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12 replies

I know it was unpopular, but I actually liked DS2's "enemies eventually stop respawning if you kill them enough" mechanic for this reason.

Some areas or boss runbacks were a little annoying and being able to clear out specific nuisances or exploding mummies permanently* was great.

Smelter demon is a great example as that area was annoying until you get rid of a few enemies that I think were just there to harass you.

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It also works as a soft control for balance, since those disappearing enemies can't be farmed to over-level.

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fdnomadreply
programming.dev

At least for Smelter Demon it wouldn't be necessary if we got iframes on fogwalls

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I kinda miss that feature. So much of DS3, and Elden Ring for that matter, are trivialized by all those easy iframes.

Like, playing a run of DS3 where you fully clear the area before advancing is a very different experience. It's a good intro to challenge running, IMO.

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I want to like DS2 so much, but it is the only Dark Souls game to make me motion sick.

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feddit.org

Just getting to respawn in front of the boss is so much less fun.

I want to journey through a game, not beat an elaborate and overcomplicated dance move set.

Just make the boss easier if the total length to beat takes too long.

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Th3D3k0yreply
lemmy.world

My buddy has been theorycrafting a game for a while and the topic of respawn and loss came up. My thoughts are that the more you lose the easier it should be to get back.

Valheim has you drop your entire inventory, and try to run back (or sail) completely naked (or keep a 2nd set of gear), then go into the situation that killed you when you arguably were the most prepared to try to get it back. I hate it.

Running back through 12 samurai to do the fight again, to die again, but the only loss is travel time is completely fair.

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Yeah Valheim body runs can be insane if you didn't get portal down or it was destroyed in whatever killed you (goddamn Ashlands!)

At least the settings allow reducing it to just loose inventory dropped on death (all equipped gear is kept).

I could see it being fun if you're playing with a friend or two though.

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lemmy.world

That does seem to be the direction the games have been going, and I think it must be an audience patience thing.

Demon Souls is a good example of the level being the main challenge, with the boss at the end as more of a bonus (Smelter Demon being an exception). Later games, even Elden Ring, are way more boss focused.

I guess I like both, although now that you mention it, we've had a lot of dance move bosses lately, and it would be cool to see a new game go back to the genre's roots.

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I think it's also a consequence of the faster gameplay. We now have faster characters with more rolls available, as well as wider open areas where you can easily stay out of reach of enemies. The proportion of people just running back to the boss instead of fighting their way through probably reached a point where From thought "Why bother?"

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