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    What are your thoughts on being able to warp between fires right away?

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    Post by Seignar Fri Jun 14, 2013 5:31 pm

    Magic now has a Strong Attack and it consumes stamina?
    That's it, I have faith in them...Prayer
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    Post by eminusx Fri Jun 14, 2013 6:25 pm

    the two best, albeit conflicting points ive heard so far. . . .


    Skare . . "If I have to run through a lot of areas to get to the thing I'm actually interested in?  Well it can be fun, in Dark Souls I often enjoyed some backtracking since it meant more souls and practice.  But toward the end of the game I found myself just running past everything when I wanted to change areas, which is essentially me trying to fast travel without experiencing the area another time.  Also, if the concept of vengeful enemies is put in there a lot where they will pursue you endlessly, then I would say warping is a logical addition."


    and Forum " Its too..... convienient, it turns the game into a check list, especially as is wasn't in previous games and so its not even like its a feature of the world, its just something they're doing for convienience and retconing a reason in."   


    the check list thing is really important, I think people need to think past the 'check one, check two' mentality of ticking things off and look at the experience as a whole, and how it draws you in, if all you see is a series of things you need to do to get to the end then how different is that from just ticking off xbox achievements, not very! I can only say this from my own point of view, but after 30yrs of gaming its very difficult to be different, and it takes something extra special to push my buttons, DaS accomplished that where DeS failed, but was close. What I found really interesting was the changes made by Miyazaki between the two in his attempt to improve the 'game'.


    BUT.... like Skare rightfully said, youve gotta look at the empty space too, and if all youre doing is spending time running past the same old things then thats not much fun!!


    anyways, Its one of the reasons I love this forum, you get a lot of really valid, insightful and intelligent points made without predjudice. . and often points that change the way you see the bigger picture . . . 
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    Post by Forum Pirate Fri Jun 14, 2013 6:32 pm

    Excessive backtracking is bad yes, but dks doesn't have excessive backtracking, and has a ton of shortcuts to cut down on backtracking.

    i suppose its ultimately opinion, but i don't like the idea and I've not liked it in any game its in.
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    Post by phastings Fri Jun 14, 2013 7:53 pm

    they said they may have a new form of punishment in store for invaders, so what if warping as one might send you randomly to an unintended destination, which would be that dungeon where the chariot fellow can have his fun chasing you around his track for your antics

    "That smoke is actually the new animation for warping. Someone on gamefaqs played it at E3 and gave his impressions"


    Aha, that answers that question. Good eye.
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    Post by WhatDoesThePendantDo? Sat Jun 15, 2013 12:08 am

    I don't even know how many bonfires will be in the game. I'm not going to make serious hay over this.
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    Post by GrinTwist Sat Jun 15, 2013 12:33 am

    Well if it's the same thing as Dark Souls and not every bonfire can be warped too, I think I'm fine. However, if would have been nice to face a boss and have some lore as to why I can warp.
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    Post by Soris Ice Goldwing Sat Jun 15, 2013 12:50 am

    I really don't get it. Is it not the same way we already do the warping thing?
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    Post by WhatDoesThePendantDo? Sat Jun 15, 2013 12:56 am

    No, now we need Lordvessel.
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    Post by Dibsville Sat Jun 15, 2013 12:58 am

    Assuming Dark Souls 2 is a prequel, the Lordvessel will not have been created yet, and if it had we would not have it.
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    Post by Soris Ice Goldwing Sat Jun 15, 2013 12:59 am

    Okay so other than that what else is such a big deal? When I said I was lost I really was not kidding.
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    Post by WhatDoesThePendantDo? Sat Jun 15, 2013 1:00 am

    Just that it appears that the warping is open to all bonfires, not just a select few.
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    Post by Dibsville Sat Jun 15, 2013 1:02 am

    A bonfire is basically a rift in time. Looking at it that way, we could say that we can control which bonfire we are at as long as we have visited the bonfire before in the past. The only thing is, it would be completely random. If we can warp at the beginning, we shouldn't be able to choose which place we want to go to. It should be completely random and include all bonfires that we have rested at. Also, we should have a limit on how many warps we have...
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    Post by Soris Ice Goldwing Sat Jun 15, 2013 1:03 am

    Oh Then I get the issue. Still it seems weird as wouldn't we need to first find them and then be able to use them? We still have to search the places.
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    Post by phastings Sat Jun 15, 2013 1:22 am

    Dibsville wrote:A bonfire is basically a rift in time. Looking at it that way, we could say that we can control which bonfire we are at as long as we have visited the bonfire before in the past. The only thing is, it would be completely random. If we can warp at the beginning, we shouldn't be able to choose which place we want to go to. It should be completely random and include all bonfires that we have rested at. Also, we should have a limit on how many warps we have...

    If warping was random, then everyone would just repeat the process until reaching the desired location.
    Now if warping was limited, as in definitively finite, I would use that sh!t up RIGHT AWAY
    so I would have no other choice but to experience the game the true DaS way.
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    Post by Dibsville Sat Jun 15, 2013 1:34 am

    I meant limited as in something like 2 or 3 random warps every hour or so. It would add some spice if you're trying to go somewhere only to end up on the complete opposite side of the game.
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    Post by phastings Sat Jun 15, 2013 2:39 am

    for sure. Shoot, Im all for the balance between convenience vs consequence. I hope they do not make it as easy as just warping wherever you want, whenever. I see that as something that would really cut apart the flow of the game. After enough quick-travels, there would eventually be no rhyme or reason to the significance of what is where, how you got thereto begin with, and why you need to go wherever else.

    It seems like they still have a lot of tweaking to do, and they are trying too hard to trim the fat and fix what wasn't broken to begin with. We will see. I just take warping as spending a majority of the time going elsewhere because its not working out with an excessive amount of loading screens in between as a result.
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    Post by Xilitu Sun Jun 16, 2013 3:49 pm

    well since we dont have full informaton on this maybe there's gonna be a Cost to warping?
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    Post by mr_no_face Sun Jun 16, 2013 4:11 pm

    I think that this new option to warp from the get go is a change made with the foresight of your forth or fifth character. By then you know exactly how you want to build the character so you can get right to warping to the hot spots for farming items or a select black smith and what not but only after having lit the fire to begin with so it makes sense . It was a wise choice.
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    Post by twigsterxd Sun Jun 16, 2013 8:55 pm

    Soris Ice Goldwing wrote:Oh Then I get the issue. Still it seems weird as wouldn't we need to first find them and then be able to use them? We still have to search the places.

    +1 bro. it's exactly wut I've tried to say
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    Post by FexDS Sun Jun 16, 2013 10:17 pm

    I am of the opinion that it was the lack of option for an "easy way out" that forced us to keep walking everywhere and accidentally discovering important things as repetition of enemy fights provided insight to enemy mechanic, weapon mechanics, and of course an opportunity to try something new as you thought "I've been here so many times, I'm gonna see if I can punch them all to death" 

    Reality is that human beings do take the easy way out most of the time. We have cars so we don't walk so we get fat. Sure taking a bike to work is an option but why would you when the other journey is faster and easier on you. 

    I think this will decrease the overall level of knowledge of the playerbase. It will indeed make the game more "accessible" for completion but as a community we will likely see a few dedicated explorers who uncover secrets and strategies rather than seeing random knowledge from random players who have all encountered the same situations
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    Post by phastings Sun Jun 16, 2013 10:27 pm

    ^smart smart smart. add another + to the fire.

    this is what kinda ruined elder scrolls and the witcher for me, because instead of checking wikis or gamefaqs for how to beat a boss, id just switch to easy mode. even if you choose to not use an easy way out, eventually you will default to one as it is human nature. Souls games are supposed to be the exception that forces you to persevere
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    Post by Emergence Sun Jun 16, 2013 10:35 pm

    FexDS wrote:I am of the opinion that it was the lack of option for an "easy way out" that forced us to keep walking everywhere and accidentally discovering important things as repetition of enemy fights provided insight to enemy mechanic, weapon mechanics, and of course an opportunity to try something new as you thought "I've been here so many times, I'm gonna see if I can punch them all to death" 

    Reality is that human beings do take the easy way out most of the time. We have cars so we don't walk so we get fat. Sure taking a bike to work is an option but why would you when the other journey is faster and easier on you. 

    I think this will decrease the overall level of knowledge of the playerbase. It will indeed make the game more "accessible" for completion but as a community we will likely see a few dedicated explorers who uncover secrets and strategies rather than seeing random knowledge from random players who have all encountered the same situations

    This is 100% correct.  It takes the environment as an enemy out of the game to an extent and leads me to believe the game will focus more on combatting enemies and less on smart environmental traversal.
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    Post by eminusx Mon Jun 17, 2013 7:32 am

    umm, this is exactly what I was trying to point out and got negged for, exploring the world involves much more than simply travelling from A to B.
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    Post by skarekrow13 Mon Jun 17, 2013 10:49 am

    I think Fex and E and Eminus have good points but I'd like to point out how I played Demons and Dark and say that there is a good core of people who will still find stuff the same way we always have.  

    -First playthrough: Survive
    During the first time through I'm too worried about the next corner and potential lurking to appreciate scenery.  I crawl through the entire game this way pretty much.  Bows are used extensively.  I do try to find every treasure and trinket I can which involved crawling through every part of the game painfully slow.  Even such shortcuts like the elevator from the Parish to Firelink are neglected as I've "been there, done that" and still need my Mt. Dew.  Warping at the later stages only occurs so I can get to better farming spots more easily or to further investigate areas I felt were neglected for some reason (saw a shiny I couln't reach before aka Iaito, or was underpowered the first time).  Approach what feels like the Final Boss, kill everything for loot. One last check of areas for secrets. 

    -Second Playthrough: The beginning of the Plat
    It's at this point I lean heavily on our wonderful wiki (that lead me to the forum).  While I see I found a great deal of secrets, it's by no means complete.  With wiki in hand I re-explore the world, making sure I'm getting developer encouraged secrets out of the way.  Caution still reigns supreme though as the biggest difficulty jump is now and I'm not OP by any means yet.  I am using my bow less though, and dabbling more with magic.  Warping and shortcuts occur for the same reasons as round 1; not to explore less, but to do so where I want to focus.

    -Third Playthrough: Revenge of the Completionist
    NOW I'm overpowered.  Let the tiny details finally emerge.  My sole reason starts off being to get the items I need for the plat.  However, since I'm easily able to beat most adversaries it's time to start hunting for the fun stuff.  There are times in early game I want to throw the controller not having the lordvessel.  My bow has been mostly replaced with binoculars at this point.  I've seen firelink's nooks and crannies to death and would like to have all of the scenery open RIGHT NOW.  I reluctantly get far enough to obtain the lordvessel, primarily because I'm already at the Giant Blacksmith after getting Sif's soul so I might as well kill Biggie and Tupac while I'm there.  

    And suddenly the game is renewed.  I can travel so much easier in many circumstances that every time a question pops in my or someone else's head I say to myself, "let's go check!"  I eventually leave that playthrough with only Gwyn remaining, meaning I can look for environmental things at my leisure.  This is where most of my contributions to the game occurred.  It's when I found the Pendant in the paintings of Gwyndolin, it's when I did most of my Karmic Justice testing, it's when I experimented with new weapons, and the list goes on and on.  My prism stone craziness started before this however.  



    So this leads me to my main points: 
    Yes, there is a good number of people who will take the easy way out and never explore an inch more than they need to.  They will look up every item's location and miss the forest for each tree they seek.  However, those people might have never found a lot of secrets anyway.  

    The people who've made the most contributions are more like me.  There might be a playthrough or two which is nothing but taking a deep breath and plunging in and having fun.  But players like me didn't take shortcuts that were offered before unless it made sense to.  I still went through every inch, several times, before beating the game the first time.  I can't tell you how many times I looked at the elevator at the Parish and went, "let's make sure I didn't miss anything in the burg."  

    Long story slightly longer- this game caters to the dedicated by having lots of little things that are easy to miss.  But the dedicated come out in full force to support it.  Players like Ublug don't find the secret to "skipping" the ceaseless fight by taking elevators.  Players like Retro don't find out detailed stats and mechanisms by taking elevators. Players like Tolvo don't discover cliff jumps and Mushroom camouflage by taking elevators.  And players like me don't find the Iaito by taking elevators either. 

    We've always had shortcuts.  A few more might mean that some secrets take a little longer because they won't be stumbled upon.  But for many players, every niche will still be deliberate. The environment itself will still torment us.  Because we love it that way, and every time we face that elevator we're going to ask ourselves, 


    "Did I miss something?"
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    Post by CarverUpqik Mon Jun 17, 2013 1:22 pm

    like many ppl have said you will probably have had to sat at a bonfire to warp to it just like in DkS only difference is you wont have to get a warping tool

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