Jedyne prawilne granie w Soulsy to gołym typkiem uzbrojonym w maczugę oczywiście sterując postacią za pomocą marakasów.
Elden Ring
#61 Napisany 02 marca 2021 - 16:37
#62 Napisany 02 marca 2021 - 17:24
#63 Napisany 02 marca 2021 - 17:47
Ktoś to do w miarę do kupy poskładał:
https://youtu.be/UZ8kk0I3tkU
#64 Napisany 02 marca 2021 - 18:06
Well, sa gry, w ktore da sie zle grac, deal with it.
Wiem i zgadzam się z tym. Niemniej jeżeli ktoś kupi takie Devil May Cry żeby pograć na easy i sobie pomashować losowe przyciski na padzie zamiast uczyć się combosów to spoko, nie widzę w tym problemu. Po warunkiem, że ma z tego frajdę. Gorzej jak mashuje, bo ma w dupie pewne mechaniki i nie wysila się na tyle, żeby nauczyć się chociaż 3 combo na krzyż, a później jęczy, że "słabo siem w tej gże walczy ;( "
#65 Napisany 02 marca 2021 - 18:29
#66 Napisany 02 marca 2021 - 20:00
#67 Napisany 02 marca 2021 - 20:06
#68 Napisany 02 marca 2021 - 20:10
No teraz to z czystym sumieniem: jest jaranko.
#69 Napisany 02 marca 2021 - 23:58
#70 Napisany 03 marca 2021 - 00:03
hihihi
#71 Napisany 03 marca 2021 - 00:10
Czychu pierwszy raz wie że żyje od jakichś 5 lat
#72 Napisany 05 marca 2021 - 00:54
GAMEPLAY DETAILS :
A day/night cycle has been added, and it's not just for cosmetic window dressing. Different enemies and events will occur depending on the time of day. A dynamic weather system is also here.
Elden Ring marks the departure from the static worlds of previous titles, to a much more dynamic one. Enemies will change their positing constantly, and events in the open world will occur without the player manually triggering them. The world of Elden Ring moves on it's own, and is filled with dangers ,threats and rewards to make exploration worth it.
Roaming enemies of various sizes will be in the vast open world, and you will see large roaming creatures in the distance while exploring.
Elden Ring marks a major evolution in Fromsoftware's ARPG formula, but to advance they went back to pillars of the original Dark Souls, which was the sense of "world" it had. The open world of Elden Ring is fully interconnected and players are free to explore it as they see fit. It is filled to the brim with secrets and areas to explore.
The jump from Dark Souls to Elden Ring is not as big of a jump as from Kings Field to Demon's Souls but as a whole, a bigger jump than Demon's Souls to Dark Souls.
One of the core pillars of Elden Ring's design was to make sure they created a meaningful and fully realized world to the best of their ability. A world that contains a wide variety of exciting situations and experiences in the open world. To really make the world feel alive and as fully realized as possible, like a place you can truly immerse yourself in and lose hours to and to a massively greater degree than in previous titles .
The game doesn't take place in just a single land like past Fromsoft titles, but multiple each with their own distinct qualities, characteristics, visuals and recognizable inhabitants.
The Elden Ring itself effects the open world in massive ways, and its impact can be felt in the open world very strongly.
Elden Ring will have the highest gear count & variety in any Fromsoft ARPG yet.
Players will have more options in how they approach situations than in previous souls titles.
Underground exploration plays a significant role in the game.
The enemy A.I has been enhanced to reflect the more sophisticated gameplay systems and open world, enemies will now preform more elaborate and intelligent tactics in battle. The open world of Elden Ring will allow for much more interesting and dynamic combat situations due to the vast spaces you'll be exploring.
There is an emphasis on making path commitment worth it. The more you make your way through a dangerous location, the rewards will really reflect that and will feel worth venturing in for.
An enhanced lighting system is also here to add to the immersion of this ever changing open world " You could enter a zone at dawn on a rainy day and exit with the night setting in and clouds clearing the way for the sky".
To make the world even more immersive, wildlife is included as well.
There are wolves and dragons.
Dedicated jump button, however, no mario-esque jumps on the head.
No depth of combat from Sekiro, too complicated with the variety of construction (as in different weapons and magic)
Online functionality, and PVP is here.
A reminder that Miyazaki has stated in the IGN interview that there will be "interesting activities besides combat this time around."
The way I see it is Elden Ring is sort of a new start for the Souls games. Going back to Dark Souls 1 in particular and building off of that while of course looking at what they've learned on subsequent games and implementing elements of everything that came after where they see fit. Creating a new "baseline" for future "Souls" games or From A/RPGs.
More open level design.
Fromsoft Dark Souls 1 level design in a bigger world and again seeing things long before you're able to reach them and things being on a much greater scale than theyve ever done before.
A lot more freedom and choice in direction and in some ways progression.
Effort is being put into improving both magic and melee combat and movement and there are some cool things going on there. Some QoL things are being brought over. But you're not going to get Sekiro tier mechanics and depth or anything in this game as implementing stuff like that when you've got stat allocation, massive gear variety (the most thus far unless stuff gets culled) as well as build variety, PvP and what not, then you've gotta make it fair to magic users and whatnot. Balancing that all becomes an unmitigated mess when you have so many variables to deal with. Meanwhile Sekiro only had 1 weapon + tools and linear stat progression. So i would keep my expectations in check on that front too. Going back to the earlier thought process, I'd be thinking along the lines of Dark Souls as a baseline and developing things outward from there. But I think that in terms of moment to moment gameplay some of the QoL carryovers from Sekiro (like a dedicated small jump as one example, no not hopping on heads) will help make gameplay at least feel more meaningfully distinct over just another Dark Souls sequel and provide some more movement or tactical options where it makes sense.
LORE DETAILS :
For the first time, the world will be populated with different races unlike previous Fromsoft titles where most races were humans or humanoid.
While Elden Ring is a dark fantasy open world game, he also labels it a high fantasy title due to the scale of the world, locations, and narrative being of a much grander scale. With "grandiose" fantasy locations you'll explore to reflect that.
GRRM's involvement can be fully felt, as this is the most fully realized world Fromsoftware has ever created, with an almost "encyclopedic" amount of history to it. It is a world with already functioning bodies, kingdoms, and major players. Even gods and demi gods are in.
It will contain a lot more characters with stories that will span further across the game in terms of location and story progression with their own motives and personal ambitions. Like the larger and more involved NPC quests of DS3 but on a more consistent scale.
The shattering of the Elden Ring has effected every single facet of the inhabitants lives, and the world itself. You as the player will see the effects of this existential crisis on the world and its peoples as you make your way through it.
When the Elden Ring shattered, the barrier that kept out the most "horrible" and "unimaginable" things broke down, and these beings have been slowly making their way in.
Schools of magic just aren't about what magic elements they wield, but what organization you feel the most connected to and which ideals you most closely believe in. Each organization has its own ideologues and motivations, this will be reflected in their sub narratives as well as the people who wield it.
Your player character is human.
Players will be given a more personal story narrative and motivation in comparison to past titles.
The game will have a brighter overall tone, but will also have plenty of the weird and bizarre things you'd expect from a Fromsoftware game. Some of the darkest stuff they've ever done is here as well.
No depth of combat from Sekiro, too complicated with the variety of construction (as in different weapons and magic)
#73 Napisany 05 marca 2021 - 01:32
w takim razie kosz
#74 Napisany 05 marca 2021 - 08:17
#75 Napisany 05 marca 2021 - 08:48
Sekiro i głębia walki? Głębia to jest w Niohu, a Sekiro to efektowna bo efektowna, ale głównie zgadywanka, czy na dany atak przeciwnika to trzeba blokować, parować, mikiri, skakać, unikać albo spierdalać sprintem, a w międzyczasie dziabanie dwoma ciosami na krzyż.
#76 Napisany 05 marca 2021 - 09:01
Też bym nie nazwał walki w Sekiro głęboką. Wymagającą? Dynamiczną? Efektowną? To tak, ale głęboką? To już w pierwszych Soulsach było głębiej. Anyway trochę słabo, bo liczyłem właśnie na to, że wezmą mechanikę starć z Sekiro i ją wzbogacą (o nowe bronie, czary, postawy itp), ale jednak nie ;(
#77 Napisany 05 marca 2021 - 09:13
A ja bym wolał, żeby budowali na fundamentach Bloodborne'a, ale Soulsy też mogą być. I tak jak zwykle zbuduję nieefektywną pizdę na strzała w lekkich szmatach z łukiem i Claymorem.
#78 Napisany 05 marca 2021 - 12:30
Sekiro i głębia walki? Głębia to jest w Niohu, a Sekiro to efektowna bo efektowna, ale głównie zgadywanka, czy na dany atak przeciwnika to trzeba blokować, parować, mikiri, skakać, unikać albo spierdalać sprintem, a w międzyczasie dziabanie dwoma ciosami na krzyż.
Nie żebym uważał walkę w Sekiro za głęboką, ale muszę pogratulować przejścia gry w taki sposób. Ja bym nie mug.
#79 Napisany 05 marca 2021 - 12:42
bezskillowcy tak majo
mam nadzieję że chociaż hitboxy z sekiro zostawią
#80 Napisany 05 marca 2021 - 12:44
Legenda głosi, że Raikoh do dzisiaj próbuje pierwszego bossa w Sekiro pokonać backstabem.
#81 Napisany 05 marca 2021 - 12:58
#82 Napisany 05 marca 2021 - 13:15
Sekiro i głębia walki? Głębia to jest w Niohu, a Sekiro to efektowna bo efektowna, ale głównie zgadywanka, czy na dany atak przeciwnika to trzeba blokować, parować, mikiri, skakać, unikać albo spierdalać sprintem, a w międzyczasie dziabanie dwoma ciosami na krzyż.
Nie żebym uważał walkę w Sekiro za głęboką, ale muszę pogratulować przejścia gry w taki sposób. Ja bym nie mug.
Ja też bym nie mug, dlatego wiekszość przeleciałem gliczami i eksploitami, pozdrawiam serdecznie.
#83 Napisany 06 marca 2021 - 10:32
Dlatego Twoja opinia nie miałaby znaczenia dla twórców pod kątem projektowania czy balansowania rozgrywki, a jedynie pod kątem układania tutoriali.
#84 Napisany 06 marca 2021 - 11:46
Nie zesraj się.
#85 Napisany 06 marca 2021 - 13:10
Nyjacz twierdził, do czasu wyjaśnienia przez osoby od tutoriali, że w BB nie ma buildów i bodajże łuku.
#86 Napisany 06 marca 2021 - 13:44
#87 Napisany 10 czerwca 2021 - 19:32
Zara trailer, byczki.
Ten post był edytowany przez Nyjacz dnia: 10 czerwca 2021 - 19:33
#88 Napisany 10 czerwca 2021 - 20:46
21 stycznia 2022
#89 Napisany 10 czerwca 2021 - 20:47
Kolorowe, epickie i ogromne Soulsy, ale nikt w sumie paska staminy nie potwierdził, więc nie wiem.
#90 Napisany 10 czerwca 2021 - 20:47
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