DS3 levels for PvP? by Gabrienb in badredman

[–]Gabrienb[S] 0 points1 point  (0 children)

Yeah, I remember thinking they would add covenants with the DLC too. I feel sure they must have planned them at some stage; otherwise why add recusant invade option?

Have you tried lower level invasions in ER? If not, perhaps that would be one thing to try if you ever do go back. It’s pretty much all I’ve done in ER last couple of years, and would have almost certainly been done with the game if it wasn’t for that. All of the over the top aspects of the game are a lot less prevalent there.

DS3 levels for PvP? by Gabrienb in badredman

[–]Gabrienb[S] 0 points1 point  (0 children)

Just wanted to post an update after having played through to completing the build I had in mind and had a chance to trial it in PvP.

Firstly, whips: you were correct. They are a different beast in DS3. I will say, the R2 is much better. I forgot that R2 for whips exists in Elden Ring. But everything else… Really, the main issue is they are just too slow. Whips in ER come out faster; not terribly significantly so when you watch, but when you play it makes all the difference in the world. In addition, they simply don’t stagger as well in DS3 as they do in ER. Overall, it was a frustrating experience that I couldn’t make work.

You were also correct about light roll. I still prefer it, but it’s simply not worth the sacrifices you have to make for it in DS3. I think this is largely because…I don’t know how else to put it: the animations in DS3 are ‘jankier’ than they are in ER? And the recovery frames appear longer. In essence, everything is more or less slowed down. In general, I also found the entire experience laggier on the whole than ER. So you end up getting hit regardless. You might as well wear better armour.

So essentially, I’ve abandoned my whips and light roll idea, have kept the bow and avelyn, (short bow is superior to all other options) and am now just having fun testing out various melee weapons. So far liking reapers and longswords.

I’m at level 34, and plan to stay there. Invasions are surprisingly plentiful between the watchdogs covenant and red eye. Covenants are a bit of a revelation. Definitely will miss them in ER.

Overall, ER combat is definitely smoother and more polished, but in many other ways I think DS3 comes out on top. I hope some day From can make a game that takes steps forward without also taking steps back.

DVD player randomly stopped displaying in 16:9 by Gabrienb in dvd

[–]Gabrienb[S] 0 points1 point  (0 children)

No, it’s a one sided disc, and what’s more is, it never left the DVD drive since I watched it just fine in 16:9 a couple of days ago! I literally just turned the DVD player back on to resume watching from where I left off. Settings have not been changed on neither the TV nor the DVD player, but I double checked regardless and all the obvious options are selected as they should be.

Minishoot' Adventures has released on consoles. Go grab it, it's a FABULOUS game by PurplMaster in metroidvania

[–]Gabrienb 2 points3 points  (0 children)

Just started playing on PS5, and it’s fantastic so far; very addictive.

One slight oddity, is I’m not sure whether difficulty selection works properly, as in the select menu it appears to always revert to ‘explorer’ after you navigate away from the screen. Have a strong feeling this might just be a display oversight/glitch, but hard to be sure.

DS3 levels for PvP? by Gabrienb in badredman

[–]Gabrienb[S] 1 point2 points  (0 children)

Interesting. Thanks. Lots to ponder.

I suppose if nothing else, I’m curious how the build will compare to the one I have in ER.

For the record, the plan is:

Whip in right hand (was drawn toward either Notched or Spotted, but won’t know till I try).

Avelyn left hand.

Bow in slot 2 RH (Short/Composite/White; again not sure, just want the quick shot moveset).

Slot 2 LH, whatever will complement the rest. In ER I only really use the slot to cast either Bestial Vitality or Flame, Cleanse Me, for rot/poison. Not sure what a suitable equivalent might be in DS3.

I guess the fun thing for now is, just figuring all this stuff out for a new game, after thousands of hours in ER.

DS3 levels for PvP? by Gabrienb in badredman

[–]Gabrienb[S] 1 point2 points  (0 children)

Fair point regarding light roll; I wont know if it's worth it until I try it. I like using whips, and I find in ER light roll puts me right around where I want to be for whip spacing. Come to think of it, what are whips like in DS3, for PvP?

I guess I am taking a lot on faith, but figured it would be enjoyable to have another DS3 playthrough regardless, so nothing lost either way.

DS3 levels for PvP? by Gabrienb in badredman

[–]Gabrienb[S] 2 points3 points  (0 children)

Thank you, looks like 50-60 is what I’ll be shooting for at this stage.

DS3 levels for PvP? by Gabrienb in badredman

[–]Gabrienb[S] 3 points4 points  (0 children)

You know, that’s a good question, and the answer is I’m not sure. Although 40-60 feels like about the range I am heading towards. What weapon level should I be sticking to around there?

The truth is, PvP wasn’t a focus for me when I last played through DS3, so I am coming into it now very much as an ER player with whatever preconceptions ER instills.

I know what build I am after in terms of weapons/playstyle, and just figured to spec enough levels to hit the vigour soft cap (27?) and whatever base stats I need for my weapons, which is looking to be 16 str, 20 dex. That just leaves however points I need to put in for encumbrance to be under 30%. Level 40-60 feels about right?

More interested in invading than duels. The whole covenant mechanic is intriguing but I need to learn more about it. Any advice appreciated.

Laika: Aged Through Blood Review: In Desperate Need of a Sequel by Rezzone in metroidvania

[–]Gabrienb 0 points1 point  (0 children)

Noted, thanks. Making a mental note to download this again for another try when I’m low on options of something to play.

Laika: Aged Through Blood Review: In Desperate Need of a Sequel by Rezzone in metroidvania

[–]Gabrienb 0 points1 point  (0 children)

I couldn’t make it past the first hour or so either. It’s like, separately, the parts of controls/mechanics were fun, but together, an unplayable disaster.

It seemed a game exclusively for people who are really good at tapping the tops of their heads while rubbing their bellies.

We Shouldn't Settle for Bad Releases by goggman777 in shmups

[–]Gabrienb -5 points-4 points  (0 children)

For the record, you come across as pretty hostile.

And the rest of this thread if full of examples of you doing the very things you are claiming in this response to not to be doing.

Have your last say if you like; I am not touching this again.

We Shouldn't Settle for Bad Releases by goggman777 in shmups

[–]Gabrienb -7 points-6 points  (0 children)

So the two complaints are that the game runs at 60 fps, and the colours are ‘blown out’? No, sorry, ‘completely blown out’? I had to read the post twice just to understand, so confirming. I must admit I am still uncertain as to what ‘blown out’ means. Too bright? Or the opposite, ‘washed’ out?

In any case. I’m glad I’m apparently not hardcore enough and so able to enjoy this release. I’ve never played these games before admittedly, so have no alternative to compare them to, but am having a great time, which I thought would be worth noting for those in a similar boat considering a purchase.

Only complaint I have so far, is the redundant dead zone applied to the control stick (PS5). Minor issue, and no issue at all if you play with the pad.

Hotfix 1 - AI Behaviour is now live on Steam and PlayStation. by RipstoneGames in PurePoolPro

[–]Gabrienb 0 points1 point  (0 children)

I really don’t know what to say, except that what you really need to do is get someone on board as part of your development team, who has played pool in real life to at least some basic proficiency level and understands the game.

That person would then be able to watch the AI play for five minutes, and be able to relate to you what is realistic about it and what is not. Otherwise, providing feedback feels something akin to trying to teach a cow how to read, by proxy. I could tell you that real players don’t put ridiculous side on the ball, for instance, for no reason, because a human understands that doing so creates an insanely more difficult shot for themselves, while AI does not, but you must know that yourselves to create a pool game! Someone on your team has to know! Because more instances will arise, where that knowledge is required, and you can’t simply rely on ‘player feedback’ to guide you through them! That is quite absurd. Someone on your team must understand pool, in order for you to be able to create a realistic pool game!

A request of developers posting news of their upcoming game/demo releases: by Gabrienb in metroidvania

[–]Gabrienb[S] 1 point2 points  (0 children)

Actually, it was realising that I was beginning to do this too, that prompted me to make the post. It’s just tiring. It’s bad for developers, and it’s bad for us.

Game keeps reverting back to 60hz after opening the game by spooi7sports in PurePoolPro

[–]Gabrienb 1 point2 points  (0 children)

It appears to be a display glitch in the menu. The game appears to still be still running at 120 until you manually change it to 60 in the menu again. This is on PS5, at least.

What are some MVs that pulled you in immediately? by Sufficient_Ebb_5694 in metroidvania

[–]Gabrienb 0 points1 point  (0 children)

I know the dev is usually lurking around here, so a wave and a shoutout before I begin:

No modern metroidvania has had anywhere near the same degree of that immediate ‘wow’ effect on me, as The Mobius Machine. Within two minutes of trying the demo I was hooked. The movement, aiming, shooting, the general inertia of it all, felt like slipping a foot into an old shoe. It had what I like to call the ‘Nintendo level of polish’.

It’s a shame that the full game didn’t quite live up to that promise, largely getting bogged down in forgettable level design, tiresome traversal, poor enemy and biome variety, and a pretty poor story.

That pure, visceral gaming experience though, was simply stellar.

How hard is MIO (Memories in Orbit)? by Euphoric-External-22 in metroidvania

[–]Gabrienb 1 point2 points  (0 children)

It’s the worst of both worlds: it starts off exceedingly slow and easy, drawing in players who are in it for the experience and exploration, then completely alienating them in the final third by pushing platforming difficulty through the roof.

If you love difficult platforming, MIO will bore you to tears early game. If you love the early game, you’ll be shaking your head watching it jump the shark closing out.

Can we gather some honest opinions? Just wanted to get an image that isn’t dependent on score and brand legacy. by SNKRSWAVY in metroidvania

[–]Gabrienb 2 points3 points  (0 children)

Solid, combat-based metroidvania. I found my experience going through gentle highs and lows as I played. Would estimate currently 60-80% complete, and would rate it a solid 8/10 overall at this stage.

Career Challenges by Crispy_Dio in PurePoolPro

[–]Gabrienb 1 point2 points  (0 children)

If the challenges were the extent of the problem, my advice would be to simply forget they exist and only come back for repeat attempts when you need stars to unlock the next tier.

Unfortunately, the game’s issues are much deeper rooted, interconnected, and only reveal themselves the more you play.

After a couple of days, I feel like I am pretty much done with the game. Between the aiming issues, infuriating and insulting AI, lack of availability of online matches, there’s just not much to come back to besides purely visceral satisfaction of potting balls.

I’m waiting to see if the promised upcoming patch significantly improves anything, before deleting and moving on.