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I repeat: there no guaranteed Latern drop.
If you don't get one in the Catacombs, either:
1) you trust your memory until the one near Reah
2) or you can wait until you get the Sunlight Maggot
3) or you can just use the Light Sorcery
Good luck.
but there is though
the last necromancer always drops one upon death
UNLESS another one has dropped one earlier as a random chance
regardkess if wether or not you pick up the one that might be dropped earlier, the last one won't drop one because the game already registered you as "potentially" having one ( or at least you were given the chance at one ).
not exactly my first run
they have always dropped one ( be it one random or the last guaranteed one in case of no random ).
it did so for me
it did so for everyone else
it has always done so exactly as it was designed :)
ofcourse nobody ever figured that they could yeet themselves into the abyss and technically screw it up :p
hardly a world ending issue.
but an overlooked flaw none the less :)
that being said, i never saw them yeet themselves off in the early days ( read 30 fps )
i wouldn't be to surprised that dsfix ( read 60 fps ) may have had some influence in this particular problem.
( it also makes the Iaito jumt near impossible on 60 fps due to shorter jump distance for instance )
( hence why a toggle feature was implemented... 30 fps games aren't designed for 60 fps after all )
or maybe a skelly yeeted into the void ( as they do like to do that ) and clipped the necromancer and took him with ( 2 seperate times ( ? ) ).
the second one also heavily prefired. I"ve never seen him fire at me from that range before.
during the 30 fps days he was by all means out of aggrorange untill you at least reach the first bridge
this one prefired as soon as i entered the " open segment " of the catacombs.
pretty strange :)
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it's pretty basic design
there are other options, but from soft never forced any particular playstyle on anyone or any particular sequence of actions.
the tomb is directly after the catacombs and " on a first blind run " impossible to traverse without light ( or so they thought ), so they provide to everyone doing the catacombs a source of light they can then use when going into the tomb.
( wether you use this one or the spell is irrelevant, point is that there never was a need to invest to 15 int for light for people who didn't want to do so )
it is guaranteed, because it's simple and good gamedesign. Untill it fails ofcourse :)
For not holding your hand and not directing you "openly" this game is pretty straightforward and easy to follow. You can sidetrack heavily and do anything out of sequence if you know how to. But any blind player never gets "stuck" at knowing where to progress to next.
spawn in firelink -- > only one way to go that's designed for your level, you figure this out pretty fast --> undead burg ( one way street ) --> big boy bull- -> bridge ( one way street ) --> church, "tagteam 1"--> bell --> world opens up, however "basement key" is something you picked up -->!!! potential seqeunce break !!! --> find door for basement key ( that one door that said locked which you remember from that one bridge --> lower burg ( 1 way street ) --> capra ( sadness ) --> depths key --> that one door after fighting capra --> depths --> dragoooooon --> blighttown key, that one gate you can't miss --> lagsville --> que que --> bell --> cutscene --> that one tower you never saw before, gotta go find it ^^
( ofcourse you can forget about basement key or ignore it, which opens up the exploration segment since there is no real reason to go anywher other then blighttown ( story wise ), but it is possible and only restricted by your own sense of exploration. Sooner or later you will bump into that door "due to " exploration and be forced back on track from that point onwards )
a lot can be said about this game, a good bit of bad things. But implementing linear design in such a way that it doesn't feel anything like linear at all. Pretty clever :)
Edit: oof my mistake, 6 of them, not 4. haven't played this game for a while ;-;
Locations for you to check:
1) Next to the first bonfire
2) In the area immediately after the first bonfire, he runs away until reaching the room before the first rotating bridge
3) Across the first rotating bridge
4) In the area containing the drop off to vamos, next to the switch
5) In the loop containing the darkmoon seance ring, before the ladder leading to tranquil walk of peace (most likely to be missed as he's out of the way and in an optional area)
6) at the bottom right before the bonewheel skeletons. (also possible to miss if you drop down rather than climbing down the ladders)
The only issue is (as the original post states) if one of them flies off to somewhere unreachable.
It is totally possible to do enough invasions still to get the other possible ring of fog, but it will likely take a while, particularly if you are somewhat higher level since it will limit your potential targets. Consider joining the covenant and simply wearing the ring all the time since you don't need to be in the forest for it to work and you can simply keep it on as you go about whatever you're doing.
( it's more usefriendly, straight up plus :) )
for the second part though
"vagrants"
exactly 1 in 240 hours
i had to gooogle what exactly i was looking at Ö
also that difference in 30fps and 60fps
just set it back to 30 to do the near impossible Iaito jump. That is one huge distance reduction that 60fps brings Ö
good thing there are only about 3 ( ? ) long jumps in this game. The power of frames Ö
more random questions
at around the waterfall in hydra's little lake ( shortly before where the dlc entrance is )
there is this blaring alarm sound ( which for some reason i never noticed before despite it being there since way back when )
did we ever figure out why that dumb sound is there ?
Dlc indication seems a general answer, but it's so faint and so localised that it seems far to irrelevant to indicate anything :p