Dark Souls 2 Wishlist

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Birthright

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Dec 26, 2010
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1. Make the keyboard and Mouse more playable.
2. A better internet and multiplayer interaction
3. Hard and engaging boss fights and environments(no more B.O.C or demon ruins).
4. Stick to what they are good at, if it aint broke dont change it.
5. Dont add a pause button.
 

Dandark

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Sep 2, 2011
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1. Fix the lag that can plague PvP though I have heard they are already doing this by using dedicated servers so yay
2. Nerf backstabbing so that while still dangerous it doesn't insta win fights anymore, again I have heard they are already doing this.
3. Change how you match players up, the worst part of Dark souls PvP that threw a lot of people off of it were the scummy players who stay low level but get all of the best equipment and then camp the undead burg to instagib the new players.

That's about it really, keep everything else that made Dark souls great the same. Dark souls 2 has got more me hyped for a game than anything else in ages has so I really hope it is just as good as the first game.
 

loa

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Jan 28, 2012
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Remove pvp unless people explicitly enable it.
No one likes undead burg max pyromancy assholes who literally camp there all day long or hackers.
Just let people who actually want to do pvp do pvp, don't force it onto everyone especially if it's a broken mess like in dark souls.
 

not_you

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Mar 16, 2011
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endtherapture said:
... you are always human and can't get invaded and you can have summons at challenging moments of the game. Not a story mode with cutscenes and long dialogues etc.
Unfortunately, you will be invaded whether you are human or hollow...
That is one change they have made...
I for one aren't too happy about it...

But I CAN force offline mode... HA

I hate being invaded...
 

JagermanXcell

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Oct 1, 2012
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Digi7 said:
1. Balance magic for the love of god. I get so tired of fighting Dark Bead spammers. Really ruins my day because apart from abusing invincibility frames or using your surrounding environment (of which there isn't much in most PvP hotspots) there isn't much you can do about it.

2. Make it so you can cancel out of gestures. In its current form it's like a display of honour and trust bowing to your opponent at the beginning of a fight. All too often though it's abused to hell by scummy players.

3. Easier and more accessible multiplayer in general. It took me weeks to figure it out. Hopefully the dedicated servers will help that some.

4. Dual wielding rework. It's fairly useless in its current form unless you're using two very different weapons and working around both. I'm talking about dual wielding broadswords and being able to perform combos and such.

5. More beautiful and haunting environments please. Ash Lake falls into this category. With how the art style is developing though it looks like I'll hopefully get my wish.
1. Fixed from what I got from the beta. Magic now has a charge effect, damage depending on which shoulder button is pressed and wether or not you're one/two handing the catalyst. Playing with magic now has a risk/reward when in use basically.

2. Fixed. This'll make for some fun invasions....

3. Fixed. Summoning players in the beta was hell, but it was a test so I imagine the actual finished dedicated servers will be on Demons Souls' levels of great.

4. Fixed. Let me tell yeah... play dual wield once you get your hands on the game. You can dual wield ANYTHING. It. is. awesome!!!

5. Fixed like you don't even know...


Seriously, turn your attention away from the hazardous giant to appreciate DAT SKY, LOOK. AT DAT. NIGHT SKY!

Just about almost all my issue with Dark Souls 1 are being taken care of by From. The covenants have become more expansive, diverse, and easy to understand, you can now aim with crossbows, black phantom enemies are more abundant like they were in Demons, fixed backstabs, added a counter against turtles, and they responded to the people who wanted an easy mode... by adding a Hyper difficulty mode instead. Ha! GG Fromsoft.
All thats left is for them to fix that stunlocking issue that was in the beta, ease down on the now OP stat that is resistance, make tougher more skill based bosses (can't wait to fight the Mirror Knight) and honestly I can see this game becoming an easy contender for my GOTY 2014. March can't come soon enough!
 

default

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Apr 25, 2009
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Xcell935 said:
Digi7 said:
1. Balance magic for the love of god. I get so tired of fighting Dark Bead spammers. Really ruins my day because apart from abusing invincibility frames or using your surrounding environment (of which there isn't much in most PvP hotspots) there isn't much you can do about it.

2. Make it so you can cancel out of gestures. In its current form it's like a display of honour and trust bowing to your opponent at the beginning of a fight. All too often though it's abused to hell by scummy players.

3. Easier and more accessible multiplayer in general. It took me weeks to figure it out. Hopefully the dedicated servers will help that some.

4. Dual wielding rework. It's fairly useless in its current form unless you're using two very different weapons and working around both. I'm talking about dual wielding broadswords and being able to perform combos and such.

5. More beautiful and haunting environments please. Ash Lake falls into this category. With how the art style is developing though it looks like I'll hopefully get my wish.
1. Fixed from what I got from the beta. Magic now has a charge effect, damage depending on which shoulder button is pressed and wether or not you're one/two handing the catalyst. Playing with magic now has a risk/reward when in use basically.

2. Fixed. This'll make for some fun invasions....

3. Fixed. Summoning players in the beta was hell, but it was a test so I imagine the actual finished dedicated servers will be on Demons Souls' levels of great.

4. Fixed. Let me tell yeah... play dual wield once you get your hands on the game. You can dual wield ANYTHING. It. is. awesome!!!

5. Fixed like you don't even know...


Seriously, turn your attention away from the hazardous giant to appreciate DAT SKY, LOOK. AT DAT. NIGHT SKY!

Just about almost all my issue with Dark Souls 1 are being taken care of by From. The covenants have become more expansive, diverse, and easy to understand, you can now aim with crossbows, black phantom enemies are more abundant like they were in Demons, fixed backstabs, added a counter against turtles, and they responded to the people who wanted an easy mode... by adding a Hyper difficulty mode instead. Ha! GG Fromsoft.
All thats left is for them to fix that stunlocking issue that was in the beta, ease down on the now OP stat that is resistance, make tougher more skill based bosses (can't wait to fight the Mirror Knight) and honestly I can see this game becoming an easy contender for my GOTY 2014. March can't come soon enough!
Holy shit man, that is gorgeous. So pumped for this game, and your confirmations on those fixes is like music to my ears! Come soon March <3
 

FieryTrainwreck

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Apr 16, 2010
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It's impossible to say this without coming off elitist or snobby, so I'm not going to even bother trying to sugarcoat: my greatest wish for Dark Souls 2 is that From ignores about 95% of the things other people are wishing for. The game doesn't need an easy mode. It doesn't need insultingly excessive tutorials. It doesn't need truckloads of exposition and transparency. It doesn't need overt multiplayer. Dark Souls didn't have these things *on purpose*, and it made the game unique. If a person want these things, they are free to buy *virtually any other modern video game*. No need to warp and compromise something other people love mostly "as is" just to add yet another homogeneous experience to your already bloated catalogue of "accessible" video games.

I realize this particular sentiment has already been expressed thousands of times across the internet, but it truly is my greatest wish for Dark Souls 2. As long as it "feels" like a Souls game, I'll be happy.

More on-topic: pvp matchmaking based on the maximum soul value of your gear + level (with a possible coefficient modifier for level). For instance, if you've spent 100k souls leveling up, you could be matched with someone who spent 50k on levels and 50k on gear. If it turns out levels are less meaningful than gear (as they were in DS and probably will be again), they could apply some type of modifier to that part of the equation (say: souls spent on levels are only worth half). How do you protect against "gear swapping" to dupe the system *without locking people into their current gear*? Matchmake based on the maximum soul value possible (all slots) given the player's total inventory.

This one seems like a no-brainer, really. DS matched players based on level, which is an obvious concession to the idea of "fair and balanced" pvp. It just didn't accomplish much of anything because 90% of a player's power was wrapped up in their gear. Base the matchmaking on the gear and you have a far superior system. And no, the imbalanced pvp wasn't "just another feature of a cold and unfriendly game world"; DS's difficulty isn't meant to work in anyone's favor.
 
Feb 22, 2009
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- Online features that actually work consistently.
- No random frame-drops.
- Retain the challenging gameplay, but at least have some kind of proper tutorial that explains the basic mechanics of the game. The lack of direction in some areas was fun, like not necessarily knowing where you're going so you have to explore - but I did not appreciate having to look up how summoning, invasion, upgrading, and pretty much everything else worked online.
 

Bertylicious

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Apr 10, 2012
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FieryTrainwreck said:
It's impossible to say this without coming off elitist or snobby, so I'm not going to even bother trying to sugarcoat: my greatest wish for Dark Souls 2 is that From ignores about 95% of the things other people are wishing for. The game doesn't need an easy mode. It doesn't need insultingly excessive tutorials. It doesn't need truckloads of exposition and transparency. It doesn't need overt multiplayer. Dark Souls didn't have these things *on purpose*, and it made the game unique. If a person want these things, they are free to buy *virtually any other modern video game*. No need to warp and compromise something other people love mostly "as is" just to add yet another homogeneous experience to your already bloated catalogue of "accessible" video games.
This, basically. I would quite like to be able to play in offline mode without having to yank the cable out the back of my machine though.
 

Alarien

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Feb 9, 2010
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FieryTrainwreck said:
It's impossible to say this without coming off elitist or snobby, so I'm not going to even bother trying to sugarcoat: my greatest wish for Dark Souls 2 is that From ignores about 95% of the things other people are wishing for. The game doesn't need an easy mode. It doesn't need insultingly excessive tutorials. It doesn't need truckloads of exposition and transparency. It doesn't need overt multiplayer. Dark Souls didn't have these things *on purpose*, and it made the game unique. If a person want these things, they are free to buy *virtually any other modern video game*. No need to warp and compromise something other people love mostly "as is" just to add yet another homogeneous experience to your already bloated catalogue of "accessible" video games.

I realize this particular sentiment has already been expressed thousands of times across the internet, but it truly is my greatest wish for Dark Souls 2. As long as it "feels" like a Souls game, I'll be happy.
Yes, this exactly. No story mode. No tutorials. No exposition.

With those things, Dark Souls stops being a Souls game. These are the things that define it against a backdrop of samey easy mode action/adventure RPGs. Dark Souls is a game that drops you in and says "now go f*** yourself." And you do, and it sucks, and then you win, and it's cathartic.

With most games, we play these being told exactly what's happening, how to interact with it, and generally clear that the next encounter will be only challenging to the point that the game has progressed. Our eventual triumph is pre-determined and, if some some reason it isn't, we can tone down the difficulty setting (not that I have ;p). With the Souls games progress is determined by what you've done, in which direction you've gone and your ability to conquer it. There is usually an "easiER route" but you can often bypass it and leave it for later, opting for walking down the "yeah, you don't want to go this way yet" road. Your skill and determination are the only thing that determine if you succeed in the game, and that's what makes it, not just a challenge, but a bit of a confirmation of such. Also, in regards to story and exposition, the Souls games have a ton, but it is not spoonfed, nor is it confirmed. That's why the games have such a compelling air of mystery, unlike every other game that teases you with a question, but then hands you the answer. I like the investigation aspect of the games' worlds. It provokes thought, unlike being teased with a question that you know is going to be handed over in detail in a cut-scene later.
 

Qvar

OBJECTION!
Aug 25, 2013
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FieryTrainwreck said:
It's impossible to say this without coming off elitist or snobby, so I'm not going to even bother trying to sugarcoat: my greatest wish for Dark Souls 2 is that From ignores about 95% of the things other people are wishing for. The game doesn't need an easy mode. It doesn't need insultingly excessive tutorials. It doesn't need truckloads of exposition and transparency. It doesn't need overt multiplayer. Dark Souls didn't have these things *on purpose*, and it made the game unique. If a person want these things, they are free to buy *virtually any other modern video game*. No need to warp and compromise something other people love mostly "as is" just to add yet another homogeneous experience to your already bloated catalogue of "accessible" video games.
I have to politely disagree. We are back at the "dumbing down" vs. "streamlining" here. Ok, I could accept that they actually would like certain items, like the dried finger I mentioned, to be shrouded in mystery, need a lot of research coming from the player to pinpoint what does it's effect is.

But I just cannot agree that telling you that you have this amount of poise, then not telling you what the hell is poise suposed to mean, is something "good" as you apparently want it to pass for, just because it makes the game harder.

I'm not asking for some complex formula telling me how many steps will I be pushed backwards when hit. I want a tooltip telling me "this weird word here means how much are you going to resist enemy pushes". I would rather enjoy the game for it's soulcrushingly hard bosses or maddening puzzles than for not being english native, thank you very much.

ps: Ofc I'm not asking for an on-the-fly translator, I hope you get the idea.
 

Alarien

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Feb 9, 2010
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Speaking about a tooltip for the meaning of some of the abilities, like Poise, doesn't really conflict with what I think he or I were saying. I see no issue with explaining most of the use attributes. However, specifically on poise, I don't remember there being anything mysterious about it. I thought the information was in the game pretty clearly.

Am I remembering something wrong here? With neither Demon's nor Dark, do I remember having to look up with the description and meaning of the attribute stats.
 

Qvar

OBJECTION!
Aug 25, 2013
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erttheking said:
More clear description on how Covenants work
Make dual wielding work well. Maybe make it deal massive damage at the trade off that you're more vulnerable, although I have heard that they are already doing this, so yay.
Digi7 said:
4. Dual wielding rework. It's fairly useless in its current form unless you're using two very different weapons and working around both. I'm talking about dual wielding broadswords and being able to perform combos and such.
Ohhh I thought you were talking about handling a big swords with 2 hands, but you actually mean that type of combat no one has ever in the whole history realistically used because it sucks, regardless of what hollywood would have you think because rule of cool? Yes, I definitely can't wait to see it implemented as an effective way of figthing.

Alarien said:
Speaking about a tooltip for the meaning of some of the abilities, like Poise, doesn't really conflict with what I think he or I were saying. I see no issue with explaining most of the use attributes. However, specifically on poise, I don't remember there being anything mysterious about it. I thought the information was in the game pretty clearly.

Am I remembering something wrong here? With neither Demon's nor Dark, do I remember having to look up with the description and meaning of the attribute stats.
Well I guess poise is rather easy for someone who doesn't have to use a translator for it, but what about those white and black circles close to the wepaons attribute ratios? I've been playing for a hundred hours and yet I have not the slightest idea of what do they mean. At best, I know that those white circles, when seen on the world, are kind of resonating points for miracles, but I don't even use miracles...
 

default

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Apr 25, 2009
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Qvar said:
erttheking said:
More clear description on how Covenants work
Make dual wielding work well. Maybe make it deal massive damage at the trade off that you're more vulnerable, although I have heard that they are already doing this, so yay.
Digi7 said:
4. Dual wielding rework. It's fairly useless in its current form unless you're using two very different weapons and working around both. I'm talking about dual wielding broadswords and being able to perform combos and such.
Ohhh I thought you were talking about handling a big swords with 2 hands, but you actually mean that type of combat no one has ever in the whole history realistically used because it sucks, regardless of what hollywood would have you think because rule of cool? Yes, I definitely can't wait to see it implemented as an effective way of figthing.

Alarien said:
Speaking about a tooltip for the meaning of some of the abilities, like Poise, doesn't really conflict with what I think he or I were saying. I see no issue with explaining most of the use attributes. However, specifically on poise, I don't remember there being anything mysterious about it. I thought the information was in the game pretty clearly.

Am I remembering something wrong here? With neither Demon's nor Dark, do I remember having to look up with the description and meaning of the attribute stats.
Well I guess poise is rather easy for someone who doesn't have to use a translator for it, but what about those white and black circles close to the wepaons attribute ratios? I've been playing for a hundred hours and yet I have not the slightest idea of what do they mean. At best, I know that those white circles, when seen on the world, are kind of resonating points for miracles, but I don't even use miracles...
It's a fantasy game man, in which you can wear armour made out of solid carved stone and swing around a dragon's tooth the size of a small car, not a medieval combat simulator. And if it's going to be implemented it may as well be fun and interesting on a gameplay level.
 

briankoontz

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May 17, 2010
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Alarien said:
Yes, this exactly. No story mode. No tutorials. No exposition.

With those things, Dark Souls stops being a Souls game. These are the things that define it against a backdrop of samey easy mode action/adventure RPGs. Dark Souls is a game that drops you in and says "now go f*** yourself." And you do, and it sucks, and then you win, and it's cathartic.

With most games, we play these being told exactly what's happening, how to interact with it, and generally clear that the next encounter will be only challenging to the point that the game has progressed. Our eventual triumph is pre-determined and, if some some reason it isn't, we can tone down the difficulty setting (not that I have ;p). With the Souls games progress is determined by what you've done, in which direction you've gone and your ability to conquer it. There is usually an "easiER route" but you can often bypass it and leave it for later, opting for walking down the "yeah, you don't want to go this way yet" road. Your skill and determination are the only thing that determine if you succeed in the game, and that's what makes it, not just a challenge, but a bit of a confirmation of such. Also, in regards to story and exposition, the Souls games have a ton, but it is not spoonfed, nor is it confirmed. That's why the games have such a compelling air of mystery, unlike every other game that teases you with a question, but then hands you the answer. I like the investigation aspect of the games' worlds. It provokes thought, unlike being teased with a question that you know is going to be handed over in detail in a cut-scene later.
I like your post a lot, except for a glaring problem - the game is all about combat. Dark Souls offers a deep, interesting world where the method of communication in the world is combat. This greatly limits the ability to investigate the world, in the same sense that if we were limited to combat in the real world we wouldn't gain the insights from talking with other people, summed up in the often-applied-to-the-military phrase "shoot first, ask questions never".

Dark Souls is deeply ironic in that it presents us with a dead world which still manages to be all about killing. The Matt Stone/Trey Parker phrase "one cannot kill that which has no life" does not apply to Dark Souls.
 
Dec 16, 2009
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off the top of my head
back stab impossible with a shield on your back
enemies to attack invaders (not sure if this already happens, I rare invaded)
different types of enemies attack eachother, making some battles 3 way
better implemented co-op
better implemented covenants

are you listening From?!
 

Qvar

OBJECTION!
Aug 25, 2013
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Digi7 said:
It's a fantasy game man, in which you can wear armour made out of solid carved stone and swing around a dragon's tooth the size of a small car, not a medieval combat simulator. And if it's going to be implemented it may as well be fun and interesting on a gameplay level.
OVER MY COLD, DEAD HANDS.

Just kidding :D

Mr Ink 5000 said:
enemies to attack invaders (not sure if this already happens, I rare invaded)
Nope, the invader is always allied with the hosts mobs.