2019 Harada has been promoted to Bamco's General Manager and not a single Bamco Studios game came to Switch ever since.
Then you have Bamco's partners like CyberConnect2 where Matsuyama straight up said Bamco forbade them from releasing .Hack ports on Switch because it would hurt Sony's feelings.
>They also know it's not a good idea to put a 400p sub-20 version of a game on a console.
Like all the games, like DBZ Kakarot, that were supposed to be impossible to run on Switch, but got ported a year later and run great?
They fricking missed out on Demon Slayer Season 2 hype because, after doing a poll and finding out 99% of DS's fanbase has Switches, they released it on everything but Switch. It was the biggest anime IP at the time but the sales were middling.
They saw this is how One Piece games were selling in 2022
>054./137. [NSW] One Piece: Pirate Warriors 4 <ACT> (Bandai Namco Entertainment) {2020.03.26} (¥7.800) - 84.361 / 263.927 (+235%)
>669./040. [PS4] One Piece: Pirate Warriors 4 <ACT> (Bandai Namco Entertainment) {2020.03.26} (¥7.800) - 164 / 150.072 (-91%
And decided to release Odyssey on everything but Switch, completely missing out on Movie Red hype.
(Pic related was made a year ago)
It's just fanboy cope.
You just need a competent team to optimize those games to fit them on Switch, if Witcher 3 can run on Switch so can every From Soft game.
No one gives a frick about the Switch, tendie. PS is where all the serious games go.
Protip: everyone hates nintendo because all their "masterpieces" are in one or more levels, ripoffs of real nintendo masterpieces
Didn't TotK almost outsell Elden Ring's lifetime sales in like 2 months?
>TotK
Already forgotten and having less cultural influence than ER.
Shallow action games were a thing before ER, it didn't start it.
That's all ER is? A shallow action game? Lmao the absolute seethe
What else is it supposed to be? There's nothing but the same repetitive combat encounters.
Define "repetitive combat encounter" and give me an example of a game that doesn't have them
>Metroid
>Hollow Knight
>Monster Hunter
Should I go on?
And how do those games avoid repetitive combat encounters?
>What else do you do but fight enemies?
You just described the vast majority of all video games
>All action games revolve around combat, they don't make that combat shallow since you're constantly engaging with it.
Define "repetitive combat encounter" and give me an example of a game that doesn't have them
>You just described
Action and STGs, sure.
>Define
Already did.
No, you just described almost every single video game
>the only thing you do is (main gameplay loop)
It's like complaining that the only thing you do in a puzzle game is solve puzzles.
>Already did.
Since you already defined what a repetitive combat encounter is, surely you can do it again because you did it so easily the first time, right?
Surely you're not dodging, are you?
>you just described almos
You can start up Yakuza right now and start fishing.
>main gameplay loop
That's horribly shallow and dumbed down.
>Since you already defined
Correct. See:
2D platformers still work as games over 40 years later and all you need to do in those games is jump and move right, frick off with that disingenuous bullshit. You're just a braindead contrarian.
>2D platformers still work as games over 40 years later
Because they focus on tight level design. They give up on good level design with ER, they put all the eggs in Stormveil.
But Elden Ring does focus on tight level design, and the levels are all really good? Leyndell is easily on par with Stormveil- and Stormveil isn't just the best level in ER, it's the best level Fromsoft has ever made, and perhaps one of the best levels ever made in a game period.
>does focus on tight level design
Why is 90% of the game a empty overworld?
Because that space exists to facilitate a sense of scale and exploration. It's not exactly hard to find content in the game, you're within a 5-10 minute horseback ride of the nearest legacy dungeon at any given time.
>Because that space
is completely empty.
>hard to find content in the game
Yes, you fight enemies. That's it.
>is completely empty.
Yes, that's the point. It exists to facilitate a sense of scale and exploration.
>the point of the game is to be shit
Okay.
Let me explain to you how space and scale work. In LOTR, there's a lot of shots of the fellowship simply trekking through the wilderness. There's nothing vital to the plot happening in those moments. You could cut them from the movie and the story would still be just as coherent. They aren't adding anything truly meaningful to the movie. So why are they there? Those shots are there to convey a sense of scale and space to the world the characters inhabit.
As a counter example, in the new amazon LOTR TV show, major characters simply teleport between locations that are hundreds of miles apart. They don't even bring horses or supplies, they just sort of show up at the location. It's jarring and it makes the world seem small. If there was literally zero empty space in Elden Ring, and you just went straight from Stormveil to Raya Lucaria to the Capital, the game would lose a lot of it's sense of grandeur and scale. You wouldn't have that aspect of seeing the massive erdtree in the distance, and slowly working your way towards it. For someone who values the exploration of Souls games more than the combat itself, it was a dream come true.
>Let me explain
There's no need, trying to pretend an empty world is good because you're an idiot who thinks visuals matter in relation to gameplay is not relevant.
Elden Ring now has as shitty fishing minigame just like Yakuza. Does that change your opinion on the game at all?
>That's horribly shallow and dumbed down.
Really? How so?
>Correct. See:
Then you have given an incorrect definition. I know this because your definition is not only lacking detail and incoherent, but it is completely disconnected from the term "repetitive combat encounter"
Let's look at the phrasing of the words. They imply that this event must be three things.
A: It must be repetitive
B: It must involve combat
C: It must be an encounter
Simply being a game where "All you do is fight enemies" does not meet these criteria. Shadow of the Colossus fits this definition, because all you do is fight the bosses. But each fight is unique. Therefore, it is a game where all you do is fight enemies, but does not fit the definition of having "repetitive combat encounters"
So, I would suggest you go back to the drawing board and rethink what you mean by that phrase 🙂
>Elden Ring now has as shitty fishing minigame
It now has something that isn't shitty combat encounters over and over again in a empty world.
>Really? How so?
Utility-based approaches aren't worth a damn.
>Then you have given an incorrect definition
It's not. What else is there in ER but fighting enemies?
>It now has something that isn't shitty combat encounters over and over again in a empty world.
So if a shitty fishing minigame qualifies a something other than combat, why doesn't exploration, platforming or the NPC questlines count as something other than combat encounters? And isn't this a really poor bar to set for quality considering optional minigames do literally nothing to change the game's core mechanics or content?
>Utility-based approaches aren't worth a damn.
Why not?
>It's not. What else is there in ER but fighting enemies?
Well the gameplay loop generally involves exploring an area for items and resources you use to make your character strong enough to take on the main bosses of the game. It's not a linear hallway of enemies. Have you ever played any of the souls games?
>So if a shitty fishing minigame
Which ER doesn't have because it revolves solely around a shallow combat system.
>why doesn't exploration,
There is none, you only find enemies to fight.
>platforming
There is none, and when you actively go out of your way to not play by the rules; the game breaks.
>the NPC questlines
That generally results in shallow combat encounters.
>Why not?
Because... they suck? You can't take a sharp short and cut the enemies arm, opening up your tactical options.
>involves exploring an area for items and resource
Which entirely relates to fighting enemies and there is no exploration.
> It's not a linear hallway of enemies
Yes it is. An empty world isn't going to change how the game plays
sword*
>Which ER doesn't have because it revolves solely around a shallow combat system.
I really don't see how adding a fishing minigame would meaningfully effect the game in any way, for better or for worse.
>There is none, you only find enemies to fight.
That's actually wrong. You can find friendly NPC's, various types of items along with new levels and areas to explore. There's even various noncombat challenges, like the walking belltowers, the hidden paintings, and the wizard towers.
>There is none
Define platforming
>That generally results in shallow combat encounters.
So do most NPC questlines in most games.
>Because... they suck? You can't take a sharp short and cut the enemies arm, opening up your tactical options.
Rephrase this, I can't understand your ESL gibberish
>Yes it is. An empty world isn't going to change how the game plays
So if we remove all the level design, all the NPC's and just turn the game into a boss rush, there is no difference? It's the same game?
I'm laughing my ass off over here, your seething brown ass is hilarious as shit
>how adding a fishing minigame
There's gameplay outside of shallow combat.
>find friendly NPC's,
Which either give "sidequests" about combat encounters or shops, which is buying items for combat.
>various types of items
That help you in combat.
>along with new levels and areas to explore.
There is no exploration, those are copypasted combat gauntlets.
>various noncombat challenges
That's called pushing a lever.
>Define platforming
Already did.
>So do most NPC questlines
I'm glad you can admit ER is solely focused on shallow combat.
>Rephrase this
There's nothing to rephrase, if you know action; then you know that's a basic concept in the genre.
>just turn the game into a boss rush
It already is.
>'m laughing my ass off
Same, it's cute watching Soulshitters pretending they know action games.
>There's gameplay outside of shallow combat.
If that's your bar for a game being good or bad, then it's a shitty bar. If the minigame isn't fun or doesn't give any meaningful rewards, then it's probably not going to improve the player's experience. Not to mention, just adding minigames won't improve or fix a shitty game.
>Which either give "sidequests" about combat encounters or shops, which is buying items for combat.
Is that supposed to be a bad thing? The various side activities in the game reward the player with things they can use to progress their main objective, which is killing the main bosses of the game. Again, you're being incoherent here. If NPC quests didn't even reward you with anything, would they somehow magically now improve the game because they don't tie back into combat? What if the fishing minigame let you make special buffs which you could use in combat? Does that change your previous stance that adding a fishing minigame would fix all of the game's problems?
>There is no exploration
What is exploration in a game then?
>That's called pushing a lever.
So pushing levers to solve puzzles doesn't count, but fishing minigames does?
>Already did.
Then you can do it again (You didn't)
>I'm glad you can admit ER is solely focused on shallow combat.
Most games are focused on combat. Even the questlines of big story heavy RPG's generally lead to some kind of combat during or at the end of a quest.
>It already is.
Do you even know what a boss rush is? IT's a game where the only thing you do is fight bosses. Just because you can rush the bosses in Elden Ring does not make it a boss rush. Lmao.
>If that's your bar for a game being good or bad,
No, the bar is having good gameplay. Which ER lacked.
>Is that supposed to be a bad thing?
Now you're backpedaling, you stated there were more things than combat. Nothing you stated isn't related to combat.
>What is exploration in a game
When there are things to interact with and play around that isn't combat.
>So pushing levers to solve puzzles
How is a lever (which isn't a puzzle) the same as a full-fledged side activities. That's like saying Goy of Slop has puzzles because you throw the Axe sometimes.
>Then you can do it again
>Most games are focused on combat
Most games don't focus on shallow combat, this is objectively and factually wrong.
>Do you even know what a boss rush is?
It's called Elden Ring.
>No, the bar is having good gameplay. Which ER lacked.
Right, so then your criticism is that the core gameplay is bad, not that it lacked a fishing minigame.
>Now you're backpedaling, you stated there were more things than combat. Nothing you stated isn't related to combat.
I'll repeat myself. Is the side activities giving rewards that are part of the main gameplay loop a bad thing? Can you even name a game where you don't get items or weapons as a reward for completing quests?
>When there are things to interact with and play around that isn't combat.
That's not a coherent definition of exploration. You can explore a space that has enemies in it. What you're talking about seems to be related to puzzles, which is not a necessary element of exploration. If I took away the boss at the end of each souls level and replaced it with a simple Zelda style puzzle, would that mean that the game now magically has exploration?
>How is a lever (which isn't a puzzle) the same as a full-fledged side activities. That's like saying Goy of Slop has puzzles because you throw the Axe sometimes.
How many levers do you need to pull for something to qualify as a puzzle? Two levers? Three levers?
>Most games don't focus on shallow combat, this is objectively and factually wrong.
Even in immersive sims, story focused RPG's or more systems based RPG's like the ones bethesda makes, the game is focused around the combat system and combat itself. There is a greater balance of non combat activities to combat activities, but even then those non combat activities usually either lead to combat, or give rewards which are used by the player to engage in combat.
>is that the core gameplay is bad,
And that the game doesn't make use of open-world. Follow along.
>Is the side activities giving rewards
that relate solely to combat. How does getting another Longsword copy open up
the supposed exploration the game has?
>That's not a coherent definition of exploration.
Yes it is, that's been a thing in open-world games since Fallout 1 and Zelda 1.
>How many levers
A lever isn't a puzzle, that's like opening a door in Half-Life. None of that is a puzzle.
>Even in immersive sims, story focused RPG's or more systems based RPG's
When do these things focus on shallow combat? You have more options in Deus Ex than every Souls game combined.
>And that the game doesn't make use of open-world
Except it does? The open world provides a couple of core things to the game that it couldn't have otherwise.
>Scale/Exploration
Having the world be big with a lot of space between levels is vital for both building a believable and epic sense of scale to the world, and also for facilitating player exploration.
>Replayability/Sequence breaking
Since the world is open, the player has a great amount of freedom on subsequent playthroughs. I've personally gone as far as Altus to get a specific weapon right at the start of the game.
>Level grinding/upgrades
In previous games if you were stuck on a certain boss, usually players would clear out the level the boss is in over and over again to farm souls. Elden Ring is deliberately designed to encourage the player to go and explore, find some new gear and level up before coming back to fight the first main boss. That's what all the smaller side dungeons and stuff is there for- to give players who are struggling and need some extra levels or upgrades the ability to do that without just farming the same level over and over.
Anyway, I'm ignoring everything else you said because of how hilariously bad your first statement was.
>Except it does
No it doesn't. All the biomes are nearly identical. Your traversal options are limited, and shit.
>provides a couple of core things to the game
It doesn't besides non-linear progression, which was already done before.
>Having the world be big
Trying to pretend an empty world is good because you're an idiot who thinks visuals matter in relation to gameplay is not relevant.
>Since the world is open
Precious Souls games were already non-linear and weren't open world.
> you were stuck on a certain boss,
You never are, it works exactly like the previous game. You upgrade your weapons to improve DPS. No point of this is needed for open world.
>All the biomes are nearly identical
Caelid and Liurnia are identical? LOL
>Trying to pretend an empty world is good because you're an idiot who thinks visuals matter in relation to gameplay is not relevant.
So if Anor Londo didn't have all the massive bridges and causeways and empty space leading up to the main cathedral, it wouldn't matter, right? Because there is never any value to using space to create a sense of scale, right?
>Precious Souls games were already non-linear and weren't open world.
To an extent, but the open world allows for a new level of freedom that didn't exist before.
>You never are, it works exactly like the previous game.
You never are, it works exactly like the previous game. You upgrade your weapons to improve DPS
Correct, you either level your character to improve damage through weapon scaling, or you level other stats like endurance, health, magic affinity, etc. And you can also level your weapon. And the main function of this is to increase your player's ability to do actions, to take damage, and to deal damage. That remains the same.
What has changed is that previously if you are stuck at a boss, if you want to level up you will need to farm enemies in order to get the resources to level up. In Elden Ring, you can go and do some random small caves/dungeons for souls to level up, or go specifically to a place that has upgrade items like a mine to upgrade your weapon. It's actually a big improvement over previous games, that only works because of the open world format.
>Caelid and Liurnia are identical
Yes, what's the difference.
>So if Anor Londo
A poorly designed level. It's an empty set of linear corridors.
>To an extent
It's not, ER still gates you like previous games.
>Correct
Because it's not different from any of the previous games.
>Yes, what's the difference.
There really is no difference, you're right
And you're right anon, Anor Londo would have been much better if it was way way smaller. While we're at it, Ash lake was a useless area, just a linear corridor of beach with a few enemies. Should have just been cut from the game. Because again, scale and visuals don't matter in video games.
And yes, you're right anon! Elden Ring basically has the exact same level of freedom of progression as previous souls games. In fact, it's worse. Yeah, it's worse. That's right. The open world actually gives you less choices.
>Because it's not different from any of the previous games.
Also correct. In fact, if you look closely you'll discover that they just used the scale tool in Gimp to make the map in elden ring seem bigger. There's actually literally no difference or new content in it, it's actually just DS1 stretched in gimp.
>There really is no difference,
Because there isn't.
>Anor Londo would have been much better if it was way way smaller
Yes, there's a reason the only area that effort was put into was the tight-rope gimmick above the painting.
>Ash lake was a useless area
It absolutely was, that's why it's so disappointing after the Great Hollow.
>Elden Ring basically has the exact same level of freedom of progression
Every Souls game has some form of non-linear progression, one having less or more doesn't change the fundamentals.
>actually just DS1 stretched in gimp.
Glad you could agree.
>Because there isn't.
Correct, there is actually no difference between Liurnia and Caelid. They both look the same, and have the same types of enemies in them. It's actually the same area, just mirrored with a red filter on the sky. Very lazy.
>Yes, there's a reason the only area that effort was put into was the tight-rope gimmick above the painting.
Frankly if they had just made the entire level on rafters, I think it would have been a lot better.
>It absolutely was, that's why it's so disappointing after the Great Hollow.
Truly a massive disappointment and I'm glad we can agree that it should have been cut from the game entirely. When I saw it for the first time, all I remember feeling was immense disappointment.
>Every Souls game has some form of non-linear progression, one having less or more doesn't change the fundamentals.
Correct, Dark Souls 3 is functionally the exact same game as elden ring. '
>Glad you could agree.
So am I! You're just so correct in so many aspects. Incredible. How could I ever have disagreed with you in the first place?
>there is actually no difference between Liurnia and Caelid.
Correct. Notice how you can't comment on the gameplay.
>Frankly if they had just made the entire level on rafters
Yes, you have to pay attention to a large number of factors.
>Truly a massive disappointment
It really was.
>Dark Souls 3 is functionally the exact same game as elden ring.
There's a reason lots of people call ER Dark Souls 4.
>So am I!
Yeah, since you run out of arguments.
>Correct. Notice how you can't comment on the gameplay.
That's correct. Frankly, if games can't completely re-invent their gameplay loop for every new region, there's no point in even having different regions. Mechanical variety is the only thing that matters in games. Personally, I think that if Caelid had been able to have a bunch of giant bouncy mushrooms for the player to jump around on, then maybe it would have been worth including.
>Yes, you have to pay attention to a large number of factors.
Agreed! In fact, I think if they'd had the entire game take place on the rafters, or maybe in the poison swamp it would have been massively improved.
>There's a reason lots of people call ER Dark Souls 4.
TRUE!!! SO TRUE! Dark Souls 3 actually is known for having extremely nonlinear level progression.
>if games can't completely re-invent their gameplay loop
Those regions are exactly the same. Where's the difference in them?
>Mechanical variety is the only thing that matters in games.
Yes? Soulshitters on the biggest casuals on this board.
>they'd had the entire game take place on the rafters
No, that would be stupid. Don't talk level design if you don't know anything about it.
>TRUE!!! SO TRUE!
Your passive aggressive anal pain doesn't change reality.
>Those regions are exactly the same. Where's the difference in them?
They're exactly the same, just like you said. In fact, every single level in every single souls game is the the same area, just retextured and with a different skybox.
>Yes? Soulshitters on the biggest casuals on this board.
Correct. Real video games actually change their mechanics completely from moment to moment. Those are the true best video games of all time.
>No, that would be stupid. Don't talk level design if you don't know anything about it.
Why would that be stupid anon? The rafters were such a good and amazing part of the level. In fact, all the best parts of dark souls are the areas that involve platforming where you can fall to your death. That, and poison swamps. This is a known fact that even us soulshitters can admit: What souls games need more of is platforming, and poison swamps. Dare I say: maybe platforming inside or overtop of a poison swamp?
>They're exactly the same
Yes, what are the mechanical differences in those areas? Be specific. Enemies isn't level design or structure when they all act like the same spazzing idiot in the first place.
>Real video games actually change their mechanics completely
Yes actually. Go pussy out, explain the differences.
>The rafters were such a good and amazing part
Yes, how does empty space compared to a obstacle with challenges?
The point of having distinct levels in games is not to for each level to have distinct and entirely unique mechanics. Generally, the important things in making levels feel unique is a combination of the level geometry itself, the enemies inside the level, and the visual aesthetics and themes of the level.
Frankly, I can't think of a single game that entirely changes up it's mechanics between levels. I suppose you could add a gimmick to each level like having each type of enemy have a specific elemental weakness or something, but that's honestly pretty fricking boring and will get old fast. Not to mention that already exists to an extent, like enemies in Caelid being weak to fire, and enemies in the mines being weak to blunt damage.
>Yes actually. Go pussy out, explain the differences.
Name one video game that fulfills your insane criteria to have gameplay mechanics be completely different from level to level
>Yes, how does empty space compared to a obstacle with challenges?
You are autistic or have some other sort of mental illness. Souls players aren't generally a huge fan of the platforming sections of the game, because souls platforming is janky and imprecise. Because the way souls games are designed and the way they control is not ideal for platforming. Which is again, a concept you seem entirely unable to grasp.
>the important things in making levels feel unique
Which ER doesn't do, all the biomes are nearly identical because there aren't any mechanical differences in their structure. Various levels in Metroid for example are too hot, which is a completely different biome to how a level have dark substances you can't touch.
>Name one video game
And I can name plenty more.
>not huge fan of the platforming sections
You have to pay attention to the enemy locations so you don't fall and die while they are throwing projectiles and rushing you. You have to pay attention to your movement so you don't fall and die. That's good level design, the rest of Anor Londo is a linear, wide corridor where you fight one big guy, sometimes two. That's absolute dogshit.
I'll repeat myself.
The point of having distinct levels in games is not to for each level to have distinct and entirely unique mechanics. Generally, the important things in making levels feel unique is a combination of the level geometry itself, the enemies inside the level, and the visual aesthetics and themes of the level.
As for your example in metroid- plenty of levels in souls games and even in Elden Ring have various gimmicks. Whether that's Lava or Poison swamps or giant ranged weapons shooting at you from far away. Just because a level has some sort of gimmick does not make it better, and in many cases the gimmicky levels are the least fun to play through.
>That's good level design
It isn't because the controls and design of souls combat is incredibly frustrating to play with on extremely tight ledges. Dodging is a bad idea because unless you line it up perfectly, you'll go off the edge. Blocking even the tiny knives will knock the player back- making it easy to get knocked off by simply blocking. Attacking the enemies is also a great way to get killed- animations for most weapons carry the player forward or move them in unexpected directions, so it's easy to fall off by simply attacking. This is made even worse by how directional attacking works. You can't use a lock-on while on the rafters because the unexpected perspective changes would easily make you fall off. So you have to aim manually, meaning if your camera is even a bit off, you might carry yourself off the edge with your own momentum. Even using ranged weapons, or simply taking damage can knock you off the edge.
As someone who has played DS1 way too many times, the best option on the rafters is always to simply walk in a straight line around the enemies. The knives are too slow to catch you at a walking pace, and you're just putting yourself at risk by trying to fight the enemies.
It's a badly designed area because it doesn't compliment the mechanics of the game.
>I'll repeat myself.
And you're wrong. Which biome in ER is different? None of the Poison swamps change the area, they are completely bypassable.
>It isn't
It is, you want flat empty spaces, not combat challenges. Your positioning and movement play a complete factor in how you advance.
>Dodging is a bad idea
You can completely outspace them, and it's a good thing you need to actively think how you approach.
>You can't use a lock-on
You tried to paint understanding how your moveset works as a bad thing, you can't be serious.
>simply walk in a straight line around the enemie
No, it's to play the range game.
>It's a badly designed area
Anor Londo is, not that specific section.
I'll repeat myself until you actually address what I'm saying.
The point of having distinct levels in games is not to for each level to have distinct and entirely unique mechanics. Generally, the important things in making levels feel unique is a combination of the level geometry itself, the enemies inside the level, and the visual aesthetics and themes of the level.
>No, it's to play the range game.
I can tell you've never played Dark Souls if you believe this. Even the bows in that game push you back with each shot, putting you at risk of falling off. Manually aiming bows is incredibly clunky as well. The easiest option is literally always to walk past them, since they can't hit you if you are moving.
The rafters in Anor Londo are badly designed because they don't compliment the mechanics of the game.
>I'll repeat myself
And you will still be wrong. You can't name the differences because they don't exist.
>Even the bows in that game push you back
Why are you so stupid you think you have to stand on the rafters?
>Manually aiming bows is incredibly clunky as well.
That's universal across the series since there's no gyro aim.
>easiest option is literally always to walk past them
The enemy can block your way.
>The rafters in Anor Londo are
great. Anor Londo is casual crap otherwise.
I'll repeat myself until you actually address what I'm saying.
The point of having distinct levels in games is not to for each level to have distinct and entirely unique mechanics. Generally, the important things in making levels feel unique is a combination of the level geometry itself, the enemies inside the level, and the visual aesthetics and themes of the level.
>You can't name the differences because they don't exist.
Levels in Elden Ring all have the same geometry, enemies and visuals? Interesting.
>Why are you so stupid you think you have to stand on the rafters?
Because the sightlines on the enemies are impeded if you haven't climbed up the ladder, and because it's incredibly hard to hit targets with arrows at long range in souls games.
Also, I love how the ideal strategy for the "mechanically engaging" and totally well designed area is to not engage with the mechanics and to just spam arrows from far away. You're really giving me a good laugh tonight anon, thanks. Honestly your takes were already delusional enough, but this is the cherry on top.
>I'll repeat myself
And you will still be wrong. You can't name the differences because they don't exist.
>Levels in Elden Ring all have
nearly identical biomes. Which biome in ER is different? None of the Poison swamps change the area, they are completely bypassable. There aren't any mechanical differences in their structure, because they don't exist and you can't name them. Various levels in Metroid for example are too hot, which is a completely different biome to how a level have dark substances you can't touch.
>Because the sightlines on the enemies are impeded
No they aren't, you can aim and target.
>love how the ideal strategy
Stop backpedaling, you stated the best option was to walk past them. That's terrible and you're factually wrong.
>is to not engage with the mechanics
You can play the range game in every Souls, that's very much engaging with mechanics.
I'll repeat myself until you actually address what I'm saying.
The point of having distinct levels in games is not to for each level to have distinct and entirely unique mechanics. Generally, the important things in making levels feel unique is a combination of the level geometry itself, the enemies inside the level, and the visual aesthetics and themes of the level.
>I'll repeat myself
No need, which biome in ER is different?
>Generally, the important things in making levels feel unique is a combination of the level geometry itself, the enemies inside the level, and the visual aesthetics and themes of the level.
>Generally
If you're being general, why are all the biomes the same? What are the mechanical differences in those areas? Be specific. Enemies isn't level design or structure when they all act like the same spazzing idiot in the first place.
>Enemies isn't level design or structure when they all act like the same spazzing idiot in the first place.
You're brown.
Nope, and facts don't care about your feelings.
>Enemies isn't level design or structure when they all act like the same spazzing idiot in the first place.
You sure type like a shitskin. Of course it's possible that you're from other third world stain on the planet. Eastern europe, perhaps?
Where's the part where you're specific about the biomes being different? You failed at a simple task.
Oh, definitely Eastern europe. Let's see if I can get this right on the first guess. Serbia? I'm glad we bombed you guys to shit, that was pretty funny. Praying to god for a repeat soon.
Holy shit, you really are having a mental breakdown again.
Is there such a thing as a mentally well Serbian?
No, you're clearly losing it. That's why you conceded (again).
I did not concede to being serbian 😉
>I did not concede
Why did you drop the biome argument then?
Well I'm not a biologist so I don't know anything about biomes unfortunately. Something to ask Vaati, perhaps.
>well i'm not a biologist
aping troony and troony defender arguments isn't helping your case, anon
Fromdrones don't even have jobs? Jesus Christ.
I'm an unemployed schizophrenic prostitute (the gay kind) and the only thing that will cure me and bring me back to the light of jesus is being told what a followup is
>I'm not a biologist
That doesn't answer the question. How are the biomes different.
Like I said, I'm afraid I don't know anything about the biomes because I'm not a biologist. Would you like to know about the different areas and levels instead?
>Like I said
You didn't say anything, be specific and explain how the biomes are different. You ignored it since you don't know anything about open-worlds.
Like I said, I'm afraid I don't know anything about the biomes because I'm not a biologist. Would you like to know about the different areas and levels instead?
>Like I said
Except you didn't say anything. Be specific and explain how the biomes are different. I'll wait as long as it takes.
Well I'm afraid I did say something. I said that I'm afraid I don't know anything about the biomes because I'm not a biologist. Would you like to know about the different areas and levels instead?
>I did say something
No you didn't. Point out where you stated how the biomes, which in case you didn't know are levels and areas.
are different*
A biome is the same thing as a level or area?
>physical environments are no longer areas
Soulshitters have reached peak stupidity.
>biome is an area
So would you like to know the differences between the biomes then?
Why can Soulshitters explain the difference in biomes then? We're all waiting.
Okay, let's get started.
Limgrave is a temperate forest. The soil is a rich brown which enables the growth of various plants like the Rowa's fruit, which is common in the region. The region's most common form of vegetation are the spindly, yellow leafed deciduous trees. The most abundant native species are the boar, springhare and deer- they feast on the abundant undergrowth in this region due to the high levels of rainfall. Also to be seen are the crab and giant crab, and the giant dragonfly.
Caelid is a desert that has been infested by a parastic fungi. The soil is red and sandy- little grows here besides the great sprouts of fungi, which appear to feed on the enormous skeletons that are buried throughout the region. Due to the poor undergrowth, wildlife is scarce here- the most common wildlife are the frightful and aptly named "giant dog" along with the equally frightful and equally aptly named "giant bat" and of course, the even more equally frightful and even more properly equally aptly named "Monstrous Crow"
Hopefully this has answered some of your questions about the various biomes of elden ring and their differences!
>let's get started.
Where are the differences? You named a bunch of visual shit.
If you think the difference is just visual, I'd suggest you try starting a flowergarden in Caelid and see how long the petunias last...
>think the difference is just visual
Oh, then name something.
Well for one, your petunias won't last.
you're being deliberately obtuse, a biome is like an ecosystem the term is not necessarily interchangeable with a given video game level
>deliberately obtuse
No, pretending the regions in ER are different despite them having no mechanical differences is being obtuse.
Why do there need to be mechanical differences in different environments? Like what, are you asking for cold weather survival mechanics like the Long Dark in areas like the Consecrated Snowfield or Mountaintop of the Giants? How would that improve the game?
Please it makes areas distinct in open-world games while adding a preparation factor.
You're asking wrong
>Please it doing the needful makes areas distinct in open-world games while adding a prepooration factor.
>You're asking wrong
It wasn't. You're mad that ER is a terrible open-world game.
Still way better than the slop that is BOTW or TOTK.
I finished Elden Ring. BOTW/TOTK bore me to tears before I even get to the first divine beast.
>Still way better
No, ER is the most mediocre action game I have ever played and isn't a proper open-world game, because it completely fails at every fundamental level.
You can't even articulate what you're asking for. Just saying
>uhhhhhh it's bad because uhmmm it just is, ok????
isn't an argument
>You can't even articulate
This entire thread is nothing but shitting on ER.
Can you explain the mechanical difference between my firm, thick log and your watery, liquid stool? Thanks sar.
>Can you explain
why ER is shit? It's unbalanced crap with copy-paste "content" (even in the main regions since they don't have differences) where utility-based approaches aren't worth a damn in a empty world.
Hmmm, what makes the crap unbalanced? Lack of fiber, maybe?
What regional differences would make the game better, in your view? I am still unclear as to what you're even asking for. Seems to me like you're complaining just to complain
He's just mad that his petunias died
Different biomes that actively affect the player.
They sure as hell affected my petunias, that's for sure!
>They sure as hell
aren't different biomes.
How? Needing to regulate your temperature, like in BotW/TotK? I genuinely fail to see how that would make Elden Ring more fun to play. That's not at all the type of game it's trying to be
It makes areas mechanically distinct from another and the player would need to prepare for the hostile environment ahead.
>Needing to regulate your temperature,
It's not just that. If you go into an area about about poison, there should be substances that harm you directly that you can't walk over and environmental effects that consistently whittle you down. This means the open-world actually plays a factor into the gameplay.
lol ok now I know you're just shitposting, Miyazaki is infamous for his poison swamp fetish and ER has some of the most egregious examples of this
Did you even play the game? There is no area like that and Torrent bypasses damage effects.
???????????????????
Rot doesn't harm you directly, it just applies a DoT. It's just another Valley of Defilement level
>n-no that one doesn't count!!!
>because it just doesn't, ok??
frick you, moron - you got BTFO, go cry to your mommy and apologize for growing up into such a loser
Nice cope, but we're talking overworld exploration and still doesn't work how it was originally described.
Lava does harm you directly, (and so do the geysers) but I assume you also have some sort of hyper copium explanation for how that doesn't count
>Lava
Torrent.
Lava harms torrent, and the geysers hurt both of you. You can even take fire resistance potions to prepare for it. There's also lava areas where you can't ride Torrent at all D:
>Lava harms torrent,
At 1 tick rate you can run over.
No it doesn't, and you can't run on lava. You get instantly melted if you even step on it without fire resist.
Yes it does. Torrent (and the player character) secretly equipped the "99% lava proof" Talisman. You can completely bypass that damage effect.
Can you show me any video of this? Any video at all of the player walking on lava and taking burn damage but not dying?
Look at how low the tick is when they still there doing nothing.
The player isn't taking burn damage there, they're taking fire damage.
Fire damage is burn damage.
Lava and fire are two different things. Just because they're both hot doesn't mean they're the same. Now can you find a video with burn damage or no
What? They are literally standing on lava like wanted.
I asked you for a video of the player walking on lava and taking burn damage. In your video they are taking fire damage
You are the most pedantic Black person imaginable. Go take a shower, anon, you smell worse than you think
Sounds like you can't find any video evidence to back up your claims??
>you take lots of lava damage
>no you don't
>ummmmmm
They are literally standing on lava you lying israelite. Not a single person is going to pretend lava damage is threatening, that only was a factor in DaS2.
Lava isn't made of fire it's molten rock
>I asked you for a video
Which you got. They are standing on lava barely taking any damage.
I asked for a video of them taking burn damage. In the video it is clearly fire damage
BURN DAMAGE IS NOT A THING.
It doesn’t fricking exist.
You got exactly was what asked, now you're pretending just burn is some kind of new damage type. It's not you lying fricking israelite.
“Burn” is not a thing in Elden Ring.
Unless you count the 2 second DOT caused by Black Flame, which is distinctly not lava.
You seem to be assuming lava in Elden Ring works like lava in DeS, DaS1, DaS2 or DaS3, where lava wasn’t an instant kill, but would kill you in about 1 second without stacking obscene amounts of fire defense. In Elden ring lava does single digit damage per tick.
Do you have any videos of this "burn" effect that you are claiming to be not there in existing game files of the mechanics?
>get proven wrong
>literally have to make shit up to act like you didn't
Just like how limb cutting doesn't exist in Elden ring, burn damage also does not exist :v)
Kel I noticed anon keep up the trolling, I wonder how long he'll last for
Actually limb cutting does exist.
It’s on one specific enemy and most players probably have never seen it. But it’s there.
Sorry I can't read, can you try to elevate that again? The wind isn't lighting up where I am and the shutter speed is too low to speak freely.
>specifically ask for a hit property tied to sharp weapons
>move the goalposts
>specifically for standing on lava damage
>move the goalposts
You were wrong, get over it.
Wrong, go back to my original post. I asked specifically about burn damage :v)
You son of a b***h
>go back to my original post
>>Can you show me any video of this?
Not even surprised brown people use israeli tactics.
Who said anything about you being brown? Did your skin take too much burn damage?
>Who said
The moment you lied and backpedaled like a the Black person israelite you are.
Did I or did I not ask you for a video of the player character taking burn damage? A video you were unable to provide?
It sounds like the one in the wrong here was you anon? :V)
(I gave him an extra big nose because like you said I'm israeli)
>Did I
You are in fact a lying Black person israelite who backpedaled. You're even lying about yourself just like the game.
No. I don’t have any videos of “burn” damage/status/whatever because it doesn’t exist. No videos of it exist.
The only time a “burn” effect is mentioned in Elden ring is Black Flame, which causes 0.1% of max hp +1 damage DOT that ticks 20 times over two seconds. For a total of 2% +20. That is the only “burn” in Elden Ring. And it’s caused by black flame attacks, which exclusively come from Godskin Bosses or Black Flame monks. Or PvP players using black flame. It’s never environmental.
Sounds like I'm correct then, the player isn't lava proof. If he was then he would be immune to the "burn" effect but there is no burn effect in the game, only fire.
If the red liquid in the game does fire damage and not burn damage then it isn't actually lava, but "fire liquid" which is why it only does low damage
Hey anon do me a favor. Light yourself on fire for a bit and let us know what kind of damage the doctors at the ER call it. Thx
Unfortunately anon I am not flammable and I don't have any lava nearby, please understand.
>Unfortunately anon I am not flammable
Sure you are! Come on pal you can do it, I believe in you
I’m getting genuine second hand embarrassment from reading your posts.
Everyone, and I mean EVERYONE can see exactly what happened here. You were completely wrong about a game mechanic (that you probably misremembered from Dark Souls 1-3 lava killing you near instantly) and decided to try “win” the argument by being anal about definitions of words.
Lava in every souls game has just done fire damage. And was reduced using fire defense stat. You arnt going to admit you were stupid, I get that. I just want to make sure you know that we all know you were an idiot and you did not come out of this looking intelligent.
It's almost as if the exact same thing literally happened multiple times in this very thread :O
You guys really aren't the brightest lmao
>It's almost as if the exact same thing literally happened multiple times
I would love to see an example of this.
the last like 100 posts in this thread are mainly just 2 Black folk pretending to be moronic and trolling everyone
I don't think the other guy is pretending..
D:
Literally every time the main Shazamgay made any argument it immediately gets proven wrong and then he says "it doesn't count" for moronic reasons. Off the top of my head, when he said cutting off limbs doesn't count as limb cutting because you can do it with a non sharp weapon, and when he said the lake of rot doesn't count as an environment hazard because it gives you a status effect instead of directly damaging you.
I never believed any of the lava burn stuff I've literally just been making fun of him by doing the exact same thing he's been doing all day
>Literally every time
You failed to name examples. You're a casual idiot who doesn't know anything about video games yet pretend to do and get mad when you're proven wrong. You can't delimb enemies in ER with sharp weapons, that hit property simply doesn't exist since Strike, Slash, etc has no ramifications to the enemy as they are damage types and not hit properties. You automatically assume a damage-ceiling is the same as a hit property since you don't know what any of those terms mean. Same as pretending DoTs (an indirect damage function) works as a weather effect that's directly tied to the player and prevents them from entering an area.
You failed to reply to my post so I don't really see why I have to reply to yours
>You failed
And you're wrong.
Can you find a video of me being wrong while standing on lava in Elden ring?
>Can you find
You very much revealed yourself as a casual idiot who doesn't know anything about vidya.
And you have revealed yourself to be Terrance
>And you
very much admitted you don't know anything about vidya like the casual idiot you are.
>the player isn't lava proof
That was poking fun at lava damage being pathetic compared to DeS and DaS2.
So then in other words, I'm correct? The player isn't lava proof and you can't provide a video of them standing on lava taking burn damage?
Palestine is Israeli clay o:V)
(I gave him a little israeli hat)
Oh great, it's time for your third meltdown now.
How can I meltdown if there's no lava damage? Fire won't melt you down only magma will do that and it's not melting the point of the extremely hot point
>How can I meltdown
You mean getting BTFO multiple times now you have to go into some bizarre cope to pretend you didn't.
can't use Torrent in dungeons, frickface
This. I also want there to be a thirst meter. I want to have to find water to drink from rivers. But I should have to purfiy it first. For that purpose i should be able to collect raw silicone from the ground to craft a filter.
I think we can all agree that Elden Ring would be vastly improved by the player having the sudden urge to take a shit in the middle of fighting a tough boss- the player might then need to frantically search for a piece of tissue or perhaps just a leave to wipe with to remove the stinky ass debuff
Maybe just go play Valheim? Souls games have never been survival games, and that's not the type of mechanics you should add half-ass
There's no point in ER being open-world if it doesn't make use of it.
What the hell does open world have to do with survival mechanics?
It's a common theme in open world and exploration games like having multiple different traversal methods.
*I wasn't
Jesus Christ, you are unironically autistic
>I can tell you've never played Dark Souls if you believe this.
I get bored with easy games
Yeah, DS1 isn't that hard. If you pay attention to the surroundings and learn enemy attack patterns it's pretty easy. I've never valued the difficulty aspect as much as I've valued the exploration, level design and lore of the series.
TSo anon, why are you pretending to be an expert on a game you've never played?
Knight
what
>Define "repetitive combat encounter"
What else do you do but fight enemies?
>example of a game
You didn't understand the point. All action games revolve around combat, they don't make that combat shallow since you're constantly engaging with it.
Lol less than 15% of the useful morons that bought ER even completed it. Most got filtered on the first or second boss and dropped it.
Reddit Ring had zero impact on culture.
>at least two million people finished Elden Ring
I don't have any data but percentage aside I'll bet that's a way higher number than the vast majority of games.
Sold well, but after news buzz, nothing comes about it.
It’s a safe game. Molded from the previous Zelda so there’s nothing new in term of gameplay except bigger world I suppose. As if BoTW doesn’t have a huge world in the beginning.
Elden Ring expanded on previous DS games, perfected the design and somehow made it even more fun.
Both games are good. But for actually new substances point, Elden Ring wins hard
>perfected the design and somehow made it even more fun.
I mean it did though. The design of the bosses changed mechanically, so you're incentivized to use all the tools in the game. The jump makes combat a lot more fun, and allows the levels to be more vertical and also allows for some fun sequence breaking. And the open world grants greater freedom when it comes to level, item and build progression.
>so you're incentivized
No you're not, your universal dodge still works against everything and the game is terribly balanced, everything is worthless crap but a few OP direct damaging options.
>Elden Ring expanded on previous DS games, perfected the design and somehow made it even more fun.
What are you talking about? it's like a 10 million difference how is that almost outselling?
>it's like a 10 million difference
it's about 1.5m
>sales sales sales sales
Why are sales the only thing tendies care about games?
Who cares? They’re not “fun” they’re not “entertaining” they’re just
>bloated
>artificially difficult
>gimmicky
>rinse and repeat doom and gloom
Nothing of value is lost by not playing their shit
>artificially difficult
Funny way of spelling "filtered"
Bitch
Seething shitter is seething anon, I see.
>Did this company make this game I like? Cool, now I don't want them to make any more like it ever again, and if you do you're a dumb NPC goyslop-loving consoomer brainwashed by da joos
>Uhhhhh they have to make different games because...because they just do, ok???
Why are Gankertards like this? Also post some games you like. Let's all have a laugh.
nintendo keeps btfoing them
Have you tried playing Das on switch?
Nintendo is a shit company, even they can see that.
They dont, the switch is just too underpowered and from games arent optimized enough.
I bet my ass that when the switch 2 is a thing they will release the DaS trilogy on it, and Sekiro, and ER, and maybe even AC6.
Exclusivity is anti customer.
Charging a second time to use your own fricking internet is anti customer.
Frick evil ass shitty Nintendo.
They make multiplats with decent graphics. However all third parties have their own reasons for hating Nintendo and nobody works with them if they have a choice
Holy shit Fromdrones are on the ropes in this thread.
We truly are my friend! If Only Fromsoft had thought of genius ideas like
>enemies being "stunned" or "knocked down"
>having enemies become more aggressive
>removing the ashen lake level and making all their levels smaller
>having all of anor londo take place on the rafters
>making slippery ice a core game mechanic
>allowing the player to cut the limbs of enemies
Truly, if only Fromsoft had thought of these ideas. I am, at the moment- truly losing all respect I had for them as a developer.
Yeah, he's having a mental breakdown.
I truly am, my friends! My entire life, my mind, my view of the world is coming undone. I just burnt all of my dark souls funkopops and told my trans girlfriend that I'm breaking up with her. (She had a strong affiliation for the power of the darkmoon which is why she's trans)
Calm down ESLgay, you're having an actual mental breakdown in public.
Honestly I'm not sure what's worse. The idea that the anti Fromsoft people in this thread haven't ever played the games that they're criticizing, or that they have and still came to these conclusions.
The guy who was saying the rafters section of Anor Londo was good has to be joking, right? Right??
There's a reason Souls falls behind other action games.
I'm only noticed this phenomenon very recently and I think it's because Elden Ring is very obviously inspired by Breath of the Wild.
Why don't you?
Why does nintendo hate making good consoles?
>Zelda is literally stealing ideas from them
Gee, I wonder why
Is this thread just two schizos samegayging now
and now it's two schizos and a fairy...
Wrong, it's one schizo (who is a fairly)
(you are the fairly)
Why do Fromtards act like Fromsoft invented action combat?
Find me one example of someone saying this that wasn't hallucinated by your brown, third world schizoid mind.
They don't.
Imagine if elden ring was on switch. Then they played breath of the wild.
They'd be like... "Man from soft does open world and the Zelda formula way better than Nintendo ever did".
This would KILL sales from Nintendo. Do you really want that
https://nintendoeverything.com/dark-souls-ii-producer-laughs-when-asked-about-wii-u-version-says-system-is-a-lot-different-from-the-audience-for-dark-souls/
LMAO
Never understood why Nintendo fans get so fricking jealous about from soft games when they're compared to Zelda.
They're better Zelda games. There's nothing wrong with that.
>Never understood why Soulsgays get so fricking jealous about Action games when they're compared to Ninja Gaiden
Watching this Fromdrone get destroyed in this thread is really funny.
goddamn this is the most greentexts I've ever seen in one thread
Nintendo players are just too casual for Souls games.
Little tendies calling a developer not porting their games to Nintendo's slop 'one trick ponies'
The absolute irony of these goyslop eaters as they readily consume the umpteenth iteration of Mario and Zelda ad nauseum.
These are the people who were literally calling for Capcom etc to go bankrupt because they put out multiplats instead of going all in on the Switch. They will never not be assblasted by third parties having the audacity to shirk the almighty Switch
What mental illness is this? Capcom absolutely supported the Switch and even give made their crown israeliteel (Monster Hunter) exclusive for a while.
It took like 3 years for them to make a Switch exclusive and during that time there was seething
>It took like 3 years
In which they supported the Switch?
>ITT: Tendies seething at ER
I wouldn't say they hate Ninte-
>Metal Wolf Chaos XD isn't on switch
What the frick
Nintendo is synonymous with fun, from soft is the antithesis of fun
Do they?
I'm pretty sure there are some FromSoft games on the Switch.
>make games with good graphics
>nintendo consoles don't support good graphics
>nintendo doesn't get the games with good graphics
>"why do you hate nintendo"
They don't, they just care about artistic integrity. The switch audience won't appreciate their games or even understand them. If the games don't play themselves then they aren't fit for Nintendo fans.
>they just care about artistic integrity.
If that was true, Miyazaki wouldn't be President and Tanimura would be dead.
>tells a lie
>gets called on out on the lie
>you fromdones need to stop being such cultists when *tells another lie*
why are you homosexuals like this?
Soulshitters act like compete morons and get mad when they are wrong about gameplay mechanics since they don't play much vidya nor understand them.
k
Nice concession.
Because unlike them, nintendo actually makes good games.
Nintendo makes games for children
Souls games are for real men
Even women know Souls games are easier than Nintendo ones hahahahahahahahahahaah
Souls games are for women, trannies, and insecure manchildren
Tendies didnt buy ds1