I have strong feelings on this, don’t @ me

  • There’s an area in Archdragon Peak in DS3 around the middle part on the back side of the wall where the Nameless King is if you go down to the lowest platform you can see some scaffolding that wraps around the bridge pillar and it looks totally stable and as if you were meant to find and explore it.

    The scaffolding has no physics. It’s just a phantom and you will fall right the fuck through it. 😖

  • Thorry@feddit.org
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    2 days ago

    Having shitty platforming is a staple in the Souls games. Is a game even a soulslike, when it doesn’t include shitty platforming?

    But at least they fixed it in Elden Ring, you have a jump button now. Not to worry Miyazaki has got you covered, the jump button only works half the time and the jump distance is random. Fall damage is also random. And to make the platforming less shitty Miyazaki himself placed clues in the levels of where to jump, which mark the exact spot not to jump from in about 70% of cases.

    • chuckleslord@lemmy.world
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      2 days ago

      Having watched Zullie the witch, I know for a fact that none of that stuff is random, but boy howdy is it unintuitive. Like fall distance to lethal is the same across Dark Souls and Elden Ring, but minimum fall distance for damage is significantly higher (since Elden Ring is much more vertical a game). As a result, the difference in height between 30% your health being taken vs half of it is 3 in-game meters, or just under twice the players height. Another meter further and you’re dead instead.

      Another example, you’re immune to fall damage after using a spiritspring, but only until you hit the first “ground” geometry, and only so long as there isn’t a death plane. So if you bump into a cliffside in just the right way on your way down, the spring is eaten and you die on impact (height is calculated from the highest ground you left from, not from where you lost the spring effect). Double-jumping also has no effect on damage calculation, so it can’t save you.

  • paultimate14@lemmy.world
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    2 days ago

    I’m playing Elden Ring for the first time alongside an experienced player guiding me through everything.

    I am incredibly impressed with how they clearly put so much time and energy into the combat. The models, the animation, the different types of attacks, the tuned numbers. It is an incredible feat of game design.

    So i’m just as equally baffled as to why they decided to have like 30% of the gameplay be platforming, when jumping around feels like knock-off PS1 or N64 platformer. It feels like someone tried to recreate Mario 64 as a mod in Skyrim. Or if someone tried to make a whole sniping stealth game in GTA3.

    They put all of that effort into one set of systems, then decided to throw that out the window in exchange for dank jank like 1/3rd of the time.

  • D06M4@lemmy.zip
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    2 days ago

    Weird of me to say I would’ve liked my DS characters to jump like Link does in most 3D Zelda games.

  • Sundray@lemmus.org
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    2 days ago

    Sometimes we love a game because it’s genuinely good.

    And sometimes it’s Stockholm Syndrome.

  • Gekkonen@sopuli.xyz
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    2 days ago

    I honestly never liked the jumping in even Sekiro. The rope arm was fine, but jumping always felt bad.