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Fordítási probléma jelentése
Plus I trust Yozora. If Yozora says its bad it has to be bad.
I know you're joking around here and probably don't want to hear any more drivel on this topic, but it so happens that we are in the same conversation, and I doubt I'll have such a chance ever again. So, here are some surface-level observations.
To me Seeker of Fire seemed like an attempt to make ds1 out of ds2, but I wouldn't say everything got translated perfectly. My main points of contention are:
1) Lighting. I appreciate darkening of the game, but there appear to be more substantial changes to lighting and skyboxes in areas. DS2 on its own already looked drab and desolate enough, now it is pushed to a breaking point. The resulting effect is comparable to either being covered in smoke or having a grainy veil-like filter on the screen. I didn't like this presentation in ds1, as it also resulted in a green or gray veil-like effect, which to me is superfluous and makes the game look older than it is.
2) Animations. I imagine a lot of people complained about increased animation speed, so you added various speed options. And yet, speeding up ds2 is a misunderstanding of diifferences in combat between two games. DS2 feels slower because it has "smoother" animations. Let's break up the animation into three parts - preaparation, execution, recovery. DS1 would spend a lot of time in preparation and recovery, but execution would be significantly faster. DS2, on the other hand, divides the time between these three stages more equally, thus making transitioning between these stages smoother. Simply speeding up ds2 animations to match their execution time to that of ds1 makes preparation and recovery way faster than they should be. Attacks suddenly become less readable and potentially come out faster than the player can react. I don't think you adjusted player roll recovery to compensate for that, did you? Some combos are potentially unaviodable with this change.
3) Object and enemy placement. Not much to say here, but I think some elements could be mixed slightly better. For instance, isn't Throne Defender a better fit for Heide? He even looks like the Old Knights. Yes, Watcher is blue and all, but isn't Heide this place of virtuous paladins and holy knights, with a cathedral and a shady priest and all, making faith and lightning more thematically relevant? And those vases really look out of place, either because of incompatible shading or simply incongruous design in general, I can't reallly tell.
4) Sound effects. Same response as to veiling of the screen. They sound old, and they unnesessarily age the game. Yes, ds1 had those, and they already sounded old in 2011. Is compression the key factor here? Is it simply how these sound effects were made? Who can say.
That's about it. Sorry for piling criticism instead of praise, but that's human nature for you. Things we don't like tend to stick out more than things we enjoy. Especially bad in my case, since I am heavily biased in favour of ds2.
1. I want to DO THINGS, MANY THINGS MANY TIMES to Suisei
2. I really need to try both Seeker and Tales mods just to see what sort of drive struck someone who loved Souls 2 so much as to TC mod it TWICE. Is there even any competition in the field of Souls 2 modding at that scale?
Sometimes I wonder if I really did succeeded in "Making the mod" that everyone is talking about, but now a days I think more about the flop side and all I really hit was a small audience that thought it was niche enough to give me those endorsements. Usually you would find news articles about a new mod somewhere online but nothing in particular about Seeker of Fire. Sometimes a nice mention in a couple articles but nothing really shines out like "OMG dis ds2 mod is literal FIRE".
Sometimes people have really nice things to say about the mod, while others go all out dunk hard poo poo on it(not talking about your criticisms of course, those are completely valid and backed up to a degree), literally one kid went out of their way and slid into my dms just to commit some hate speech about it. Others usually say it has nothing to offer, while others just say it's uninteresting and boring. So you could basically see why I don't see my very own mod in a positive light. This also shows with big souls content creators who usually just do one offs with the mod leaving them unimpressed or just straight up dropping the mod. It feels a bit disheartening sometimes as you thought "maybe this time it would work", but no matter how many times you try you didn't hit the box office today, therefore all movies will overshadow yours.
Alright, that was enough ranting from this very sad man. Whether I was really joking about this mod being completely garbage is up to everyone's interpretation. Now time to go over your criticism. And no I'm not trying to defend myself like that one person who committed mod hate speech, I'm just making some comments and overview of some of the things you've said with your fine constructive criticisms.
Lighting - I've realized this mistake probably around the 4 months into the release of the mod. Like I get that fog was mostly unnecessary and looks ugly when put into a filter, only wished I could implement real fog in places that actually needed them. Another thing was the general brightness. I really like dark contrast in souls games, so I wanted to emulate that by making the world darker with lots of contrast. Only problem was that forgot to increase the player light making the entire game completely hard to see without a torch. I fixed this later on in a later patch not that long ago as well as readjusted and removed some fog in some areas.
Animation - Well I definitely know I've committed many cardinal sins with this one. Oh boy. Faster paced souls was an experimental feature I made ever since I began modding. Sometimes I nailed it, other times I completely messed up so bad that it's almost unplayable. After many updates later, I became a bit more knowledgeable (not really) and addressed some of these issues with these poor balances with these animation updates. Some attacks are still unavoidable but that's because I still haven't figured out where that specific animation cell is. You may think that faster animation was influenced by ds1, but oh jolly you are wrong, and the sin I've been influenced on was ds3 but even then it's still not completely exact. Even then the idea was to sort of get rid of that awkward pause like it's a turn based rpg but things usually don't go the way as intended as ds2 modding sucks and I still don't know what I'm doing. But I also made it an option as there is an extended patch to revert these fast paced changes.
Object - Now what you mentioned about the Throne defender, it's really up to the person's interpretation of ds2's convoluted lore, Not saying that I don't agree with you, because you know mods are kind of just another one of those person's fan fictions. I had to do some deepest lore digging and some of those I had to make up new bs in order to make it work. But if you really want to know why I placed Defender in Iron Keep it's due to the Old Iron King dlc with all of the old knights. Why they are in Heide is also unexplained in lore anyway, and Watcher was placed in Heide was just me thinking back to Gwyndolin and Anor Londo. There isn't really a right or wrong answer imo, it's purely just my fan fics.
Objects part 2 - I know you really only mentioned something out of place once and to justify myself, it was so that the player wouldn't be able to freely jump out of the boss arena and cause bugs, so basically creating walls with assets compatible with the map. But nah, I'm not about to argue about that. Instead I want to go back to talking about the roots of my initial goal of making a mod in the first place. Originally, I only ever wanted to make a mod was to basically overhaul ds2's empty world, and fill in some space with props as ds2 can lead places where the rooms are completely empty and served no purpose in them. It was more of a quality of life project that just lead to a big overhaul on top of the cake's icing. Who would've though I'd be on the top page of ds2's mod page. Still feeling like box office flop despite that.
Sound - Um, I didn't make those sounds. I thought it would be a nice edition since that specific sound mod disabled the jump swoosh sound effect that annoyed me a lot. If you got some gripes with it, I did link the original author in the credits. Tbh I don't really like the mod author's ladder effects from ds1 be used in ds2. But a sacrifice is a sacrifice for my bad OCD (wished I could do it myself and turn off the jump sound effect).
Going to the philosophy of my mod, I wanted to incorporate all 3 souls (hell even demon's souls) together because I just love them as a whole. I understood flaws in ds2, despite being my favorite and this was literally a passion project. In later updates I included a nice feature where you could drink estus while walking. Make weapons freely aim anywhere like all the other souls games. Even made it so that rolling attacks will always aim back to whoever you locked on to. And even later had it where iframes would no longer be tied to AGI.
TL; DR - Mod is still poo poo and is not like a box office success like everyone wanted. Content creators have come and gone with many grips. Criticism are completely daijoubu and no offensives taken unless you slid into my dms and create war crimes. Despite Yozora creating a different philosophy on a different take on ds2, it still ends up being poo poo because he is not competent enough.
Sorry for the long essay, also I don't really like it when people claim this mod "fixes" ds2, it makes the gatekeepers angry. How I see it is a new fresh playthrough of a new take on a souls game. I didn't fix anything, and you can think of it as a new fan game.
Alright time to cope in the basement with ice cream because a certain souls youtuber didn't finish my mod for the second time. Sadge.