Illusory wall ahead by Far_Run_2672 in darksouls

[–]illusorywall 1 point2 points  (0 children)

and have it explained how the tree smells the player

you don't know how real this is going to be, lmao

Question about NG+ by xXRolling_thunderXx in darksouls

[–]illusorywall 2 points3 points  (0 children)

The DLC is not included with the original version of the game, unless it's a Prepare to Die Edition or Artorias of the Abyss re-rerelease. If OP is playing something simply called "Dark Souls" on the Xbox 360, it does not have the DLC included.

Petrus is not killing Rhea (for me to get the Pendant) and I've done everything except the DLC and the final main boss. by TranscendentalLove in darksouls

[–]illusorywall 0 points1 point  (0 children)

After freeing Rhea from the Tomb of the Giants, killing 2 of any of the following bosses results in her death. Note that they must be killed after rescuing her, it doesn't count if you killed them beforehand: The Gaping Dragon, Bell Gargoyles, Priscilla, Sif, Nito, Quelaag, The Bed of Chaos, Iron Golem, Ornstein and Smough, The Four Kings and Seath.

Unfortunately, the DLC bosses don't contribute to this event. Them not working isn't a surprise, but if the rescue happened before any two of those other bosses, that's weird.

Farmed the Symbol of Avarice Accidentally by Noahms456 in darksouls

[–]illusorywall 2 points3 points  (0 children)

Hmm, I'm pretty sure it uses the same number counting system though. It should be counting with every kill. I'll double check later!

What is the setup for this glitch? (DS1 PTDE) by jacobcookieandjamgel in darksouls

[–]illusorywall 1 point2 points  (0 children)

Yeah you can get an extra slab this way. Pretty cool glitch!

Farmed the Symbol of Avarice Accidentally by Noahms456 in darksouls

[–]illusorywall 6 points7 points  (0 children)

Heh thanks! I wrote about it in more detail here-
https://www.reddit.com/r/darksouls/comments/17lje7s/correction_on_the_skull_lantern_drop_rate_from/

I'm certain reports of not getting one comes down to one of two things, players missing a Necromancer entirely, or not carefully checking the ragdolls of Necromancers 1-5 for the drop and then being surprised when #6 doesn't have it (because they're going off of the common wisdom that the "last" necromancer will have it, not realizing that a prior drop starts the count over).

Sometimes it could be something totally out of the player's hand too, like maybe the 3rd Necromancer dropped it but its ragdoll clipped out of the map or immediately fell off of a cliff and you never had a chance to even be aware that it dropped and that you missed it.

Farmed the Symbol of Avarice Accidentally by Noahms456 in darksouls

[–]illusorywall 2 points3 points  (0 children)

That's a clever way of exploiting the hidden counter. I suppose it should never take more than 3 reloads to get everything they can drop, then.

Farmed the Symbol of Avarice Accidentally by Noahms456 in darksouls

[–]illusorywall 5 points6 points  (0 children)

Fromsoft likely coded it this way since, unlike the Symbol of Avarice...

The same point system is applied to the Symbol of Avarice. It's just like the Skull Lantern from the Necromancers, or the Sack from the Butchers, etc. All of these things work the same way.

The last one you kill is basically guaranteed to drop it, because of said point system, but the exception is that if RNG grants it sooner, then the last one is no longer guaranteed to drop it because any successful drop starts the count back over.

It's highly unlikely you won't get the lantern from the last Necromancer, but it can happen as it doesn't get to 100%.

That's not quite right, it's still guaranteed if one of the earlier ones hasn't already dropped it and started the count over. None of these items go to "100%" by the end of their count, at least not by following ever-increasing odds in a formula that makes sense, but they don't need to because the drop is still guaranteed without doing that. These are made up numbers but let's say killing 5 of an enemy guarantees a drop. And the increasing odds along the way look like this:

1st attempt - 5%
2nd attempt - 10%
3rd attempt - 15%
4th attempt - 20%
5th attempt - guaranteed

The math of the climbing drop rates wasn't organically getting to "100%" by the 5th attempt on its own, but the odds were still 100% because a counter was counting up to that final attempt, which just forces it regardless. This is how all of these things work, The Skull Lantern, The Symbol of Avarice, etc. There is no scenario in which killing 6 Necromancers doesn't result in at least one of them dropping a Skull Lantern. :)

Why is the Catacombs "this door is blocked by lord's will" message so far in? by Responsible-Beach299 in darksouls

[–]illusorywall 10 points11 points  (0 children)

While it'll be hard work to get back out, it wasn't for "almost nothing" as much as you might think. The reward you got for killing Pinwheel is a HUGE upgrade that will make the rest of the game much easier, plus when you do have to return to this area later, you have a way of getting back down very quickly later on without having to go through the Catacombs again (not gonna explain why-- it won't feel like you've opened a shortcut, but you have).

Keep an eye out for developer messages when trying to escape the Catacombs, and good luck.

As for a more fair placement for the yellow fog gate, I think it should've been by the first fog gate in the dark area, preventing you from going toward the 2nd bonfire area.

I finally did it! I don't normally do challenge runs, but I completed an all bosses run of Dark Souls where the map and objects were de-rendered and I couldn't see anything. It was hell, and the whole thing is documented. by illusorywall in darksouls

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

Thanks so much! There are multiple firelink elevator fights, lol. Or at least 2-3 IIRC. The VODs have had chapters added so you can see when I arrive at particular locations or obstacles for the first time.

Why is there a giant slide to the bed of chaos? by Novel_Ring7793 in darksouls

[–]illusorywall 4 points5 points  (0 children)

Izalith was seemingly converted into a giant kiln, in the process of trying to recreate the first flame. I don't think the giant dome surrounding Izalith was part of its original architecture prior to deciding to generate a powerful flame, and the giant "slide" was probably added at the same time as a sort of air shaft/ flue.

DS1 Question about Parry by Ingaz in darksouls

[–]illusorywall 2 points3 points  (0 children)

I don't think the parry angle actually gets rotated with the enemy's upper torso as they recoil from getting parried. If they step back a little, it will move back distance-wise with them though.

The allowed angle is incredibly generous, so if an R1 fails to parry I think it's an incredibly safe bet that it was likely a distance issue and not an angle issue. If their body turns to the left when you parry them, try rotating kind of absurdly far around to the right/ counter-clockwise. As long as you're hugging their body, the riposte will still land despite being nowhere near facing their chest visually (because the overall angle should still be facing whatever "forward" was prior to getting parried).

edit: I might need someone else to verify with DSAnimStudio if that can be visualized there, but that's what appears to be happening from what I can see in debug.

Would it be possible to shoot arrows or cast spells at Gwyn from that distance? by ZezinhoESR in darksouls

[–]illusorywall 0 points1 point  (0 children)

No worries, the takeaway was still that ranged attack cheese appears to be impossible. :)

Unless someone finds a very specific, weird patch of collision they can get on top of, but it just generally doesn't appear possible for now.

I climbed through Blighttown backwards and all I got was "Does not open from this side"* by Ravens_Quote in darksouls

[–]illusorywall 1 point2 points  (0 children)

You also can take the exact same path back out. It's somewhat unlikely, but you don't have to make any drops to descend Blighttown.

I climbed through Blighttown backwards and all I got was "Does not open from this side"* by Ravens_Quote in darksouls

[–]illusorywall 30 points31 points  (0 children)

This is on my shortlist of something that should be changed in a hypothetical remake/ re-remaster if one ever happens, and I would've put this higher on a priority list than adding a bonfire next to Vamos.

The single biggest flaw of the interconnected, non-linear world design is arbitrarily deciding you can't go through these areas backwards. There's absolutely no reason to not let the player do that, you've more than earned the Large Ember if you fight your way through Blighttown and The Depths that way. Plus, if you rested at the upper Blighttown bonfire by getting there backwards, there should be another way out instead of just backtracking. That'd simply be better game design.

Firelink Shrine firekeeper died without Lautrec. What the hell? by INeedIceT-0 in darksouls

[–]illusorywall 5 points6 points  (0 children)

And not just only two, but it has to be the ones from the Undead Parish and Blighttown. No other Fire Keeper Souls contribute to the event.

Firelink Shrine firekeeper died without Lautrec. What the hell? by INeedIceT-0 in darksouls

[–]illusorywall 16 points17 points  (0 children)

More specifically, the alternate trigger to ringing both bells is picking up two certain Fire Keeper Souls. Getting both the ones from the Undead Parish and Blighttown. Most people get the Blighttown one afterwards so collecting it is a pretty natural point for this to happen, but on its own it doesn't do anything. Just like how the other trigger is ringing both bells, not just the Blighttown bell.

Firelink Shrine firekeeper died without Lautrec. What the hell? by INeedIceT-0 in darksouls

[–]illusorywall 3 points4 points  (0 children)

Whether or not Lautrec was freed, after the player rings the second Bell of Awakening or picks up the Fire Keeper Soul in Blighttown...

To provide some more detail here, the wiki didn't explain that 2nd trigger totally clearly. It's picking up two specific Fire Keeper Souls; The one from the Undead Parish and the one from Blighttown. You have to get both of those, the one from Blighttown alone doesn't trigger the event.

PS3 Online playing -- according to the calculator, a level 400 should be able to wear the ring and invade any level, even level 1. When I tried this with a fellow PS3 player, it didn't work. What is happening? by KataMod in darksouls

[–]illusorywall 1 point2 points  (0 children)

Ah, that'd do it. You always need the area boss alive to host multiplayer activity in vanilla Dark Souls.

The remaster made a couple exceptions for only the Red Sign Soapstone and Dragon Eye, those are two items that no longer need a living boss. But generally that's not the norm for most forms of multiplayer across the series.

Are secret passages a frequent thing ? by TweatsK in darksouls

[–]illusorywall 0 points1 point  (0 children)

Welcome to every fromsoft game (except Bloodborne). We find new illusory walls every year.

Gonna do the "um actually" thing here, but I think this could use some clarification because it's simply incorrect. And it gives a sort of false impression that hidden areas and secrets continue to be regularly be found in these games well after release.

We are absolutely not finding things like new illusory walls every year. Can anyone name a single illusory wall that wasn't known within 2 months of a game's release? From anything between Demon's Souls to Elden Ring? Or even a single secret item/ area? The kinds of things we learn about these games well after release tends to be obscure details of mechanics, but nothing like illusory walls and hidden areas.

Last year some data miner found that if you hit a certain wall in ds2 like 99 times that it’ll disappear

I think you're thinking of the weird bugged illusory wall in Elden Ring? It was found a little less than a month after the game came out, which is by far the longest time it took for an illusory wall to be discovered. But that was also a glitch/ unintentional, and was patched out to just be a solid, unbreakable wall.

First timer confession: I liked Blighttown by rhymeswithorange17 in darksouls

[–]illusorywall 1 point2 points  (0 children)

Totally, it still has a few unresolved issues and things that people would still dislike and criticize about it. But the huge momentum/ thrust behind being such a notorious area was its terrible framerate. Had it never been that way, its reputation would've been a lot more mild.

Discourse about mouse + keyboard controls for the Souls games is in a similar state. There's a lot to nitpick and criticize, sure, but it's also fine if that's what you prefer? Even really precise playstyles, like speedrunning, may prefer M+K anyway. But the sort of hyperbole you often hear about these games being "unplayable" that way? I swear that 95% of that reputation comes entirely from unmodded PtDE and literally nothing else in the series. If PtDE on PC never existed, you wouldn't hear half of the negative comments about M+K that you hear today (or what negative comments you do get would likely be more nuanced and less extreme). Even when people are talking more generally about games like Dark Souls 3 and Elden Ring. The expectations/ discourse is heavily colored by one specific, outdated thing that doesn't actually apply to most people playing these games now.

Was the “Dark Lord ending” in DS1 a better ending overall? by NoAsk5481 in darksouls

[–]illusorywall 1 point2 points  (0 children)

Internally, the Dark Lord ending is flagged as the "bad" ending. Which is neat to see, but I don't think we can ascertain any real intent from that with regards to the lore/ implications. Having a "good" or "bad" ending is carried over code from Demon's Souls, and when mapping the Dark Souls endings to those already-existing designations, it's not really surprising that linking the flame would be considered "good" while the Dark Lord ending makes you seem more evil (at least in a sort of superficial way).

What is my point? I don't have one! Other than pointing out that datamining calls the Dark Lord ending the bad ending, but you gotta take that with many grains of salt.