>>715025150
Pretty ass honestly. I like the concept, but the implementation feels like its become worse and worse with each new game. It feels like they can never strike a balance between player comfort and actually providing proper "invasions" that feel threatening. Every game has some issue with it that makes what should be an organic process just boil down to the player gaming the system.
>Demon's Souls: Everyone just stayed in Soul form, killed themselves in the Nexus after every boss, and those you would actually face in PvP often were Scraping Spear dirtbags
>Dark Souls: Possibly the best implementation since using humanity allowed for summons/NPC invasions, invited proper player invasions, and you could only activate it at a bonfire so you can't just pop it outside a fog door. But then you get lagstabs which put a slight damper on things.
>Dark Souls 2: Soul Memory.
>Dark Souls 3: The real start of gank squads. With how many players you can summon into your world, actual invasion led to you facing often times 3 players ready to push your shit in. Or walking into a "fight club" and just sitting there to take a turn.
>Bloodborne: Almost really good with how the Chime Maidens work, how they're put in specific areas and can be dealt with if you're smart, creating a tense dash to figure out how to put them down before a player gets to you. Ruined by the fact that killing them is permanent.
>Elden Ring: Dark Souls 3 again, but with more gank squads.
PvP is cool in concept, but there's very little actual incentive for players besides just doing it for the sake of fighting. And when there are incentives, it's often a tedious slog for anyone who doesn't look up some meta build to fight other meta build players.
I don't know if I have a perfect solution, but the fact that every game they've made has some critical flaw to the system, laggy encounters, and a player base that's terrified of it existing, it's a bummer they can't figure out something that "works".