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Dark Souls II - Prepare to Die, Again


Uzi
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Tried that, die constantly. Can never understand how you're supposed to roll around things in these games with the lock-on the way it is. Besides, 99% of the time you're just getting instakilled by "hilarious" enemy positioning or magic flying sprites that appear out of nowhere and hit you for 85% hp with zero warning.

This literally sounds like you are talking about a different game!

99% of the time? I honestly can't think of an 'instakill' like you mention. And these are apparently all over the place?

Again, where is this you're talking about?

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Don't agree with this at all. It's just *different* to the last game. Once you adjust it doesn't happen very often.

(unless again you got the really bugged editon of the game..)

It's also possible to slightly alter the directions of your attacks while they're mid-swing. Even while locked on! It's more pronounced with the great swords/hammers/axes but it feels like it affects all weapons to a degree.

There are some problems with the lock on though, like when you fight on stairs or if you're very close in a cramped area.

Nah man ive seen plenty of gifs/webm's of people showing off the fucked hitboxes. Old Dragonslayers spear clearly missing people but they still take damage. Those cyclops things grab attack sucking people in despite being well out of range. Hell even myself in the iron keep last night, i gave up trying to backstab the knights there cause 50% of the time id go into the backstab animation only to have the knights warp out of it.

I am a bit disappointed with the game overall tho. I really like it, but it just doesnt get my balls in an uproar like DeS/DS1 did. The level sizes are killing me too. Thought Iron Keep was going to be like Anor Londo meets pompeii, but the whole level is about 1/5th the size of Anor Londo. Most of the levels end just as they start to get good. Earthen peak was the same. It was like a cool, updated version of Stonefang tunnel from DeS, and just as i was really picking up, i hit the boss door :( Also gettin real sick of ambushes. Its getting like Doom 3 now, in that any time i enter a room or pull a switch im instinctively looking over my shoulder waiting for the ambush.

And i just got to Shaded Woods last night. Im honestly convinced now the game was rushed to market after seeing that place. Im not even a designer, but i spent enough time making a map in Cryengine to take one look at shaded woods and think "why is there just one ground texture? Why didnt they cover it up with grass or rock props?" It looks so, so bad. Its unfinished, theres no way any professional level designer wouldve been happy with that. And its a shame because if theyd just made it look more like an actual wood, you know, maybe some falling leaves, a bit of grass here and there, some branches/bushes/twigs, fuckin anything, it wouldve improved it tenfold. Even the invisible, unlockable phantoms didnt bother me that much, i kinda enjoyed the challenge, but the whole time i just couldnt get over how terribad the whole area looked.

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haha! I noticed last night there is a well you can actually jump down and not die. Shame the reward was 5 effigies which I rarely use.

Where is this I wonder? Only one that springs to mind is upper Brightstone Cove but I don't think I got 5 effigies there (I want them in preparation for the Darklurker...).

I haven't been posting recently as I've been reading through the entire thread trying to catch up (I avoided it during my NG playthrough, I'm on page 153 now) but I thought I'd say this to anyone thinking of slaughtering all NPC's for their loot before going to NG+ DON'T DO IT!

I was getting invaded constantly by Blue Sentinel Arbiters as I worked through Heide's and the Forest and could barely make headway until I looked this up...

To those of you who killed NPCs before NG+ and want to get rid of your sins (self.DarkSouls2)

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1 month ago

by dumac

In true souls fashion before NG+, I went around on a murdering spree killing almost every NPC. I later estimated I killed about 20 npcs before moving on to NG+.

Then I suddenly found myself marked as a sinner in NG+ and getting invaded by blue sentinels every 5 minutes or so. The invasions were too frequent for my tastes (literally every 5 minutes, sometimes more frequent) so I looked up how to remove sin and found a ton of conflicting answers. Some people said that you couldn't stop being a sinner if you went from NG -> NG+ as a sinner. Others said you had to use Cromwell. Even others said Cromwell was bugged.

ONE guy on reddit mentioned having his sinner status disappear eventually after dying to a blue sentinel. I decided to try it out.

I just sat in Heide's tower and let myself get invaded by Blue Sentinels. I pvpd for the last two days, tallying my death count as I went. After about (you may have guessed this) 20 deaths, my sinner status went away and I stopped getting invaded.

So I am assuming here that 1 death by blue sentinel makes up for 1 killed NPC. I don't know how host killing factors into this at all.

So now, when an Arbiter invades, I just kneel before them awaiting punishment until my status reverts back to non sinner or "-" as it says on the profile screen, I think I have to get 'Arbitered' another 15 times or so before I'll get back to normal - really annoying :(

Maybe this has already been covered but I thought I'd chip it in anyway...

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OK this sounds weird! Sounds like you've been unlucky with bugs (that thing you c&p sounds mad!) but just to be sure..

What area you in? Which enemy did this to you? Watch the spoilers though :)

...

In other news, I caught some video evidence of the strange durability bug that people are seeing. Now I'm using an Archdrake mace I thought I'd keep an eye on durability; after killing one Alonne captain at Iron Keep, I lost 20-25% durability! And it all went on the last hit, ie the killing blow cost a fat chunk of durability. Something is defo off there. I also purposefully messed up my spacing to see if indirect hits made a difference, which it didn't.

Will edit something and then try shouting about it on Twitter and see what happens.

I respecced for a strength/endurance build and it hasn't happened since, though that was only about an hour. It's odd, some physical attacks would negate my 100% physical reduction shield for no apparent reason, and not when I was mid-animation. I normally just soak up their animation cycle and then walk behind them and backstab.

The other weird thing that happened to me a few times last night concerned the backstab itself. I'd get behind them, press RB and it would go into the start of the custom backstab animation. Then about a quarter of a second later (after playing the "fthooom" sound that indicates a backstab) the animation would simply stop with no damage done to the enemy and no stamina removed from my stamina bar. I had this maybe four times in an hour fighting the spindly dark-weapon guys in huntman's copse. Maybe there's an extra skill check there I don't know about, but I had about 50 dex at the time (before the respec).

Edit - just saw Brer's post

i gave up trying to backstab the knights there cause 50% of the time id go into the backstab animation only to have the knights warp out of it.

This is what was happening to me but in a different area. Though it worked most of the time to be fair.
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And i just got to Shaded Woods last night. Im honestly convinced now the game was rushed to market after seeing that place. Im not even a designer, but i spent enough time making a map in Cryengine to take one look at shaded woods and think "why is there just one ground texture? Why didnt they cover it up with grass or rock props?" It looks so, so bad. Its unfinished, theres no way any professional level designer wouldve been happy with that. And its a shame because if theyd just made it look more like an actual wood, you know, maybe some falling leaves, a bit of grass here and there, some branches/bushes/twigs, fuckin anything, it wouldve improved it tenfold. Even the invisible, unlockable phantoms didnt bother me that much, i kinda enjoyed the challenge, but the whole time i just couldnt get over how terribad the whole area looked.

Shaded woods/ruins etc looks like an N64 game in HD, I'm serious. They've even got the Turok fog in one part! That's why I stopped taking "photos" the other night. , the area I was in looked godawful.

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Shaded woods/ruins etc looks like an N64 game in HD, I'm serious. They've even got the Turok fog in one part! That's why I stopped taking "photos" the other night. , the area I was in looked godawful.

The poison fog in Harvest Valley looks just as bad too. Its such a mixed bag, some areas look gorgeous, and then boom, shaded woods shows up with its single texture in hand.

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I thought Shaded Woods was a really atmospheric, cool-looking area. I've always had a blind spot for dodgy textures or whatever though. I think it is a symptom of always being a generation (or two!!) behind. I'm still catching up on PS2 stuff I missed.

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Nah man ive seen plenty of gifs/webm's of people showing off the fucked hitboxes. Old Dragonslayers spear clearly missing people but they still take damage. Those cyclops things grab attack sucking people in despite being well out of range. Hell even myself in the iron keep last night, i gave up trying to backstab the knights there cause 50% of the time id go into the backstab animation only to have the knights warp out of it.

How strange. In literally hundreds of hours I've not experienced things like that. Well, a few times online, but I put that down to lag. Were these examples you mention online, do you know?

I am a bit disappointed with the game overall tho. I really like it, but it just doesnt get my balls in an uproar like DeS/DS1 did. The level sizes are killing me too. Thought Iron Keep was going to be like Anor Londo meets pompeii, but the whole level is about 1/5th the size of Anor Londo. Most of the levels end just as they start to get good. Earthen peak was the same. It was like a cool, updated version of Stonefang tunnel from DeS, and just as i was really picking up, i hit the boss door :(

Can't argue with that, I agree to an extent. Ultimately it only really affects the first playthrough though, imo.. Which is a massive shame, but to me it feels a lot more like they made the game for people who enjoy making many builds and zipping through the game once they know what they're doing (which is how I ended up playing DkS1!)

And i just got to Shaded Woods last night. Im honestly convinced now the game was rushed to market after seeing that place. Im not even a designer, but i spent enough time making a map in Cryengine to take one look at shaded woods and think "why is there just one ground texture? Why didnt they cover it up with grass or rock props?" It looks so, so bad. Its unfinished, theres no way any professional level designer wouldve been happy with that. And its a shame because if theyd just made it look more like an actual wood, you know, maybe some falling leaves, a bit of grass here and there, some branches/bushes/twigs, fuckin anything, it wouldve improved it tenfold. Even the invisible, unlockable phantoms didnt bother me that much, i kinda enjoyed the challenge, but the whole time i just couldnt get over how terribad the whole area looked.

Blame those last gen ports!! :P I did think the foggy forest was legendary the first time though. Shit me up good an proper! Shame it was over in about 30 seconds. :(

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I haven't been posting recently as I've been reading through the entire thread trying to catch up (I avoided it during my NG playthrough, I'm on page 153 now) but I thought I'd say this to anyone thinking of slaughtering all NPC's for their loot before going to NG+ DON'T DO IT!

[tale of woe]

So now, when an Arbiter invades, I just kneel before them awaiting punishment until my status reverts back to non sinner or "-" as it says on the profile screen, I think I have to get 'Arbitered' another 15 times or so before I'll get back to normal - really annoying :(

Well maybe you should've thought twice before murdering those NPCs then, eh? :P

My STR build on PS3 started getting blue arbiters as I'd used so many Cracked Red Eye orbs - makes that NG+ run even more interesting I reckons! :D

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I respecced for a strength/endurance build and it hasn't happened since, though that was only about an hour. It's odd, some physical attacks would negate my 100% physical reduction shield for no apparent reason, and not when I was mid-animation. I normally just soak up their animation cycle and then walk behind them and backstab.

The other weird thing that happened to me a few times last night concerned the backstab itself. I'd get behind them, press RB and it would go into the start of the custom backstab animation. Then about a quarter of a second later (after playing the "fthooom" sound that indicates a backstab) the animation would simply stop with no damage done to the enemy and no stamina removed from my stamina bar. I had this maybe four times in an hour fighting the spindly dark-weapon guys in huntman's copse. Maybe there's an extra skill check there I don't know about, but I had about 50 dex at the time (before the respec).

Edit - just saw Brer's post

This is what was happening to me but in a different area. Though it worked most of the time to be fair.

Not sure what was happening to Brer, not seen enemies warp aside from when I'm in someone else's game. But for your thing, where you seem to cancel the back stab, you're not still moving or pressing anything are you? I'm fairly sure you can cancel it somehow, like by moving/running/rolling. Of course, could just be flakiness, it's just I've not seen it myself :(

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Hey man, Dota broke for EVERYONE last night!

http://www.wired.co.uk/news/archive/2014-04/30/dota-2-spring-cleaning-bug

I might try streaming some DS2 later so you guys can tell me if I'm going crazy or not, anyone up for it?

Moz's copy sounds utterly fucked. It's like the mystery controller fails in Skyward Sword all over again.

Skyward Sword is really good with a 360 controller apart from the 40 hours of padding.

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How strange. In literally hundreds of hours I've not experienced things like that. Well, a few times online, but I put that down to lag. Were these examples you mention online, do you know?

If i remember right they werent online. Saw a webm of a normal palyer (non phantom) being sucked into the hitbox of the cyclops dudes. And ditto for the dragonslyer hitbox issue. If i can find them ill repost them

Oh and that ENB looks woeful :lol: Pitch black everywhere and the torch looks like the last days of the sun going supernova! I use durantes sweetfx preset instead, it looks great

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The thing about DOF is it's used in film or photography to allow the director to draw your attention to something specific (as well as being a side effect of certain technical requirements for the shot like a wide aperture etc). It works in some games really well, by blurring whatever you're next focusing on and bringing your focused object into sharp focus. It's really good in Skyrim when tuned properly for example, as you can still look at the far distance or a close object and blur the part of the scene you're not looking at. But, I always find it a bit weird in third person games as the player character either goes out of focus (which is odd in itself) or stays in focus even while the focal point is shifting back and forward through the scene. What I don't understand is why more games don't try to employ it carefully when it can add so much and seems to have such a neglible performance hit?

What the game needs is another lighting pass, some of the areas are so flatly lit. Probably on account of them pulling the dynamic lighting late in development, perhaps.

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Yeah I hadn't watched it when I posted, looks overkill (though hard to judge properly on my phone's screen!), burn with a bit of tweaking could be awesome. Looking at the zip file it even has lens masks for that dirty camera effect everyone loves these days. :lol:

Could be nice for screenshot candy. And does make it look fairly similar to the original reveal trailer in of contrast levels.

But so does the sweet fx thing, so fuck knows.

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I forgot to mention the mountains in Majula were flickering in and out of existence last night, which was odd :lol:

Hope I have better luck tonight.

You're playing with the GeDoSaTo enabled right? I found i had mountain problems in majula (well, not flickering out of existence, but ghostly ones) till I turned off SSAO.

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