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Other than that I much prefer the lighting in PtDE over what they've done in paid patch remaster, even if I don't care about graphics in games (performance is everything).
Well this one is new, I always thought that you Dark Souls II fanboys thought that Dark Souls II has the best multiplayer in the whole series, despite the lack of a proper red eye and the brilliant implementation of the Soul Memory System that forces you to get Cracked Red Eye Orbs in the Arena fighting the same 3 dudes forever or you can actually buy from the Midget for 20.000 each increasing your Soul Memory leaving you with absolutely no posibility of having a Character just for Invasions in a single area of the game.
Ok... We will just get used to having the best graphics now then too.
Back when multiplayer was relevent, you hardly ever fought the same dude twice. People missed the window for good multiplayer in DS2. The SM system worked great. It ended up funneling everyone to high level PvP, which would have led to a larger pool of players and if everyone wasn't so stubborn about builds and meta it would have actually worked out.
The limited cracked red eye orb made a lot of sense, because you can be invaded all the time regardless of if the boss is alive or not. They had to cut it back for balance, I would assume. Sure, it's not fun farming orbs, but it at least pulls you out of your normal habits and encourages you to use the arena as well as invade. It kinda gives the PvE people a rest while invaders are farming orbs, which is nice.
Besides, I could understand if DS2 looked anything like that E3 preview we had back in 2013, but both the base game and the Scholar version look way worse than that
Ikr, DkS2 engine had a pretty weak procedural animations compared to DkS1 and 3, extremely reduced amount objects with physics and overall physics weren't so good (except for clothes, but it's much better in DkS3). It had lowest quality textures (worse than DkS1) although it's probably nothing to do with engine but with textures themselves. And the lighting was really dull. The only thing good about it were beautiful locations art wise, but again, it has nothing to do with engine.
P.S.
DoF, blurs, blooms - off, and voila, crisp and clear even The Witcher 2 and MGS Ground Zeroes...
They don't just want to invade anyone, they want to target specific prey that they are sure they can kill. Since SM gradually raised SL of the invadees, it became harder for invaders to win because hosts could simply outplay them by sheer force and technical superiority. Also the higher SM invasion, the greater likelihood to invade another invader, fully prepared and geared for pvp. This is why Soul Memory was great - it raised skill ceiling with every killed host, essentially punishing invaders for their deeds and throwing them against their own kin. Simply genius.
Also, in vanilla DS2 NG was separated from NG+ and above, so a good player in NG+ couldn't invade a newcomer with same SM in NG. Twinking therefore was virtually nonexistent.
Good that you compare SM to Bloodborne's regular BL matchmaking, because it was even more harsh to invaders - reds always faced co-op players, invasions could be disabled by killing the bell lady, and, my favorite - the Exit menu option was never disabled. Bloodborne was FromSoft's middle finger to invaders.
Seriously, ds2 looked comparable and even better than ds3 xD
https://www.youtube.com/watch?v=59eLW1IGUCU&t=78s