ELDEN RING

ELDEN RING

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the lockon camera is starting to show its age thanks to this DLC
I noticed it first with Rellana (second boss) but now with the hippo its obvious... There are times when damage goes through even with a shield as if you didn't block at all.

Some moves with Rellana, but with the Hippo it became clear that these bosses are either so BIG and FAST and go all around, that the lockon camera goes wilder than in most bosses in the base game.

The issue is that at times it almost seems that you are blocking in the general direction of the danger or attack of the enemy, but the hitbox still hits you as if you weren't blocking in the right direction as a result because the hitbox of your character vs direction of enemy seems to get confused and registers it as a hit.

With the hippo is very obvious that at times I get hit by his shoulder-attack and I have my shield directly facing him (locked on) but the attack goes through as if I didn't had my shield facing in the right direction, when I clearly did.

I believe that the issue might be that the bosses in the DLC are more "modern" in terms of speed, and just scale and how the camera of them zooms all over the place, compared to the base game, and this camera- lockon system isn't updated to deal with this properly.

A game like Sekiro has similar lock-on, but I never noticed any issues in that game as that game is polished like a diamond, but in this game, the way its handled, feels at times buggy and messy...
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Showing 1-5 of 5 comments
Key Jun 24, 2024 @ 7:22pm 
It's not that it's starting to show its age, it's that it wasn't built for things that jump around all over the place.

Even size-wise DeS and DS1 had relatively large enemies that still, for the most part fit on the screen when you were close to them.

Like, the lock on system in itself isn't outdated, it's just being used for a purpose it wasn't designed for. It's a type of tracking that's built around fighting a single enemy and keeping that enemy in the center of the screen.

Same reason why it doesn't work very well with larger groups of enemies, there's a reason games that deal with many enemies have the camera mostly static and set very far away.
Kasper Kroenen Jun 24, 2024 @ 8:12pm 
Originally posted by Key:
It's not that it's starting to show its age, it's that it wasn't built for things that jump around all over the place.

Even size-wise DeS and DS1 had relatively large enemies that still, for the most part fit on the screen when you were close to them.

Like, the lock on system in itself isn't outdated, it's just being used for a purpose it wasn't designed for. It's a type of tracking that's built around fighting a single enemy and keeping that enemy in the center of the screen.

Same reason why it doesn't work very well with larger groups of enemies, there's a reason games that deal with many enemies have the camera mostly static and set very far away.

Could be indeed, I wonder if the tracking system for the lockon system is the same in all FromSoft games as I never had issues with the tracking system in Sekiro.

But what you're saying seems legit. Altough, talking about big bosses. I never minded huge bosses like Midir back in the day in DS 3 and he felt just fine. But its probably how you describe it.
It is not just this game. Every game with this system is having the same problem. But I do find From Soft games having the most issues.
Kasper Kroenen Jun 24, 2024 @ 8:16pm 
Originally posted by 楊玄。杨玄。LangrisserWWE:
It is not just this game. Every game with this system is having the same problem. But I do find From Soft games having the most issues.

I guess I've never noticed it before, it only became obvious to me with those two fights above in DLC.
aqua493xd Jun 24, 2024 @ 8:18pm 
That is the reason i just stopped locking on at all. It takes a while to get used to, but you no longer have to worry about the camera flipping around. I only lock on for spells/ranged.
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Date Posted: Jun 24, 2024 @ 7:16pm
Posts: 5