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    Post your Dark souls ''improvement'' idea :)

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    Post by Tolvo Fri Jan 11, 2013 12:41 pm

    Such a switch exists, it is called playing offline haha.

    Allowing players to summon without the risk of invasion is something I would detest, as I find invaders to be a great balance to summons. Glitches aside.
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    Post by WandererReece Fri Jan 11, 2013 1:14 pm

    Tolvo wrote:Such a switch exists, it is called playing offline haha.

    Allowing players to summon without the risk of invasion is something I would detest, as I find invaders to be a great balance to summons. Glitches aside.

    Yes, I know about offline. I'm not an idiot.

    people are good enough to get lightning weapons at starting level. Lightning and Chaos weapons were nerfed, but they are still OP around level 10.

    Getting a lightning or chaos weapon at starting level can be done without glitching. Someone posted a video on You Tube about how to get to Vamos in I think 10 minutes. There are people skilled enough to get the Lordvessal without leveling up.

    What do these "skilled" players do? They get lightning +5 and chaos +5 weapons and go to the burg to kill newbies. Newbies who have only what they started with.

    I don't think a normal +0 versus a lightning +5 or chaos +5 is balanced.
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    Post by BLA1NE Fri Jan 11, 2013 1:19 pm

    It's a bit silly, but I wish the game would stop trolling me when I want to use an item that has a "Yes/ No" prompt.

    Like when I want to use a homeward bone, or an online play item, etc. It's alright that the game asks for confirmation--after all, it'd be annoying to use the Separation Crystal by accident in the middle of a co-op boss fight when you meant to use a humanity--but could it at least be consistent? If I make a run for the New Londo Firekeeper Soul and immediately use a Homeward Bone when I pick it up, I need to know which option will automatically be highlighted! When I fumble with the options because I expected one to be highlighted by default, and it was the other one, then I'm dead. Also, when I use a Red Eye Orb, obviously I want to invade someone's world, don't randomly decide, this time, that "No" I don't want to invade!

    It'd be better if the prompt was "X" for Yes and "O" for No, instead of highlighting the option you want and pressing X.
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    Post by BLA1NE Fri Jan 11, 2013 1:21 pm

    WandererReece wrote:[...]What do these "skilled" players do? They get lightning +5 and chaos +5 weapons and go to the burg to kill newbies. Newbies who have only what they started with.
    No offense, but no, they don't. Most players who are skilled enough to get end-game gear at base level don't care at all for invading newbs. If anything, they might get curious, stomp a few noobs, and decide it's boring as hell, before returning to level and skill-appropriate endeavors.
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    Post by WandererReece Fri Jan 11, 2013 1:24 pm

    BLA1NE wrote:
    WandererReece wrote:[...]What do these "skilled" players do? They get lightning +5 and chaos +5 weapons and go to the burg to kill newbies.
    No offense, but no, they don't.

    vatar5 wrote:Create a new character,walk in human form in Undead burg and I can guarantee you will see a lot of griefers...
    Ryndis wrote:Look, people who like to bully new characters are going to do it regardless of how difficult it is. Only to increase the amount of GS, Fire, chaos, elite knight gankers. Point is, gankers are going to gank. You can nerf their strength by 5% but the massive gear advantage will remain. It really is not hard to transfer items, kill ceaseless, grab elite knight set. To newer players it might be a huge problem, veteran players know there are 3 golden pine resin that i personally save for church invaders.


    Last edited by WandererReece on Fri Jan 11, 2013 5:42 pm; edited 1 time in total
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    Post by SlakeMoth Fri Jan 11, 2013 2:51 pm

    I'd like bows to do elemental damage when you upgrade them into fire or lightning and not depend on the ammo.


    Last edited by SlakeMoth on Fri Jan 11, 2013 2:52 pm; edited 1 time in total (Reason for editing : spelling)
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    Post by WandererReece Fri Jan 11, 2013 5:47 pm

    Tolvo wrote:Such a switch exists, it is called playing offline haha.

    Allowing players to summon without the risk of invasion is something I would detest, as I find invaders to be a great balance to summons. Glitches aside.

    emergence wrote:I think it's fair to get annoyed at the low lvl invaders with high lvl gear. It dramatically alters the intended starter experience for newcomers, and yes there are still some out there. The bb glitch was patched at an opportune time as there will likely be a new wave of people jumping in to discover the game as the Dks2 hype train picks up.

    The notion that there are folks who grind the game at low lvls to invade is real, but an exceedingly small portion. The large majority are twinked out bb toons, and adding to this distention is the arms race to keep up with a rookie host summoning helpers who are equally twinked out. The entire first portion of the game, up to the first bell is a long tutorial of sorts, and individuals have been cheated out of it by both the invaders and helpers.

    Any rookie to this game enters the online world and is like an ant walking through the battlefield of gods. It forces them to either play offline which is a partial experience, or endure being the cargo in an escort mission.
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    Post by Aznul Fri Jan 11, 2013 7:01 pm

    SlakeMoth wrote:I'd like bows to do elemental damage when you upgrade them into fire or lightning and not depend on the ammo.
    This, but also work for magic damage. And possibly be able to do this with divine/occult effects as well.
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    Post by Bloodpact91 Fri Jan 11, 2013 10:51 pm

    SlakeMoth wrote:I'd like bows to do elemental damage when you upgrade them into fire or lightning and not depend on the ammo.

    That would be great! happy
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    Post by Tolvo Sat Jan 12, 2013 1:18 am

    At the very least Slake, I do like the idea of bows damage depending on the ammo type, but I think they should have ammo for the upgrade paths allowed also. Such as Lightning arrows, or having Fire Crossbow Bolts.
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    Post by ChizFreak Sat Jan 12, 2013 3:17 am

    More, different, and original, magic.

    AND NECROMANCY, RIGHT NAW, I'M POSTING THIS IN EVERY THREAD ABOUT MAGIC IN DKS II!!!!!!!!!!!!!!!!!!!!
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    Post by WandererReece Sat Jan 12, 2013 2:19 pm

    Aznul wrote:Absolutely need a call for aid item. especially for dlc areas.

    Something that lets you invite your friends into your game. I hate having to wait almost an hour just to hook up with someone.
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    Post by Jester's Tears Sat Jan 12, 2013 2:43 pm

    Divine blessings. They did a good Job at killing it when they removed that you can get 99 out of Them BUT THEY STILL EXSIST.

    Edit: or just make the Animation for using it Longer.
    =__=
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    Post by BLA1NE Sat Jan 12, 2013 5:43 pm

    I always found Divine Blessings an odd item... There's, what, 2 of them per playthrough? When the hell could I possibly justify using such a rare item?! From the onset, their only use was dupe-bait. Also... in all my time playing Dark Souls, I've still never used one! Like Elizabeth's Mushrooms--I'll never use one of those.
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    Post by lalliman Sat Jan 12, 2013 6:03 pm

    ^ There's actually like 6 of them, 7 if you pick it as a starting gift. But indeed, you end up never using them, cause they're just so rare!
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    Post by WandererReece Sun Jan 13, 2013 7:26 pm

    You're both wrong. There are 9 per playthrough, or 8 if you are offline. Thats not including the 2 that you can start with.
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    Post by SlakeMoth Sun Jan 13, 2013 7:45 pm

    ChizFreak wrote:More, different, and original, magic.

    AND NECROMANCY, RIGHT NAW, I'M POSTING THIS IN EVERY THREAD ABOUT MAGIC IN DKS II!!!!!!!!!!!!!!!!!!!!

    I'd quite like a levitation spell, so I could soar over that damn Capra Demon's wall and throw firebombs at it. And how about bombing that Hellkite from above. Come to think of it, it would be well handy for just about everything. :pirat:
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    Post by BLA1NE Sun Jan 13, 2013 8:03 pm

    WandererReece wrote:You're both wrong. There are 9 per playthrough, or 8 if you are offline. Thats not including the 2 that you can start with.
    I was only thinking about the ones you get from chests. And either way, 2, 8, or 9, my point remains the same: that it's too insignificant an amount of them for me to use. I like things I can rely on, not something that'll give me a one-off crutch.
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    Post by Aznul Sun Jan 13, 2013 10:52 pm

    SlakeMoth wrote:

    I'd quite like a levitation spell, so I could soar over that damn Capra Demon's wall and throw firebombs at it. And how about bombing that Hellkite from above. Come to think of it, it would be well handy for just about everything. :pirat:

    Well that sounds awesome, and yet practically impossible to balance, especially if you consider the ramifications in PvP.

    Though even just some sort of high jump spell that could allow you to reach higher places would seriously mix things up.
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    Post by Tolvo Sun Jan 13, 2013 10:56 pm

    What might have worked better for Divine Blessings would be if somehow they had a long *** Cooldown, like six hours before one can be used. Six hours, while playing. Meaning if you quit and go to another character, the clock doesn't tick. It only does when you are on your toon. So you could get 99, but only once every six hours of game time you could use it.
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    Post by BLA1NE Mon Jan 14, 2013 12:10 am

    ^They could add a day/night cycle to the game (6 hours sounds pretty good), and you'd only be allowed 1 Divine Blessing per day, among other day/ night elements.
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    Post by Aznul Mon Jan 14, 2013 12:22 am

    BLA1NE wrote:^They could add a day/night cycle to the game (6 hours sounds pretty good), and you'd only be allowed 1 Divine Blessing per day, among other day/ night elements.

    Then perhaps they could include some areas which have perpetual day/night as an added environmental effect. This could certainly add an interesting spin on things. As well as another thing to try and predict about a host as you invade, especially if you use items that are more effective during one part of the cycle.
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    Post by Sentiel Mon Jan 14, 2013 6:52 am

    Disable online invasion items in areas with dead boss.


    Elaboration:

    We all know you can't invade people with dead boss. Makes sense, since they can't escape through boss fog and that's why we can't invade with area that don't have bosses, like Valley of Drakes.

    But you can invade people from area where you killed the boss, meaning you can invade, but have no risk of being invaded yourself.

    It's not fair. :|

    Darkwraiths can invade like this and don't have to deal with Darkmoons and the other way around.
    Similary, if a Gravelord gets invaded by DW, he can't infect the said DW as a revenge, because he's likely to have his boss dead and with dead boss, there's no Gravelord Sign.

    I would enable invasions, only if the boss is alive in both invaders and hosts worlds. Only summon signs, would be allowed if the boss is dead in the phantoms world. All signs though, WSS, RSS, Dragon Eye.

    I think this would greatly help Darkmoon, Gravelord and Path of Dragon Covenant members.

    I would also add the feature of not being able to summon Red phantoms when you got an White/Gold phantom present, but still be able to summon one if you got an invader, or another RSS phantom. This would apply to Dragonbros as well.
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    Post by Aznul Mon Jan 14, 2013 5:49 pm

    One thing I would appreciate as an improvement would be the ability to trade chunks/slabs for the other types. I hate ending up with a ton of red chunks and a couple of red slabs on a character that is literally never going to use a fire/chaos weapon since they don't scale.
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    Post by Ashran Mon Jan 14, 2013 5:57 pm

    Sentiel wrote:Disable online invasion items in areas with dead boss.


    Elaboration:

    We all know you can't invade people with dead boss. Makes sense, since they can't escape through boss fog and that's why we can't invade with area that don't have bosses, like Valley of Drakes.

    But you can invade people from area where you killed the boss, meaning you can invade, but have no risk of being invaded yourself.

    It's not fair. :|

    Darkwraiths can invade like this and don't have to deal with Darkmoons and the other way around.
    Similary, if a Gravelord gets invaded by DW, he can't infect the said DW as a revenge, because he's likely to have his boss dead and with dead boss, there's no Gravelord Sign.

    I would enable invasions, only if the boss is alive in both invaders and hosts worlds. Only summon signs, would be allowed if the boss is dead in the phantoms world. All signs though, WSS, RSS, Dragon Eye.

    I think this would greatly help Darkmoon, Gravelord and Path of Dragon Covenant members.

    I would also add the feature of not being able to summon Red phantoms when you got an White/Gold phantom present, but still be able to summon one if you got an invader, or another RSS phantom. This would apply to Dragonbros as well.


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