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    Dark souls 2: Wishlist

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    Post by Onion Knight Sat Dec 08, 2012 9:18 pm

    Onion Knight wrote:-Demon's Souls variety and validity of upgrade paths with Dark Souls reduction in grind and farming.
    -Give Boss Souls more similar use to in Demon's Souls.
    -Keep the progression of weapon and armour variety up.
    -More variety of miracles and spells, whilst giving pyromancy a stat requirement to level up (remove the pointless resistance stat.)
    -A more indepth tutorial on finer game mechanics such as summoning, humanity use and invasions. With dialogue or information permanently there in case new players forget or need to check.
    -Expand on the covenant concept.
    -More Kings Field references.

    On the tutorial improvements...

    Onion Knight wrote:In Demon's Souls in the Nexus which was basically the Firelink Shrine of the game they had an area nicknamed by players as 'beginners corner.' Basically it had all the basic and advanced information for the game and it's mechanics written down in messages on the floor.
    I'd like something like that to return, but more eloquently than just messages, maybe an engraving on a wall or a permanent NPC to just relay this basic and advanced information. It would allow players to access this anytime rather than just the tutorial area.
    It would improve accessibility without tuning down difficulty.
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    Post by Seignar Sat Dec 08, 2012 9:23 pm

    Ah, yes. The beginner's corner. I remember looking at the message saying how to use a catalyst and I still didn't put 2 and 2 together and figure out I need a catalyst to cast magic.

    On another note, I think NPC in general need to be tougher. Okay, early game is alright, but late game we need more NPC like Ciaran, Chester and Gough. However, I think I understand why NPC are kind of weak (Master Key unlocking shortcuts, being able to access late game areas early on and traveling NPC; the DLC NPC were tougher because they could only really be access after AL)
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    Post by ublug Sat Dec 08, 2012 9:43 pm

    Noob-of-Artorias wrote:I like the idea of a status effect that drains or slows down the regen of stamina, it would be useful for a slow build that can't keep up with the faster ones.
    Toxic already does this.


    For PvP, if they have something like the gravelord covenant: A covenant orb/item that creates false treasure-bags in other worlds. So when a player tries to pick up the item (lure) in their world they will be abducted into the gravelord's world, like a reverse summoning. Think about it, would you be able to ignore a treasure lying on the ground even if you are 99% sure it's a trap?

    And a undead hairdresser! No reason not to change hairstyle during your adventure. bounce
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    Post by callipygias Sat Dec 08, 2012 9:51 pm

    ublug wrote:For PvP, if they have something like the gravelord covenant: A covenant orb/item that creates false treasure-bags in other worlds. So when a player tries to pick up the item (lure) in their world they will be abducted into the gravelord's world, like a reverse summoning. Think about it, would you be able to ignore a treasure lying on the ground even if you are 99% sure it's a trap?
    I LOVE that idea. Best one yet.
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    Post by Seignar Sat Dec 08, 2012 9:55 pm

    Toxic affect's stamina? In Demon Souls it did (and halved healing), but I don't see any conformation that it affects stamina.

    As for the Gravelord thing, it would be too obvious. Obviously, we need a more direct method of forced summoning, like a Black Phantom catcher coming in (Roaming your world) where its only objective is to seek you out, capture you and force a summoning. For added effect, the summoning animation would be you waking up lying on the ground and getting up.
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    Post by callipygias Sat Dec 08, 2012 9:57 pm

    Seignar wrote: As for the Gravelord thing, it would be too obvious
    It wouldn't be too obvious if there were valid random drop items as well. Maybe even high-quality ones.
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    Post by XachAttack Sun Dec 09, 2012 1:14 am

    defacto wrote:
    I would also like to see a dedicated PvP mode that works just a modern FPS. You can gain levels which give you souls to buy things like stat upgrades, weapon upgrades, items, perks (like take 10% less backstab damage). It could be an entire metagame all it's own. These characters would be 100% separate from the main game.

    No. No. No. No. No.

    All of your other suggestions were pretty good though, just that one really caught my attention.

    _____________

    Whoever it was that suggested there be a Capturing enemy that would force a summon, I adore that idea. That would be so scary XD.
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    Post by defacto Sun Dec 09, 2012 1:43 am

    XachAttack wrote:
    defacto wrote:
    I would also like to see a dedicated PvP mode that works just a modern FPS. You can gain levels which give you souls to buy things like stat upgrades, weapon upgrades, items, perks (like take 10% less backstab damage). It could be an entire metagame all it's own. These characters would be 100% separate from the main game.

    No. No. No. No. No.

    All of your other suggestions were pretty good though, just that one really caught my attention.

    _____________

    Whoever it was that suggested there be a Capturing enemy that would force a summon, I adore that idea. That would be so scary XD.

    Agreed it's not that great.

    I would just like somewhere to do focused PvP. The Arena obviously failed which is why I would like -something- where you can do 4 person FFA or 2v2 matches.
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    Post by mr_no_face Sun Dec 09, 2012 2:23 am

    I like the idea of the force summon pvp like a random Manus arm pulling you into another world moment lol. as far a voice chat. has any one played killzone 2 on ps3?? ... you can hear the enemy team ... BUT only when they get in realistic hearing range <---- BAM!! that the voice chat we all need PROXIMITY VOICE CHAT I wanna sneak around as an invader tormenting my prey hiding just close enough for them to hear my whisper through their tv and being able to collaborate a strategy with summons without dashboarding and sending a message thus risking getting my *** raped by enemies i can't see through my message
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    Post by raecor14 Sun Dec 09, 2012 2:33 am

    i want all covenats to have SOME sort of online function. maybe not
    invasions but something. and all to have a purpose for +3 and entering them in general (way of the white -_-) str weapons to be much more viable AND magic to be more like in DeS i hated it in DaS
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    Post by XachAttack Sun Dec 09, 2012 3:09 am

    mr_no_face wrote:I wanna sneak around as an invader tormenting my prey hiding just close enough for them to hear my whisper through their tv

    I'm against voice chatting of any kind with the Souls series, but I must admit. That is freaking nightmare fuel.
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    Post by mr_no_face Sun Dec 09, 2012 3:13 am

    i mean i understand where they come from having not added voice chat . it can hender the games online experience drastically with trolls little kids and just straight trash talk but there is always a mute feature ...so maybe it may be a new feature
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    Post by The Grand Confessor Sun Dec 09, 2012 4:55 am

    Better boss AI, and better covenant rewards, if I give 80 humanity I better get more than a super duper special Dark Hand.

    Also, more curse (What the hell is he saying?!!?), perhaps I'm lucky in that I have never been cursed in the entirety of the time I've been playing. But it is something to be feared, and it makes ordinary mobs VERY dangerous. The only areas I remember enemies with curse are the Depths (frog things) and the Duke's Archives in the Seathe fight(s).
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    Post by eminusx Sun Dec 09, 2012 5:08 am

    some ideas, hmmm. . .ok:

    KEEP:
    - Well Hidden, enigmatic lore. .vaguely suggested by npcs and item descriptions.
    - Complex, interweaving backstory that is pieced together via all items, bosses, npc's and the world itself
    - Isolation, lonliness. . .feeling of dread and trepidation around every corner
    - Interlinking Verticality in the worlds design
    - Stamina, weight limits, roll speed to stay
    - Character choice / customisation at start but improve
    - The same style as DS, Bleak Japanese Gothic, but dodging the cliche's. Darker & creepier still is good!
    - Beautifully effective and realised Architecture. It holds secrets to the story, and adds spatially tactical element to battles as with Sens.
    - Miracles, Pyro, Magic to have more variety. . .have them affected or boosted by your covenant
    - Difficulty is the same in first run through. Harder in NG+ plus enemies have shifted and covenants have greater negative affect.
    -

    KILL:
    - lag
    - Backstab window to reduce greatly
    - dodgy servers
    - Bottomless Box, just make inventory more streamlined, how? im not sure.
    - Endless invasion spamming by the same invader. add a legit time limit


    ADD / CHANGE:
    - on or off help / hint system for new starters
    - on or off tutorial explaining the game mechanics for new starters
    - some covenants are much more accessible, some very hidden, all are more evidently effective.
    - variety in messages left for players, not just floor bound scrawls. Maybe covenant specific?
    - greater moveset for weapons and dual wielding.
    - Shields to have more pronounced abilities if worn with certain armour sets.
    - Armour has additional effects, bonus for full set.
    - Item combinations, for example you get a bonus if you combine Ring A with Pendant C perhaps as they were originally part of Velka's ceremonial dress. Or shield A with Sword B etc
    - Easier to Invade.
    - More dual or triple bosses, O&S or dual sanctuary guardians.
    - add Some wandering enemies, not all just static. Knights who roam.
    - More Items that affect your environment or passage at the cost of something else, i.e sunlight maggot or skull lantern. Add to the tension
    - Summon from friends list is easier.
    - Less farming, less grinding
    - all weapons should be able to reach a benchmark maximum of say 1000, via upgrades, covenant/armour/items bonuses so we should see more variety in battles, becomes more tactical, more about outsmarting your opponent. Although, occasionally going to 1000 removes certain effects which are better against certain enemies or covenants i.e wraithslayer sword at 800, loses power against darkwraiths if you go to 1000
    - Not limited to a specific zone with mid-bosses, if you run they will follow you and track you down, opening up the environment for tactical battles. . .maybe some of the environment is destructible
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    Post by Saturday-Saint Sun Dec 09, 2012 6:30 am

    Make the combat more like Demon's Souls.
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    Post by Avenger649 Sun Dec 09, 2012 6:32 am

    The only thing I did not mention previously I would like to see is no all powerful rings.
    In Demon's souls most people used the cling ring and in dark souls most people use the RoFaP.
    More ring variety and more useful ones.
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    Post by Noob-of-Artorias Sun Dec 09, 2012 6:36 am

    Saturday-Saint wrote:Make the combat more like Demon's Souls.
    Why? Backstabs aside, the combat in Dark Souls is way better.
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    Post by Saturday-Saint Sun Dec 09, 2012 6:54 am

    Because parries aside, the combat in Demon's Souls is way better.
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    Post by XachAttack Sun Dec 09, 2012 7:14 am

    Saturday-Saint wrote:Because parries aside, the combat in Demon's Souls is way better.

    Care to elaborate?
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    Post by Saturday-Saint Sun Dec 09, 2012 7:22 am

    Weapon movesets were faster and more varied, there was no poise, rolling attacks were systemically better.
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    Post by XachAttack Sun Dec 09, 2012 7:26 am

    Is that all o.O? I'm not too convinced it's better, both games do what they do decently I think. Besides, the Souls games aren't pvp oriented anyway.
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    Post by Saturday-Saint Sun Dec 09, 2012 7:29 am

    That's off the top of my head, and I was talking about the combat in relation to PvE, not PvP.
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    Post by Aevun Sun Dec 09, 2012 7:36 am

    Saturday-Saint wrote:Weapon movesets were faster and more varied, there was no poise, rolling attacks were systemically better.

    I think poise should stay, but it should be improved. Maybe a system where the percentage of equip burden could determine your poise? Or maybe a combination of equip percentage and endurance?
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    Post by XachAttack Sun Dec 09, 2012 7:39 am

    That's off the top of my head, and I was talking about the combat in relation to PvE, not PvP.

    Ah, I see. Well in that case I can agree with you a bit more, in terms of the difficulty difference between the two games at least.
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    Post by Saturday-Saint Sun Dec 09, 2012 7:42 am

    I'd prefer to just not have poise at all. Deterring aggression and pushing the game even more towards BS/Parry spamming is not desirable to me, but it is what poise does.

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