Gundam GP01 said:
Phoenixmgs said:
No, you could still do the same exact thing as you can now but you'd have to have your shield lowered, which it would be anyways.
Not if I'm exploring a new area and not draining stamina at all because I'm not sprinting, but I need to quickly turn to block a trap or ambush. You know, like the example I gave before.
Do you even read what I'm posting?
You need to use a shield to switch directions/targets more when in an actual fight vs exploring a dungeon. You can still quickly turn by releasing L1. The game only has traps in like one fucking dungeon and they're so fucking blatant it's not even funny. I didn't get hit by a single trap in all of Sen's Fortress and I played without a guide.
But it doesnt arbitrarily change my movement and rotation controls while I'm holding RMB.
It doesn't in 1st-person because the standard backpedal/strafe that I want naturally exists in all 1st-person games. And, in Skyrim, holding block makes you backpedal in 3rd-person as well, so it does change movement and rotation in 3rd-person.
That's exactly why it isnt fair to compare the two games. Dogma is a lot faster and seems to lack impact and weight. Like I said before; It's Devil May Cry dressing up in Uncle Dark Souls' dress shirt.
Also, yeah, how dare a clearly purely aquatic creature not move from the lake that it's literally incapable of leaving?
It's simply the height of dishonor.
Dragon's Dogma is far far from Devil May Cry, there's not even any combos. Hydras can move on land...
You still have to watch the enemies to work out their attack and movement patterns to figure out when to attack them without risking too much damage, especially with bosses.
Not really. You can block a chain of attacks with a light shield let alone the better shields. I played as a Dex/Faith character and could block the Knights' triple sword attack fully. Then, learn to lower your shield between attacks and you lose like no stamina blocking. There's only a few bosses that had any kind of difficulty to them.
Looked more like he got greedy and decided to parry one of them, and then got fucked up when his invincibility frames ran out to me.
He literally used it to block an attack in the first 14 seconds. And parrying is still a completely legitimate use of a shield.
The guy was obviously not playing for real. He was trying to backstab without lock-on and pretty much parry every attack. I'm not saying parrying isn't a valid use of a shield but you will easily lose less health if normally block most attacks instead of trying to parry most attacks.
Phoenixmgs said:
Show me a video of someone fighting a mob of enemies and being able to block them properly (with or without lock-on, I don't care).
I would, but I dont have my recording software installed.
I'm merely asking for a video of one of the Dark Souls pros out there facing a mob of enemies while being able to block properly.
So you want to remove one of the game's tactical defensive and mobility options for no actual gain?
How bout no.
I can already turn around in Dark Souls just fine by lowering my shield. The vast majority of the time I have my shield up, I don't want my character turning around. Stop calling Dark Souls tactical, it's not. And, I'm not even talking about all the cheap shit you can do by exploiting the shitting enemy AI either, the AI can't even defend against circle strafing. Bayonetta's enemies require more strategy, and I'm by no means implying Bayonetta is tactical.
Bayonetta is a lot faster than the Chosen Undead. Bayonetta has a lot more weapons and abilities available to her at a single time than the Chosen Undead. Bayonetta can stunlock enemies for a lot longer due to having combo lists instead of stamina. Bayonetta doesnt die in three hits.
And finally, Bayonetta is a spectacle fighter, not a dungeon crawling RPG. The comparison is even worse than Dragon's Dogma. We've gone from 'Devil may cry during his D&D phase' to 'DMC got a sex change.'
How does any of that influence you following enemies easier with the camera? So what if Bayonetta is faster, it doesn't help you follow enemies any easier. You act like it's so hard to move the camera to keep track of enemies.
Casual Shinji said:
Yes, it's easy to just have A.I. partners follow you like a row of ducklings. Ashley from Resident Evil 4 is the best A.I. partner for that very reason. But if you want characters to appear more individual and less static in their behaviour, you can't just program them as mindless appendages. It's also easy to program an enemy A.I. to completely destroy the player. It's much harder to program them to be threatening, but leave enough room for the player to overcome them.
I'm not saying the A.I. doesn't have problems, it does, and every review of the game mentions it aswell. Naughty Dog weighed their options; Do they want static partners who follow your lead to the letter, or do they want more lifelike, individual characters who run the risk of breaking the stealth immersion on occasion?
The friendly AI in TLOU can be programmed to "hang back" like Ashley UNTIL the enemy spots Joel. Then, you can initiate the friendly AI programming where they try to help you via shooting, throwing bricks, etc. That would fix the whole issue of your friendlies running in front of enemies while them still being helpful in a fight, and it's so fucking easy to do.