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New previews for Dark Souls II

I'd be surprised if enemy respawning was handled in such a conventional way-- there has to be some sensible alteration to make it fit the style of game and not disappoint fans.

As for the warping, I'm not worried. Just because you can warp to any bonfire does not necessarily mean every area will be easily accessible. Spacing and frequency of bonfires will probably be adjusted differently than the first game to account for it. Ideally it will be more like Demon's Souls where each bonfire represents the start of its own small level with its own shortcuts and boss.
 

E92 M3

Member
- Bonfire warping always available
- Respeccing
- enemies don't respawn after getting killed a certain number of times (what?)

These three things do concern me a lot, to be honest.

Respeccing and warping aren't too bad, I guess, but I have to play to make final judgement.

About the enemies respawing: I think we need a lot more info, because as it reads now it sucks. Part of the Souls game is knowing you have to master the encounters or haul ass. Not just keep dying until the game gives up on you. We definitely need more info on that.
 
Respeccing and warping aren't too bad, I guess, but I have to play to make final judgement.

About the enemies respawing: I think we need a lot more info, because as it reads now it sucks. Part of the Souls game is knowing you have to master the encounters or haul ass. Not just keep dying until the game gives up on you. We definitely need more info on that.

No no, it means the enemies get killed 15 times, not you.
 

E92 M3

Member
No no, it means the enemies get killed 15 times, not you.

Well, even still a casual can just keep making slow progress by killing the first 2 sets of enemies, dying, killing, and repeating that process until they are through the area. Either way, the player doesn't have to learn anything except patience. With that said, I am still talking out of my ass because we don't have enough details on how the concept will actually work.
 
Well, even still a casual can just keep making slow progress by killing the first 2 sets of enemies, dying, killing, and repeating that process until they are through the area. Either way, the player doesn't have to learn anything except patience. With that said, I am still talking out of my ass because we don't have enough details on how the concept will actually work.

Right, I'm not saying anything about whether or not this is a good idea. I just really want to know what the heck they are doing...
 

Orayn

Member
What I'm currently reading on the Dark Souls II subreddit is that certain enemies stop respawning after being killed 15 times, and that the "Arduous Path" covenant probably removes this limit.
 

Lost Fragment

Obsessed with 4chan
Bits of new info on character creation from Famitsu. Translation from reddit.
New Famitsu post showed some pictures of character creation. Some newish info:
2nd pic shows the Deprived class, starts with no weapons or items. SL is 1, 6 for all stats
3rd pic shows this Wanderer-like class with the following stats: SL :12 Vigor: 4 Endurance: 8 Vitality: 4 Attunement: 6 Strength: 9 Dexterity: 16 Adaptability: 6 Intelligence: 7 Faith: 5
You can choose between a muscular and regular body type (shown in 4th pic)
There are female and male specific hairstyles and eyebrow types, males can have beards
The starting gifts are: tiny being’s ring, human effigy, healing items, homeward bone, bonfire ascetic, seed of a tree of giants, petrified something, and none
http://www.famitsu.com/news/201402/06047695.html
If deprived is the sl1 class then that's pretty cool.
 

Orayn

Member
Bits of new info on character creation from Famitsu. Translation from reddit.

http://www.famitsu.com/news/201402/06047695.html
If deprived is the sl1 class then that's pretty cool.

The new Deprived is interesting, though it still might not be the perfect blank slate because other classes might have lower starting points in stats that might be useless for certain builds.

What I find interesting is that total stats correspond exactly to intitial SL for these classes. Hopefully that's the case for all classes, so no points are wasted or coming from nowhere.
 

Tex117

Banned
Yeah, I just watched this video as well. To be honest, the last 15 minutes or so pretty much confirm that this game series might indeed be headed in the wrong direction for me personally.

Just as for Mr. Lees, for me the Souls games are about game mechanics on the one hand and a world that feels bigger / more important than "just" being a video game world on the other. One without the other would not work for me: the reason I want to master the game mechanics is to be able to press on and explore that world and uncover its lore. To hear him say that it is precisely this much needed sense of place which is now lessened greatly due to a weaker art direction (as far as the areas seen up till now go), worries me quite a bit. I fear we might end up with a mechanically more competent game with a better UI that has lost its soul (no pun intended) in the process due to being set in a game world that is only designed around the mechanics and not around spatial storytelling / world building as well. I agree with Matt that this last aspect is quite intangible and difficult to describe, but that doesn't make it less important or present in many a player's enjoyment of the previous two Souls games including myself.

I also might be the only Souls fan like this, but I played and completed both games completely on my own in offline or hollow mode because I can't stand my immersive, slow threading single player experience being interupted by other players that pretty much always manage to kill me. For me, the invasion aspect (since I do like the messages and the summoning of helpers), apart perhaps from its use in boss encounters, stands as much at odds with the pacing and careful playstyle of these games as four player co-op does in the latest Mario games. It works, sure, but the result is a very different game in my opinion (i.e. by injecting everlasting unpredictability into games that are essentially about control and planning). I get why some people like these PvP elements, but I don't and for me the news that invasions will even occur in hollow mode was not well received. Yes I can still play in offline mode of course, but then I lose out on the messages as well which certainly isn't ideal either.

I do have hope the game will manage to surprise me in the end. At the same time I can't overlook the fact that it is rarely the case that going for a more mass market appeal and target demographic - which seems to be what is happening here - has yielded a better game. This is especially true in a word-of-mouth series liked for its need to figure things out on your own and its world that feels like a magical place you want to explore despite its dangers. Please disagree with me if you feel the need to, but this is how I currently feel about Dark Souls 2.

I don't know man...Without playing it, this seems quite a large claim to make off the bat.

I feel you though. I greatly enjoy the solitude that the Souls games have delivered, especially Demon's.
 

Dawg

Member
JUST GOT BACK

New game engine apparently allows them to show off elements like wind, shadows etc better. Looked nice, but noticed quite a few framedrops (ps3) every now and then. Told me it wasn't finished build, but I have a feeling most of them will make it to final game. Doesn't really bother me super much, at least it's no blighttown.

There are dedicated servers, you can choose to play with regional or WW people
You can use Voice chat, only in co-op when both players have it enabled
Jump mechanics have been changed, there is now an option so you can change the button layout to circle for jump (ps3)
You can see your own player during modification
Can equip up to 4 rings
Easier to navigate inventory

Special items

Name ingraved ring -> pick a choice from ten gods, your choice will give you a higher chance to pair up online with people who chose the same god. (higher chance =! 100%)

Soul Vessel -> Take it to a specific location -> reset character

Sin level

No voting anymore, automatically gives you higher sin if you defeat host

Penalty -> Players with high sin get their max HP decreased past 50% with consecutive deaths as undead (apparently goes up as high as 90%?)

Order of invasion:

1. High sin
2. Co-op
3. Living
4. Undead

PVP available from beginning, specific location (arena like) -> blue vs blue, red vs red

Good in PVP? Increased auro after consecutive wins. You see invader in your game with big red aura? you already dead.jpg

Burn stuff in bonfire:

examples: increase matchmaking cool off timer, increase enemy difficulty, increase ffect estus flask (amount of energy)

respawn will indeed stop after killing monsters a certain amount of times so u can continue further... you can however burn an item to make it harder so experienced players can still get a good challenge

Travel from bonfire -> bonfire, seems like there are more bonfires than previous game... hidden better though

There is a statue in the central hub that shows WW player deaths

Killed a npc with a cool blue greatsword, dropped it... couldn't wear it because my stats are too low...well I COULD wear it but because of my low stats I only did 10 damage with it. Looked awesome though.

best part...

HEIDE'S TOWER OF FLAME

Area that namco bandai guy said you shouldn't try as it is hard. As you enter, there is some kind of full plated enemy warrior who is like three times the length of your character. Looks like a mini boss until you figure out it is just a normal mob and the place is filled with them. Can kill you in like two hits. Slow, but strong.

Tried to run through them, ended up at a boss who looks even stronger than them. Called Dragonrider -> OHK!
 

Daante

Member
I listened to the Giantbomb interview.

I found it interesting that the guy from NamcoBandai tried to make it sound like the first Dark Souls for PC was "the best version From could make". He also tried to somewhat downplay that people where complaining about the quality of the PC port. "Hey you got the game on PC you should shut up and be happy".

/Highlyunimpressed
 

Orayn

Member
That's a normal body structure, the one in the Famitsu screens is not, it simply doesn't fit with the austere atmosphere.
But that's fine, to be honest right now I'm not expecting anything from those charlatans who are directing DaS2.

Why are they charlatans all of a sudden?

Is there any footage of the PC version yet?

Gamersyde has a 60 FPS version of the Aching Bones trailer, so that has to be PC footage.
 

Shinjica

Member
respawn will indeed stop after killing monsters a certain amount of times so u can continue further... you can however burn an item to make it harder so experienced players can still get a good challenge

Dont like it, really dont like it
 

Shinjica

Member
Certain enemies don't respawn after being killed FIFTEEN TIMES. I just see it as a step somewhere between normal enemies and non-respawning minibosses, and there's a way to reverse it too.

It''s still pretty stupid, dont you think?
 

Orayn

Member
It''s still pretty stupid, dont you think?

I'm not sure, I don't know which enemies it applies to. It could be there to prevent soul farming, which would actually give it punishing implications since that would make souls into a more limited resource.

Again, are we mad that Dark Souls has enemies that stop respawning after being killed once?
 

Shinjica

Member
I'm not sure, I don't know which enemies it applies to. It could be there to prevent soul farming, which would actually give it punishing implications since that would make souls into a more limited resource.

Plus Dawg say you can make the enemy harder and not respawning them
 

Parmenide

Member
What other bad news?
Voice chat, warp from the beggining, respec, sex change (not homophobic shit but i think i doesn't fit with the atmopshere).

Certain enemies don't respawn after being killed FIFTEEN TIMES. I just see it as a step somewhere between normal enemies and non-respawning minibosses, and there's a way to reverse it too.
Where did you read certain?
 

Jackben

bitch I'm taking calls.
The game will feature new areas, new game play mechanics and new enemies. "It will absolutely not be a carbon copy of Dark Souls 1"

Dont like it, really dont like it.
 

Sun

Neo Member
enemies don't respawn after getting killed a certain number of times (what?)

Oh, but this I like! It's basically pushing the people who stay on forwards, towards NG+ and further on. And if some of the reports are true, FROM seems to pay attention to the longevity of the game and what players will experience as they stay on and allow the world to change.
 

Soriku

Junior Member
Voice chat, warp from the beggining, respec, sex change (not homophobic shit but i think i doesn't fit with the atmopshere).


Where did you read certain?

Optional voice chat and sex change ("doesn't fit atmosphere", seriously? who cares?) hardly count as bad things. For respec, it's good because not everyone wants to make a bunch of new characters, and again it's optional. You need certain stats to equip armor now so there won't be gankers who troll low level people with awesome armor anymore.

I understand some of the concerns with the warping though, but I don't expect them to have stopped making shortcuts and such.

Dont like it, really dont like it.

You don't like the fact that Dark Souls 2 will be its own thing? What?
 

Orayn

Member
That "bad" news is either optional stuff or highly dependent on the overall design of the game. I'm not particularly concerned yet, to be honest.

Where did you read certain?

Reddit's Dark Souls 2 board. I'll try to track down their source.

How long after the console release of DaS did it come out for PC?

9 months, but they hadn't even considered a PC version until an internet petition some months after the cosole launch. They confirmed it in April and released it in August, though it was their first real in-house PC port and the development time also included an expansion pack that was included on PC.
 

blackflag

Member
Exactly. Fuck your "honorable PvP", you invaded my world to kill me when I didn't want you here. You get no consideration, no mercy, I kill you in any way possible and I go on my merry co-oping/PvE way.

You want rules, put down a red summon sign or go to the arena. Gloves are off from the get-go if you invade me.

YES
 

Ferr986

Member
I'm not sure, I don't know which enemies it applies to. It could be there to prevent soul farming, which would actually give it punishing implications since that would make souls into a more limited resource.

They could make that they just dont drop souls. But whatever, cant say I like that change, but I hope to not die more than fifteen times in the same area XD
 

Orayn

Member
Found the source, turns out it was right under our noses.

As I experience some difficulty getting past this stone man, I'm told that certain enemies will only respawn near each bonfire a certain number of times, which the PR rep estimates to be about 15. However, you'll need to actually kill them rather than simply respawn at the bonfire for this counter to increase. The developers made this change to stop you from grinding; with no enemies to gather souls from to then spend on levelling up, you are eventually forced to venture into dangerous, unknown territory. This also makes repeated runs to a boss encounter less frustrating. The knowledge is reassuring as I finally sprint past the stone man and down a dark corridor to safety, whereupon I turn a corner and am skewered by a zombie wielding a claymore as large as his own body.

I agree that it would be better to just make them stop dropping souls, but we'll see how it plays out.
 

Tex117

Banned
Not sure about that respawn thing if it is across the board.

That said, From has earned me trusting them after two terrific Souls games.
 
Character creation seems terrible, spiky hair and bodybuidling? That's not Dark Souls.
Did you ever pick that 'big up top' body type? It gives you hulking shoulders and pecks and little girl waist. And the less said about the RE4 Leon hairdo the better.

The faces are certainly prettier, but I hope I can still make featureless deformed freaks and bug-eyed alien fat girls.
 

Robot Pants

Member
Yea I'm not really liking the no-respawn, the voice chat, and the respec thing either.
Burning stuff to make it harder, or avoid being invaded, etc. That kind of stuff is cool, not the rest.

They could make that they just dont drop souls. But whatever, cant say I like that change, but I hope to not die more than fifteen times in the same area XD
Exactly. Stop them from dropping souls, not just disappear completely.
 

Ferr986

Member
Yea I'm not really liking the no-respawn, the voice chat, and the respec thing either.
Burning stuff to make it harder, or avoid being invaded, etc. That kind of stuff is cool, not the rest.

I would rather have the "mobs being harder stuff" related to a Invasion Covenant, like gravelording. I mean, I wont probably ever make it harder for myself if I have the choice, but getting gravelorded was fun for me (maybe it was because you rarely got gravelorded).
 

RiccochetJ

Gold Member
The no respawning enemies sounds troubling...

Yea, it's going to suck if I can't farm and those particular mobs carry a specific rare drop. Also farming for souls to level up would be problematic if I'm having a rough time in an area my first time through.
 

Dresden

Member
Character creation seems terrible, spiky hair and bodybuidling? That's not Dark Souls.

No that's pretty damn Souls.

I have a few big concerns about how certain design decisions will work out (stat bloat, reintroduction of spices herbs, the reliance on lifegems and seeing how that works out for balancing re: bonfire placement, etc), but worrying about how some minor cosmetic change violates the spirit of the game or whatever feels really silly.
 

Dawg

Member
No that's pretty damn Souls.

I have a few big concerns about how certain design decisions will work out (stat bloat, reintroduction of spices herbs, the reliance on lifegems and seeing how that works out for balancing re: bonfire placement, etc), but worrying about how some minor cosmetic change violates the spirit of the game or whatever feels really silly.

I was pretty reliant on lifegems in the intro zone. I swear it takes like one second longer to use an item though... I've noticed this because enemies managed to hit me quite a few times while using items because it took so long that enemies had time to run to me, charge their attack and eventually attack me before the lifegem animation was done.

Same for the actual combat, it feels slower too. Like everything takes a second longer. Attacking and then rolling away, doing multiple consecutive attacks (combo) etc.
 

Soriku

Junior Member
In the beta I used the Lifegems but was more reliant on the Estus Flasks.

In the full game since you only get one flask to start with, Lifegems will be more important...but it depends on how often you get flasks. In Dark Souls 1 I thought the 10 flasks you could get by kindling bonfires was actually rather generous. I would be dying before I even had a chance to use them all. In the full game if it doesn't take too long to get 5 flasks or a little more, I imagine Lifegems won't be as useful anymore, but who knows.
 

orborborb

Member
I was onboard for every change in this game until I read that bonfire warping will be available from the beginning.

Even a much better version of Demon's Souls or post-Anor-Londo Dark Souls can't compete with the first half of Dark Souls.
 
Same for the actual combat, it feels slower too. Like everything takes a second longer. Attacking and then rolling away, doing multiple consecutive attacks (combo) etc.

I think this is because of the advent of Agility->Adaptability as governing action speed, rather than just equip load and weapon animations. Starting out, it's likely your character will feel more "sluggish" than expected from past souls games until you level Adaptability sufficiently.
 

Parmenide

Member
No that's pretty damn Souls.

I have a few big concerns about how certain design decisions will work out (stat bloat, reintroduction of spices herbs, the reliance on lifegems and seeing how that works out for balancing re: bonfire placement, etc), but worrying about how some minor cosmetic change violates the spirit of the game or whatever feels really silly.
The fact is that Souls is made of small details. At the beginning when you adjust the brightness you have a flame and a dragon, when the flame starts growing brighter the dragon starts to disappear...
That's what makes Souls what it is.
 
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