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Post Reply What if instead of SAO it was...
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Posted 3/27/16 , edited 3/27/16
Okay thinking about this I think we need to be clear on some things. Mainly are they following the mechanics of Dark Souls in this? By which I mean they are all on the game server but each is split into their own world, and only able to interact with others through messages and summon signs/invasions, because this does influence how things are going to play out a lot. At most this would mean they could have three people in a given world at a time, discounting invaders.

Also is the pre-existing dark souls community also a part of this game, because if so they become the biggest problem facing the SAO players by a staggering margin.
Not even Kirito with all of his mary sue god powers can stand against The Legend



wut r u casul?

In all seriousness, the really good pvp players in Dark Souls basically amuse themselves by finding new and exciting ways to toy with other players, and would become a major hindrance.
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Posted 3/27/16
Considering Dark Souls has a mechanic built into it for reviving no, they would just never die. You are an immortal undead.
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Posted 3/27/16

XxDarkSasuxX wrote:


nanikore2 wrote:


bronzefoot wrote:

What if it was Pong?


What if it was Tron?

DON'T GIVE THE VR MAKERS ANY IDEAS NOW.


what if it's STILL the Matrix?
Posted 3/28/16
If it's mmo style like SAO players would curbstomp the game. It's not meant to have 30+ players on one boss, or in one area all at the same time. The game would have its casualties, but definitely not be anywhere near as difficult as people are thinking.
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Posted 3/28/16

Urboistar wrote:

If it's mmo style like SAO players would curbstomp the game. It's not meant to have 30+ players on one boss, or in one area all at the same time. The game would have its casualties, but definitely not be anywhere near as difficult as people are thinking.


On the other hand this is going to cause people to die in droves in certain areas like the Tomb of Giants due to the level layout. Low visibility+narrow passageways+hundreds of people=not fun.
Posted 3/28/16

vanguard1234523 wrote:


Urboistar wrote:

If it's mmo style like SAO players would curbstomp the game. It's not meant to have 30+ players on one boss, or in one area all at the same time. The game would have its casualties, but definitely not be anywhere near as difficult as people are thinking.


On the other hand this is going to cause people to die in droves in certain areas like the Tomb of Giants due to the level layout. Low visibility+narrow passageways+hundreds of people=not fun.


Lol I can see it now. "What is that thing?! AHHHH" *20 people panic jump off edge* Although I'd assume people wouldn't just run through areas like that in a huge unorganized group. Experienced people in the front leading the charge and not so experienced guarding the rear. A straggler or two might go missing and die but that's the sort of casualty I was talking about.
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Posted 3/28/16
Yeah, they are do dead.

Or at least, I would be in this situation. I usually rage quit a dark souls session within thirty minutes and that's usually because of repeated and unrelenting death.
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Posted 3/28/16

Jsingles589 wrote:

Honestly, that would have made the show a lot better in my opinion. As a game SOA seemed more focused on huge rolling landscapes than having anything interesting or dark going on. It felt like there were no interesting enemies for them to battle. Dark Souls would make the anime a hell of a lot darker, but also a hell of a lot more epic.


They failed on the landscapes. .Hack did the landscapes better while keeping it focused. SOA went all fanfictiony.
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27 / M / New Hampshire
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Posted 3/28/16
Yeah it's pretty alarming how fast SOA deteriorated...
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Posted 3/28/16 , edited 3/28/16

thelectricow wrote:



Greetings players! I have trapped you all in this game because... well, who cares, you'll all be dead within 20 minutes. Also Kirito, no cheat codes. I see you over there!



Until Kirito magically gets the highest level admin key and stomps the villain into the mud
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Posted 3/28/16
Lol regardless of whether or not the designers intended for the levels to be so terribly made (which I'm pretty sure they were), it's still bad level design. And I'm not saying like an enemy behind the corner or anything like that, but like something jumping off the ceiling and killing you? For standing in the middle of the room? There is literally no defense for that, except not standing in the sweet spot. Which you could only know about by dieing.
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Posted 3/28/16 , edited 3/28/16

XxDarkSasuxX wrote:

Lol regardless of whether or not the designers intended for the levels to be so terribly made (which I'm pretty sure they were), it's still bad level design. And I'm not saying like an enemy behind the corner or anything like that, but like something jumping off the ceiling and killing you? For standing in the middle of the room? There is literally no defense for that, except not standing in the sweet spot. Which you could only know about by dieing.


You're talking about the slimes in the depths. Yeah they got me too but once you know they're there you can just knock them off the ceiling with an arrow. Death is to be expected in Dark Souls, it has a large emphasis on trial and error, and a large part of it is learning to deal with unexpected obstacles on the fly. You're supposed to be cautious, read messages, and always expect that something's around that next corner ready to kill you. Because there almost always is.

That is most certainly not for everyone, and it's fine if you don't like it. I can respect that, but you're coming off a tad salty here.
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Posted 3/28/16

vanguard1234523 wrote:


XxDarkSasuxX wrote:

Lol regardless of whether or not the designers intended for the levels to be so terribly made (which I'm pretty sure they were), it's still bad level design. And I'm not saying like an enemy behind the corner or anything like that, but like something jumping off the ceiling and killing you? For standing in the middle of the room? There is literally no defense for that, except not standing in the sweet spot. Which you could only know about by dieing.


You're talking about the slimes in the depths. Yeah they got me too, the first time, but once you know they're there you can just knock them off the ceiling with an arrow. Death is to be expected in Dark Souls, it has a large emphasis on trial and error, and a large part of it is learning to deal with unexpected obstacles on the fly. You're supposed to be cautious, read messages, and always expect that something's around that next corner ready to kill you. Because there almost always is.

That is most certainly not for everyone, and it's fine if you don't like it. I can respect that, but you're coming off a tad salty here.

Well, the slimes are just first the things I remember. Ther have been plenty of times that I knocked myself off a cliff because there was a enemy standing there and I couldnt attack him unless I switched hands. I died from a dragon breathing fire on me, etc.

I understand that this game is just supposed to be a torture thing and a "Hey gaize, I beat Dark Souls' thing, but dieing from random shit to be reset half an hour back into the world only to die more times because I just want to rush back to where I died is just grating.

I think the game is great for what it was, but the thing that annoys the absolute shit out of me is that now all sorts of games are following this trial and error gameplay system. Usually not as extreme as a total reset back into the world, but it's so prevalent now. It's lazy. But I digress.
Posted 3/29/16 , edited 3/29/16
I remember my first play through, good times, good times...

if we talking dark souls one then all we need to do is go strength build, those fucking builds are the easiest and have the highest rate of survival.

Don't go magic or dexterity if you want to live easily

go vitality and strength. lil bit of dex and endurance, and ya should be good.


also pvp in Souls series is cheap as fuck, so play as dirty as you want. get creative.

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