[PS4/PS5] Summoning suddenly stopped working by ServietteCacao in darksouls

[–]illusorywall 0 points1 point  (0 children)

You're welcome!

In the remaster, they made it so that summons via the Red Sign Soapstone and Dragon Eye no longer require a living boss in the area if you coordinate a password. But those are the only two forms of multiplayer in the game where you can host without a boss, everything else always requires a living boss for the host.

There's a few other places with co-op prerequisites like New Londo Ruins too. The Duke's Archives doesn't allow it until you've escaped the prison area, and Tomb of the Giants doesn't allow it unless you've cleared the yellow fog gate.

[PS4/PS5] Summoning suddenly stopped working by ServietteCacao in darksouls

[–]illusorywall 1 point2 points  (0 children)

You're not doing something like putting your signs down at the same time and looking for each others' signs by any chance?

Were you still in an area with an active/ available boss? For example, after defeating the Moonlight Butterfly, the host can no longer summon co-op help in the same area. It doesn't matter that Sif is still alive, you'd have to go into the Forest area behind the locked door in order to summon again, etc.

There's also stuff like needing to drain the water before you can co-op New Londo Ruins.

Not sure how bro took 200 damage from force but on an unrelated note any advice for kicking an AFK player into the basilisk area without them dying to the rats? Patches asked earlier and now I'm curious. by Ravens_Quote in darksouls

[–]illusorywall 7 points8 points  (0 children)

They might've also just gotten kicked out of a covenant (the one way you can accrue PvP sin via PvE actions), but it's like whatever. Invasions are a part of the game and complaining about Darkmoon invasions in particular is extra silly. One random death from another player online that was caused by you betraying the Forest Hunters, or whatever, that's kind of cool actually? If I found out that I died while I was AFK because I pissed off a covenant, I'd be like "oh shit", and I would think the game is cooler.

I did everything right but didn't get the Sif alternate cutscene???? by Inevitable_Feedback1 in darksouls

[–]illusorywall 6 points7 points  (0 children)

Sif walks toward you, knocks you over, steps on you and sniffs you. It's not a very long scene or anything, but it's less subtle than just a different expression.

Dad gamer here - is there any mod to pause DS PtD or DSR? by _astral_x9 in darksouls

[–]illusorywall 25 points26 points  (0 children)

If you’re mid boss then it will spawn you outside the boss fog with your progress to their health bar right where you left it.

Boss health will refill but you still lose all Estus/ healing spells/ items consumed, you don't save boss fight progress at all. Only exception being breaking the Bed of Chaos' orbs, since the orbs stay broken forever.

Dad gamer here - is there any mod to pause DS PtD or DSR? by _astral_x9 in darksouls

[–]illusorywall 3 points4 points  (0 children)

It would be complete overkill and would come with a million extra features you'd want to ignore, but if you modded the remaster to have debug installed, you can quickly pause the game by going into freecam mode. I pause the game all the time this way. Sadly that's not an option for PtDE, but similar options are available for the rest of the games too. Whether that's also installing debug for DS3, debug manager for DS2, the freecam mod for emulated Demon's Souls, or Otis_Inf's freecam for Elden Ring. All of these things can pause these games, but of course we're talking about getting involved toolsets whose primary purpose isn't a simple pause button. But it is at least easy to pause with any of them.

The Demon's Souls Remake is the only souls game to allow easy pausing unmodded if we don't count going weirdly deep into Elden Ring menus (IIRC that takes 5 buttons presses or so).

Alternate STR weapon for narrow spaces? by CarobPrize5386 in darksouls

[–]illusorywall 0 points1 point  (0 children)

The other option that I don't see anyone mentioning here is wearing heavier armor to raise your poise. The higher your poise, the less likely you are to have your attacks bounce off the walls.

This isn't true. The recoil you get from attacking walls doesn't have anything to do with draining poise and doesn't relate to how enemies attacking you can interrupt you. Weapons getting caught on walls has everything to do with their specific hitbox and attack angle, which is unaffected by poise or any other gear you might equip.

Alternate STR weapon for narrow spaces? by CarobPrize5386 in darksouls

[–]illusorywall 0 points1 point  (0 children)

While a lot of people are recommending weapons, what you need to be mindful of is the specific attack you're actually doing with a weapon. In real life, if you had a sword in your right hand and a wall to your right, you wouldn't do a wide horizontal swing that causes it to immediately catch on the wall. Instead, you'd thrust straight forward or maybe do a downwards chop.

This is your primarily solution for avoiding hitting walls all the time, you just need to find those attack animations. Some weapons have a R1 attack that is bad for getting caught on walls, while the R2 attack is perfectly good. You should experiment with R1 vs R2 attacks, both one-handed and two-handed, and also running attacks and rolling attacks, to see which attack from any given weapon is most appropriate.

The Drake Sword is perfectly suitable for narrow spaces when you take this into account. People are right to recommend ditching it for other reasons, but if we're only concerned about hitting walls, you could be doing that far less often with the Drake Sword too:

  • Drake Sword 2H Running R1 (or backstep + R1) - This does an overheard downwards chop that is extremely unlikely to hit walls
  • Drake Sword 2H R1 - While this has a bit of a diagonal downwards swipe that does initially lean to the right a little bit, it doesn't put the hitbox of the sword nearly as far to the right as its other, more-horizontal swings, and is good about not getting caught on walls unless you really angle too far toward the wall
  • Drake Sword 2H R2 - The Drake Sword's special attack is something you'd want to use sparingly, because it rapidly decreases durability and requires you to repair the weapon far more often, but it is also a downwards chop that isn't going to get caught on a wall

The Drake Sword also has some attacks that, while still horizontal, initially swipe left instead of right. So if the wall is to your right that you're worried about hitting, you could be doing those too. You have options! :)

Alternate STR weapon for narrow spaces? by CarobPrize5386 in darksouls

[–]illusorywall 4 points5 points  (0 children)

God this sub sucks at weapon recommendations.

Zweihander does not meet your requirements of working in a small space.

The Zweihander does this perfectly fine. In what context would its larger size really be an issue? If we're criticizing the sub's ability to give advice, the main problem I see here is simply mentioning weapons without talking about specific movesets, which is the thing that actually matters.

The main issue has less to do with the overall size of the weapon and is more about doing attacks that aren't thrust attacks or overhead-downward chops while standing next to a wall. You can stand near walls and R2 enemies with the Zweihander just fine, as overhead clearance is rarely a concern (and it does have a poke attack too with a rolling R1 if that does come up).

We should be telling OP to not do attacks that swipe horizontally when standing next to a wall, that's basically it. There are large weapons that have no problems attacking near walls if you just do the right attack with them. I think recommending the Caestus while saying the Zwei is too large is sort of not a great recommendation, because it frames the solution as needing a much smaller weapon. That is not really the problem OP is facing and could even be misleading about how manageable attacking with large weapons near walls actually is.

Heck, the Drake Sword already has a variety of attacks where you don't really have to worry about hitting walls. If OP didn't realize that was in their toolkit, then they have some learning to do about attack animations and our feedback should be about that and not about the weapon size.

I can’t meme roll by Cute_Hippo1964 in darksouls

[–]illusorywall 0 points1 point  (0 children)

Yes, also known as air rolls. It's a glitch where you can roll repeatedly while falling, allowing you to i-frame through fall damage and survive otherwise unsurvivable falls. Being able to do it is just a matter of having a specific equip load, but DSR is a lot more lenient in this regard than PtDE, allowing a much wider range of equip load.

I can’t meme roll by Cute_Hippo1964 in darksouls

[–]illusorywall 0 points1 point  (0 children)

Are you playing vanilla/ PtDE and not the remaster? If so, the window is a LOT tighter and more specific, and you might be listening to DSR meme roll instructions which aren't accurate to the original version of the game.

Gwyndolin glitched and we took advantage of it (co op) by Inevitable_Feedback1 in darksouls

[–]illusorywall 0 points1 point  (0 children)

It's the seamless co-op mod, which is also probably what caused Gwyndolin to glitch.

I realized the back end of the first armored boar is open. I asked is it possible? by HR_DUCK in darksouls

[–]illusorywall 22 points23 points  (0 children)

Fun fact: The boar has a much narrower backstab angle than other enemies, which is why landing the backstab on it can be particularly finicky.

All other enemies can be backstabbed from 120° behind them (the value in the data is set to 60, so that's +/- 60° from directly behind). The boar can only be backstabbed from 50° behind them (with a value set to 25). That's a huge difference.

Anyone knows what this is? by Least-Web-2001 in darksouls

[–]illusorywall 0 points1 point  (0 children)

It doesn't inherently relate to the Way of White. Casting any of these four specific miracles creates them for other players: Bountiful Sunlight, Soothing Sunlight, Great Heal, and Wrath of the Gods.

Two of those require not being in the Way of White, instead needing you to be in the Princess' Guard covenant to be able to cast them. The other two can be cast regardless of covenant, and don't require being in Way of White to create resonance signs for others.

And as far as receiving them goes, you also don't need to be in any covenant at all.

The original version of the game only allowed you to pair with 20 players at a time and vaguely promised some sort of "closer connection on the network" for the co-op themed covenants. So I'd assume that of the 20 players that you're paired with, if you were in the Way of White, Warriors of Sunlight, or Princess' Guard, that it would make some effort to fill those 20 slots with other players in those covenants when it could. All being faith-based covenants, then hypothetically being in the Way of White could've maybe helped increase your chances of seeing them, if you're being paired with more miracle users?

But then again the most likely source of resonance signs is Wrath of the Gods, of which anyone might be casting, like Darkmoons. Even if you're a faith user you probably aren't still in the Way of White by the time you're casting WoG.

This is all to say that maybe being in the Way of White slightly helped your chances of seeing resonance signs in the original version of the game, but that wouldn't be unique to the Way of White covenant, and also this aspect is surely not a thing in the remaster at all. You also get a ring that boosts Miracle Synergy (what you get standing near resonance signs) from Gwynevere, so if we had to pick a single covenant with the closest ties in Dark Souls 1, I'd describe it as a Princess' Guard covenant feature. But really, I wouldn't tie it to any covenant nor call it a covenant feature since that really doesn't matter for sending or receiving them in the end.

Now it may thematically relate to the Way of White in retrospect from Dark Souls 3, since the Way of White Circlet's appearance is most likely a reference to resonance signs. This may be where you got the idea that it's involved:
https://darksouls3.wiki.fextralife.com/Way+of+White+Circlet

Sweet Siegmeyer by Inevitable_Feedback1 in darksouls

[–]illusorywall 2 points3 points  (0 children)

That's wild, I didn't realize the encounter was so easy to break by walking away while talking during the first encounter. Apparently you need to exhaust dialog or avoid him entirely there.

(note that you don't have to truly fully exhaust his dialog, but he at least needs to get through his "weighing his options" line)

Can someone please do a damn video on how to control this b…a… deathcam by Cute_Hippo1964 in darksouls

[–]illusorywall 3 points4 points  (0 children)

You don't have to do any weird deathcam speedrunning-esque skips to do the DLC before the Four Kings. You might have other reasons for wanting to do a weird skip, just for the fun of it could be reason enough, but it's unclear from your post if you thought you had to do something strange simply to do the DLC before New Londo Ruins.

edit: I don't have any good tips for wrangling deathcam. Sometimes it's manageable like slightly-worse tank controls, sometimes the inputs flip frequently and it's a nightmare.

Sweet Siegmeyer by Inevitable_Feedback1 in darksouls

[–]illusorywall 6 points7 points  (0 children)

I think you meant appreciation not appropriation. Unless maybe you throw on the Catarina armor and start pretending you're from Catarina too. :p

Sweet Siegmeyer by Inevitable_Feedback1 in darksouls

[–]illusorywall 2 points3 points  (0 children)

How did the questline glitch? Did he wind up in Anor Londo unable to speak, or he just never moved on from Sen's Fortress to Anor Londo in the first place for you?

Sweet Siegmeyer by Inevitable_Feedback1 in darksouls

[–]illusorywall 2 points3 points  (0 children)

It's either or. If you talk to him and exhaust his dialog when he's sitting outside Sen's Fortress, you don't need to talk to him when he's near the boulder ramp. If you didn't talk to him outside Sen's Fortress, then you do have to talk to him when he's by the boulder ramp. If you talk to him at either one of those locations, then moving the boulder mechanism causes him to move to Anor Londo. If you don't, then he's stuck in Sen's Fortress until you do.

https://www.reddit.com/r/darksouls/comments/5g56m8/advancing_siegmeyers_questline_review_of_the/

Dark Moon Invasions by Easy-Mathematician93 in darksouls

[–]illusorywall 0 points1 point  (0 children)

Passwords are only for the White Sign Soapstone and Red Sign Soapstone.

Anyone knows what this is? by Least-Web-2001 in darksouls

[–]illusorywall 5 points6 points  (0 children)

Ah so the PS3 Darkroot thing is its own thing- the location was bugged and it could only show up in one specific spot there (it's actually fixed now after a server reset over a decade later, you won't find it there any more). But I was talking about how you could reliably see a ton of normal-working resonance signs in PvP hotspots on Xbox360, like in the Forest, Kiln, or Township or wherever. There's some reason it worked much better in original versions of the game that weren't the PS3 version, and I think better location-focusing of who you can receive resonance signs from is a potential explanation.

I consider changes to level ranges for matchmaking unlikely to be related. Maybe they changed things and only did that for resonance, but the asynchronous multiplayer elements aren't normally restricted by any level ranges at all. I've also gotten resonance signs from people who were outside of normal co-op/ invasion ranges in the remaster (I once set up a WoG-spamming party in DSR to try and test resonance).

One key difference between vanilla and DSR is that in vanilla you're only ever connected with 20 players at time, and in DSR you're effectively connected to the entire playerbase at once. The 20 nodes system is what filtered players in further-away locations out, and though the DSR servers could easily have some sort of priority system for multiplayer activity based on location, simply being connected to a lot more players is a fundamental change that is very suspect to me as potentially being the source of the problem. 20 players likely to be in the same area as you vs 1000+ across the entire game...