← Home ← Back to /v/

Thread 714149267

31 posts 14 images /v/
Anonymous No.714149267 >>714149301 >>714149325 >>714149405 >>714149672 >>714149796 >>714149868 >>714149971 >>714150015 >>714150283 >>714150660 >>714152045
The soul-losing is bad design

Here is their logic
>Go to high level place
>Die
>”Oh I shouldn’t go there”
Meanwhile the reality
>Go to high level place
>Die
>”Shit I lost my souls, I better go back to the exact same place to get it back!”
>Die
>Repeat

It is paradoxical - and the fact that so many games brainlessly copied it is extremely annoying
Anonymous No.714149301
>>714149267 (OP)
git gud
Anonymous No.714149325 >>714149819 >>714149942 >>714152268
>>714149267 (OP)
There needs to be some sort of punishment for dying.
Anonymous No.714149405
>>714149267 (OP)
Retard
Anonymous No.714149505
thats why you dont ENTER A NEW AREA WITH A TON OF SOULS RETARD FAGGOT

HOLY SHIT YOU FAGS ARE SO BAD AT VIDEO GAMES
Anonymous No.714149672
>>714149267 (OP)
If you got there once then why not again?
Anonymous No.714149796
>>714149267 (OP)
See pic related.
Anonymous No.714149819 >>714149868 >>714149893 >>714150283 >>714150449
>>714149325
Just equip picrel before entering a new area, retard-kun. That said, I much prefer Sekiro's punishment of "lose 50% of your currency/XP". Unseen Aid giving you a 30% chance to retain everything upon death was interesting, and I could see that sort of system being implemented in Dark Souls and being fleshed out with certain rings increasing your chances of receiving Unseen Aid at the cost of nerfing you somehow. Dragonrot can get fucked though.
Anonymous No.714149868
>>714149819
Whoops, meant for >>714149267 (OP)
Anonymous No.714149893
>>714149819
...or just use one of the many homeward bones you get
grab your souls and gtfo
Anonymous No.714149942 >>714150685 >>714152210
>>714149325
My time is punishment enough

The game reviewers that suck Dark Souls dick also turn 180 degrees and claim “lives are outdated”
Oh, and they also hated the exact same systems when Demons Souls did it, because it wasn’t a meme yet
Anonymous No.714149971
>>714149267 (OP)
I agree. You should lose your souls permanently. Why even add a recovery mechanic that forces you, a dumb player with ocd, to go back to where you died? That's stupid.
Anonymous No.714150015
>>714149267 (OP)
based op got the miyasloppies seething lmao, look at them desperately crawling over each other crab-bucket style to gobble up any bits of his jizz they can
Anonymous No.714150283 >>714151447 >>714152636
>>714149267 (OP)
It's to counter-incentivize amassing large number of souls without expending them. Only experienced players dare to do it. Most new players realize very quickly to take advantage of their souls before venturing into new areas.
>>714149819
They should have put a fuckton more of these things in the game if they wanted people to use them, not to mention with just two ring slots it could be a huge disadvantage since all the rings are so powerful.

Homeward boning out of the area once you retrieve your bloodstain is the right choice, it's inexpensive and common and casts quite fast. It's how I get the estus upgrade guarded by the ghosts on the narrow bridge every time and that's one of the most claustrophobic fights in the game yet the cast is fast enough.
Anonymous No.714150449 >>714151447
>>714149819
>Dude just look up the wiki
Anonymous No.714150660
>>714149267 (OP)
>Here is their logic
What's a retard without his strawman?
Anonymous No.714150685 >>714151005
>>714149942
>The game reviewers that suck Dark Souls dick also turn 180 degrees and claim “lives are outdated”
I don't get it, Souls games follow the exact same formula of returning to the latest checkpoint after death as every other modern game, besides the soul bloodstain.
>Oh, and they also hated the exact same systems when Demons Souls did it, because it wasn’t a meme yet
The checkpoint distances with Demon's Souls are way longer than in Dark Souls so it kinda makes sense.
Anonymous No.714150783
I remember the first time I played DaS1, I was so scared of losing my souls that I unintentionally grinded a bit in Undead Burg
>oh I got 600 souls, that's enough to level up
>better go back to the bonfire and level
>repeat 10 times
Anonymous No.714151005 >>714151250
>>714150685
The bonfire system is a combination of fixed enemy spawns that come back when you replenish your limited healing/MP supplies. It means that you're not allowed to keep banging your head into RNG enemy spawns or build up enough currency by doing suicide runs, 10 rape goblins plus big boss GobGob is the same everytime you die until you make it through in one go and there's no consolation prize if you die unless you deliberately back track and waste your time to bank what you gain.
Anonymous No.714151250 >>714154617
>>714151005
Yeah isn't that exactly how shit like I dunno Call of Duty and Uncharted also work? After a checkpoint there's always same mooks in the same place on each try you face them. That's just been industry standard for ages but needing lives to keep retrying has not and wasn't really necessary since games got long enough.
Anonymous No.714151447 >>714152193
>>714150283
Ring of Sacrifice has a specific use case, which is to scout out new areas before deciding whether to take them on now or once you've levelled up some more. I found it especially handy for the climb down the Tomb of Giants, because I could map out the darkened areas and memorize enemy placements without fear of losing all my souls after inevitably falling off or getting killed by the skeletons.
>it could be a huge disadvantage since all the rings are so powerful
This could be said about any ring in the game. The trade-off of wearing the RoS is effectively being weaker, but not having to worry about losing your souls and running back to your bloodstain.
>>714150449
There's one on a corpse on the aqueduct by Firelink Shrine, and the vendor that appears in the first bell tower after beating the gargoyles sells them for 5k souls each. There's also a couple Rare Rings of Sacrifice in some of the late game areas, which have pretty much the same effect. I'd be more impressed if you didn't manage to find one of these in your playthrough. Then again you're just a shitter who has never played the game.
Anonymous No.714152045
>>714149267 (OP)
its only somewhat bad in DS2 because of soul memory
otherwise, there would be no tension to dying, and players who keep dying repeatedly would end up overleveled too easily
suppose someone wants to beat a challenging section followed by a boss. they dont want to end up gaining levels during it, they wanna keep fighting at the level theyre in

the thing is though, this works for the game souls is going for. It sucks when games do this when it doesnt fit, due to how everyone just copies souls
I was playing Nine Sols recently, and while the cash system and losing your money on death was fine, it also applied for EXP, and the whole souls-ey EXP system for upgrade points in that game felt like it didnt serve any good purpose
I think many such games would be better off without this system where you gain exp on every kill and lose on death, and instead did other options, like having all skill points come from exploration/bosses/one-time enemy encounters etc
Anonymous No.714152193
>>714151447
>This could be said about any ring in the game.
The point is this one offers no advantages until you are dead while the others might help you remain alive. Say you aren't even havelfap-maxxing, it's still often a question of whether to drop 50 poise or 50 defense each of which could easily make a difference in a tough fight in unexpected situation.
I've only in fact used them when I've been knowingly running into a likely or certain death knowing what's ahead. If you're just blindly running into areas with that on you're dealing with a constant stat inefficiency, which isn't a problem for more experienced players, but surely not something beginners want to choose. That's why I think it's a dumb item, and it should have been something more common eg. a consumable that gave you that status until next time you died, so it's still expensive but more encouraging to use.
Anonymous No.714152210
>>714149942
>also hated the exact same systems when Demons Souls did it,
DeS had a game changing penalty for dying. The game quite literally became harder if if died too much. That's why most people play DeS dishonestly and manipulate tendency in the nexus.
Anonymous No.714152268
>>714149325
All your progress is deleted and you have to start at the beginning. I hear some people really like this system, and an entire genre has been built around it.
Anonymous No.714152636
>>714150283
I liked these rings a lot
My primary usecase was specifically when i died with a lot of souls on me, and was afraid of dying again before i reached my bloodstain
Anonymous No.714152695 >>714153091
ok guys heres my idea
>souls-style structured game
>instead of gaining EXP/money from killing enemies, you get it from treasures, exploring, killing bosses and tough fights, etc
>you dont lose it on death

>less risk of accidental/bland overleveling, exclusively interesting overleveling
>dont lose all your shit when you die either
>punishment can remain in more interesting means like hollowing mechanics
Anonymous No.714153091 >>714153448
>>714152695
already exists
Anonymous No.714153448 >>714153526
>>714153091
hm, neat
is it good though
Anonymous No.714153526
>>714153448
It's fine. Biggest problem is lack of enemy variety
Anonymous No.714154617
>>714151250
In those games that you described, you can quick save so you can savescum your way to the boss to preserve your resources. In Soul series, your resources are tied to resetting everything and if you want to keep the currency you gain in a run, before you kill the boss of the area, you need to sacrifice your progress and fight your way through again.
It's designed to make it so that you can't trade lives for progress and you need to avoid making mistakes to progress instead of just reloading constantly at each step.