Blinge wrote:Oh dear. To quote Birru; this has become a theorypost nerdfight.
Video game design is very serious business. This is a no fun zone.
Blinge wrote:This is equally evidence for why Blighttown is not designed for bow use.
I described how the bow was useful and fun in Blighttown without being the cheesiest strat in the game. The design of the rest of game leads me to believe using a bow in Blighttown was not considered in development, but it ends up working by accident. There are many areas in the game that either provide no challenge for the bow, or little viable use at all, so I don't understand why avoiding both of these main problems is a bad thing. The portion of the post you cherry picked was more about how the bow is fun to use in comparison to taking down unresponsive enemies.
Blinge wrote:You can do this without a bow, it's called moving forwards then retreating to more favourable ground. The enemies will give chase and you can take them out at your leisure if you don't wanna engage them all at once.
Your descriptive language is disingenuous: darkness/light levels don't factor into Blighttown really. You aren't running into darkness, you're just advancing into unknown territory - if you got knocked off, you failed at melee combat or.. staying on land.
This was more so directed towards a first time playthrough, of course there are other methods to deal with these problems. I would argue the darkness is a factor on the first playthrough as it stop you from getting a good look at your surroundings which can lead to more difficult confrontations. Having knowledge of the map really takes the edge off of Blighttown and makes the best solution on subsequent playthroughs just running past everything, like the majority of the game. The blowdart snipers are much more intimidating when you don't know which direction to take to dispatch them, or how many there are littered around the boardwalk.
Blinge wrote:Well, I hope I've shown there's more to the game than simply rushing forward or playing 'tactical' by using a bow..
It seems to me that you saw the bow as the answer to your problems very early on and therefore start seeing the game as built around the bow.
Your post seems to suggest that only bow is the tactical approach. If you aren't implying that then fine.
I don't believe I implied this at all. To think that bows are the only tactical choice is just silly. If anything the bow requires very little thought throughout most of the game, but Blighttown shows some of the potential the bows had if the game was better designed around them, regardless if that was the developers intention. I don't think it's ridiculous to expect a game to be designed around its features, obviously i'm going to judge how the bow works with the rest of the game.
Bananamatic wrote:even if the knight acknowledged your existence, he would die to any long ranged attack before he could even reach you because anything slow is super easy to kite forever
This is still better than enemies being completely unresponsive.
Bananamatic wrote:I really don't know what kind of reaction you're expecting from enemies in a slow game and how would you deal with it without fucking over melee builds entirely at the same time
I already addressed this.
Square_Air wrote:While I think it would be asking to much for them to design a game perfectly around every diverse style of combat (few games can do this properly, and often have less diverse options), I feel like there needed to be more adjustments before the game was released.
That being said, I don't know why you're so averse to possible changes in Dark Souls. The game has a lot of room for improvement, and a good amount of changes wouldn't need to be so drastic. Any form of kiting is better than enemies not giving a shit, even if it hardly changes the overall experience.
Bananamatic wrote:the only solutions to avoid cheesing is to:
1) give enemies insane speed or gap closers so massive armored knights could do an anime dash or jump 200 meters ahead of them which would make the game even more retarded, or
2) give everyone long ranged attacks, which would make the game super annoying for any melee build
I don't see why these have to be the only changes, but honestly.... both of these suggestions sound really fun... I know it wasn't your intention, but having a few more enemies that are better at gap closing or more effective at ranged battles seems really exciting to me. The entire game doesn't need to be built like this, but adding more effective enemies seems like a great idea to me.
Bananamatic wrote:the mosquitoes aren't even worth fighting, you can just ignore them and move on
like 90% of enemies in the whole game
I agree, this is such a flaw in this game for me. The most fun I had was when everything was new and every challenge needed to be assessed, and every area needed to be explored. On my NG+ playthrough the game loses a lot of its value when you can just roll right through all these areas while ignoring inconsequential enemies. The game could stand to be more challenging to returning players. If even just the NG+, or a hard mode, introduced new enemy tactics (anime leaps, more/better projectiles) it would vastly improve the experience in my eyes.