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Originally Posted by HijiriOni
I've never played Chrome Hounds, but Armored Core: For Answer is atrocious for co-op, it has basically no point, and way to much requirements. Have to beat the level (both people), can't obtain rewards or ranks, and because your required to beat the level you can't get help on it.
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Actually you can obtain mission ranks and rank-related rewards on ACFA co-op, even though the disclaimer states otherwise. I have no clue why that is, but it sped up getting my wall-to-wall S ranks in Hard. Game-accomplishments aside, it's just a lot of fun.
But my point is that the developer had previously made games where you CAN lock your multiplayer down to friend lists and you MUST deliberately opt in for PvP. This is different on purpose. Also I'd love to see something similar added to Armored Core where players can accept mission requests to assist or confront an active player in an area.
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Hell this could EASILY be solved with something like the revival stone. A limited use, relatively hard to obtain item that prevents invasion for a certain amount of time, with how random invasions are you may just end up wasting it for the "comfort" of not being invaded when no one actually invaded you. Doesn't take up spell slots, so it doesn't force a re-setup of your character changing from physical/spirit form either.
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... the "comfort" you're talking about runs counter to the whole point of adding invasion to the game. It's a much better compromise than opt-in PvP like Red Stone but it's a compromise where I think none should be allowed.
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It is unique, but unique doesn't mean "good" or "perfect" it's just simply unique. I wager if they make a demon's souls 2 you'll see some changes to it, better or worse I'll put money on it that it won't work exactly the same.
The things I'd like to see in a DS2 would be "more world exploration" "more impact on the world/ending based on your actions" ...having the final ending determined between 2 endings at the very ending with no influence on any actions you took before was kinda weak. "More Character Development" this could include the bosses cause I still can't figure out how the adjudicator put his own sword into his stomach (my only theory involves rolling a 1) and of course "Improvements to the multiplayer system"
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I doubt we'll see a sequel, except maybe in spirit. Really great games never get one.
If one came along the first thing I would want is an even wider selection and more realism in the arms and armor, a few fighting stances for each kind of weapon (held high, to the side, low, reversed, katana sheathed, etc) even if they boil down to some pretty simple stats tradeoffs (power, speed, reach, guard %, impossible to parry) ... like a medieval combat equivalent to Way of the Samurai or Gran Turismo for ridiculous level of attention to real-world detail. I'd like to see the bosses retain their variety but try to deepen the mix of puzzle solving, fighting, and the amount of "story" in each.
Dragon God is like pure puzzle solving with a very token fight and no story. Why's it there?
Astrea, all story (awesome) and not really much of a fight from Garl.
Flamelurker is like 110% fighting, I actually wouldn't mind adding some puzzle stuff and maybe knowing what the hell he's doing there.