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That's not what I'm asking. I'm asking if the prog, the loot and the exp is shared equally.
Hes asking if the coop progression is hamstrung not about difficulty.
Im literally waiting to buy this game seeing if its still ♥♥♥♥♥♥
Just get game pass, it's on there :) It's why I want to know the answer so a friend of mine and I can play through it.
It is technically seemless, but it's the worst possible implementation of seemless coop. It's seemless with a caveat that if you want a fair experience as the "guest" player, you have to disconnect and replay everything you played in the host's game. As someone who enjoys good implemetations of seemless coop in other games, Elden Ring w/ mod, Nioh 2, Wo Long, Remnant Series, Sekiro w/ mod, Stranger in Paradise. In those games you AT LEAST, get equal loot AND XP, while some have shared progress, as well. While LotF coop is better than Fromsoft's implementation in the fact that it doesn't force you to disconnect on bosses and death, it gives us a penalized version with reduced souls and loot.
Also, they STILL intentionally mislead people as there is NO mention of these things on the store page.
no need to re-summon — that's what I thought when I heard "seamless co-op", and that's exactly what I got. I saw the same advertisements and wasn't misled. how so? seems more like those Elden Ring babies mislead themselves, and then review-bombed a perfectly fine game. actually… that's not a theory, it's factual statement. I remember reading the intital reviews when the game came out, and it was just a flood of petty, entitled crying about co-op.
and because of what? XP penalty — irrelevant because co-op is already easier. loot — the host can give it to you. world progression — doesn't matter if you just play in co-op. but no, if there's even a hint of inconvenience, then the whole game is thoroughly, irredeemably bad. makes me wonder how these people even got into the Souls genre if they're so impatient.
How is it seamless if you have to swap the host to progress at the same time?
XP penalty isnt irrelevant if one player is stronger than the other. All the things youve mentioned require workarounds and youre saying its ok to ignore it because its easy.
Progression is not shared and you can't claim key items as a coop partner. As a coop partner you can level up and collect weapon/armor drops from slain enemies, but chests and boss weapons/armor are unobtainable. If the host dies, you die. If you die, the host can revive you. The host has to open doors, and enter and exit umbral, you really can't interact much with the world as a coop partner. The only real benefit of playing as a coop partner is that you will never drop your souls on death which removes the difficulty and fear of dying from the game completely.
Once the host is gone and you decide to play on your own your progression will be where ever you were in the game before you connected to the host.
and the XP thing is just silly. there are so many factors that play into who's a stronger player, and you're hung up about a 30% difference in XP gain? you don't even risk losing it as a summon, and that's probably why that penalty is there in the first place.
Seemless means there is no seem, meaning the host and the coop can all do the same things, there is no differences between the host and a coop, everything is shared (progression, world loot, key items, endings, achievements). That's not the case for this game. You can connect to a host, and you won't disconnect if the host dies, that's not seemless that's just coop.
You either play everything twice to be fair, or one of you becomes the bottom ♥♥♥♥♥ and can only play when your host friend is available. That's trash coop.
it's almost as if there are actual downsides to this system, and the developers had to consider making this game accessible for everyone, not just those who wouldn't touch it outside of co-op.