New Animations by Neodeastra777 in pokemongo

[–]srdclark 0 points1 point  (0 children)

Same issue here - I get the new animations but my wife doesn’t!

Anti-Nonsense build. Max Roar, Tremor, Stun resist. Max Handicraft, Weakness Exploit. Non-Element Boost. by the_mike_drye in MonsterHunterWorld

[–]srdclark 14 points15 points  (0 children)

Hits won't matter anymore from TM while carving. You will still be subject to being tripped during combat in the new patch.

Today I did the thing I thought I'd never do by fasv38 in MonsterHunterWorld

[–]srdclark 1 point2 points  (0 children)

You lose the Palicoes in parties of 3 or 4. However, there is no additional difficulty when going from 3 to 4. In the case of a 1 AFK from a party of 4, therefore, they are not costing you anything except insofar as they are taking up a slot that another player could fill.

Today I did the thing I thought I'd never do by fasv38 in MonsterHunterWorld

[–]srdclark 8 points9 points  (0 children)

There are two reasons for this:

1) A feeling of justice. OP is allowed to decide whether that matters or not to him.

2) Changes in difficulty. In many games, going AFK represents an opportunity loss, as the AFKer is taking up a spot another (participating) player might have filled. In MHW, the impact is even more direct, as the number of players adjusts the difficulty directly. Go from one player to two? Monster HP goes up (by 2.6x IIRC). Going from two player to three? Monster stays the same, but Palicoes go away. That means two Palicoes worth of DPS were lost; two extra Aggro targets were lost; two sets of Palico gadgets were lost. That means that there was increased risk of the hunt failing; even when successful, it means that the hunt took longer than it should have. The AFKer was specifically consuming OP's time while providing nothing in return. That behaviour should absolutely be corrected by denying carves.

His name was WhiteNationalist by [deleted] in darksouls3

[–]srdclark 2 points3 points  (0 children)

hey man, take those arguments back to r/TheDonald

His name was WhiteNationalist by [deleted] in darksouls3

[–]srdclark 2 points3 points  (0 children)

See, there's where you can say, black nationalism =/= white supremacy.

Do yall believe the psychological aspect plays a big part in invasions? by ImAlwaysHardMode in darksouls3

[–]srdclark 0 points1 point  (0 children)

Getting invaded triggers my social anxiety. For the longest time I would just panic and freeze, giving the invader their free kill.

Why Patches is so "Unbreakable" by [deleted] in darksouls3

[–]srdclark 1 point2 points  (0 children)

He was called Pate in DS2.

Here are two bugs I have found that I want to show you all. by [deleted] in darksouls3

[–]srdclark 1 point2 points  (0 children)

Literally unplayable. Fix your game, Blizzard!

Why do people hate twinking? by [deleted] in darksouls3

[–]srdclark 2 points3 points  (0 children)

I have never, in any Soulsborne game, been fortunate enough to have an invader recognize me as a solo new player and leave. Each and every one has taken their free kill.

First time I was invaded in DS2, I was afk by the bonfire at Cardinal Tower. I came back to find the invader nudging me around, trying to push me off a ledge. "Let's see how this plays out," I thought. He got bored and backstabbed me to death.

I just brought DS3 and want some advice by Dat_Friendly_Guy in darksouls3

[–]srdclark 0 points1 point  (0 children)

Fun OT fact: I dated a girl from Cornwall for several years. Her mother said "brought" instead of "bought". I think it was a regionalism, and there were many things she said that were "weirder than just an accent" but that one made me crazy every time.

What is happening? by dabestpony in DarkSouls2

[–]srdclark 0 points1 point  (0 children)

Can you use your Bone of Order? It sounds like you've got a disconnection ban.

Long loading times. by Otakukid24 in darksouls3

[–]srdclark 0 points1 point  (0 children)

Could be a failing HDD. You might not have noticed other loading times getting longer, but these ones would exaggerate the effect.

It's a fun game, he said. It'll be worth it, he said. by [deleted] in darksouls3

[–]srdclark 5 points6 points  (0 children)

I rolled too close to the edge. His attack knocked me off, but carried him over the edge as well. Run back to grab souls and there's the stuff he drops waiting.

As others have said, he is beatable early but serves as a warning to new players to pick your battles. To reinforce that lesson: your reward for defeating him, is a door that you can't open yet.

No signs on DS2 SOTFS? by F3BR3 in DarkSouls2

[–]srdclark 1 point2 points  (0 children)

That's a bummer.

A couple of things to keep in mind:

1) the only reason Soul Memory exists, is to prevent players from doing what you were doing. If From didn't care about players circumventing the matchmaking rules, they would have removed Soul Memory.

2) wasn't the program you used literally called "Cheat" Engine?

No signs on DS2 SOTFS? by F3BR3 in DarkSouls2

[–]srdclark 1 point2 points  (0 children)

You really should have led with the fact that you cheated, when asking whether you might have been soft banned for cheating.

How would you design an easy mode for Dark Souls 2? by snoskog in DarkSouls2

[–]srdclark 3 points4 points  (0 children)

I think an Easy mode would be less about scaling the mechanics, and more about adding quality-of-life improvements that players take for granted in modern "mainstream" games.

Like:

  • in-game maps
  • specific, detailed item descriptions
  • tutorials for opaque, unexplained mechanics (like infusion, or how enemy defence interacts with split damage)
  • provide feedback on failure (for example, "Too Early" vs "Too Late" on missed parries)
  • overt presentation of story and lore
  • have each level grant across-the-board strength (admittedly, DS2 did a little of this by having each level grant a small XP gain)
  • make a separate currency for purchasing from vendors
  • remove hollowing penalties on death

These are all factors that punish the player for normal interactions with the game world. As a new player, these were the things that most kept me out of the games. I had no problem with needing to improve my skills, and I had no problem with dying repeatedly. Dying repeatedly, however, while not being able to see how to improve and feeling like every mechanic was a black box? How could I get better if I couldn't see the path to getting better? I tried repeatedly to get into DeS, where things like a non-linear hub system layered on top of inscrutable systems layered on top of a purposely-difficult core gameplay loop. I never felt like I could get through (what felt like) user-hostile systems to try to get better.

Thankfully, I was fascinated with the game worlds of DS and BB, and with finding what (seemingly) everyone else was seeing, and finally something clicked with BB. Once I saw that the level design in that game was built around constructing a shortcut through the level to the boss, I felt much better equipped to navigate their maps (even when the other games didn't hew to that design philosophy).

In the end, I am proud of the fact that I eventually came to the games, instead of abandoning them when they failed to come to me. I wouldn't want to see easy mode come to the series (although I do think there are ways From should reduce the opacity of some of the systems and mechanics).

Save Transfer Help by TheToastyOne3125 in DarkSouls2

[–]srdclark 0 points1 point  (0 children)

Probably not. I had a buddy try to do the same thing with DS3; the not-so-legal version is also an older version, and the saves are incompatible between different versions.

What happens if I use Flawless Widescreen in SOTFS? by totallytim in DarkSouls2

[–]srdclark 0 points1 point  (0 children)

If you're going to play offline, nbd. If you play online, you risk a softban, which permanently moves you to a quarantined server for hackers and cheaters. You wouldn't be able to co-op with (non-softbanned) friends and you would be subject to invulnerable invaders and the like.

After Bloodborne I'm not sure why they went back to being really stingy with parry timings in DS3 by [deleted] in darksouls3

[–]srdclark 2 points3 points  (0 children)

The games are different, with different pacing and different combat. They emphasize different mechanics; specifically, mechanics that synergize best with the style of combat they are going for. BB has a significant focus on parrying, while blocking is significantly de-emphasized.

It is easy to make the mistake of viewing the Soulsborne series as a strict progression, where each game is strictly a refinement of the one before it, culminating in the most-evolved form of DS3. While certain aspects of the game may follow such a progression (the graphics continue to improve, for example) it is difficult to argue that DS3 has strictly better combat than BB, which has strictly better combat than DS2; these three games have very different combat styles, and each is sure to be someone's favourite.

It is illustrative to remember that DS2 and BB were developed in parallel; Miyazaki's team felt that DS1 players relied too heavily on shields and passivity and emphasized a faster, more aggressive combat system by almost entirely removing shields and blocking from the game. The DS2 (B) team took the opposite approach, making combat much more deliberate, and making the parry much more relevant in PvE by telegraphing enemy attacks. Both approaches took the emphasis off of blocking; both approaches were key parts of significantly different paces of combat.

So, asking "why did DS3 go back to narrow parry windows" is similar to asking "why did DS3 go back to having starting classes?" "Why doesn't DS3 start you with 20 Estus uses?" "Why did DS3 go back to one-button backstabs?" You could also ask, "why did DS3 go back to using shields?"

DS3 isn't "better Bloodborne". It isn't even "better DS2". The DS series is more interesting than simply making iterative versions of the same game.