u/Videowulff

▲ 1.1k r/darksouls3

My first major wall... The Namless King and after an hour of attempts, finally got him.

My first attempt I was using my Crow Claws +8 and was able to knock his dragon down stupid fast.

When it was his turn, was able to get him to just under half life when I ran out of Fruit Juice.

After that attempt - all my first try luck vanished. Just constant death after death after death during the dragon phase.

Finally locked in. Started getting the groove of the dragon phase. Figured out how to prevent the sky fire, dode that lighting smash, read his tells and duck and dodge. Was getting consistent in destroying dragon w only 1 or 2 heals.

Him in the other hand... That first round luck just was not happening. I tried my Scythe +9, my twin blades +10, my crow claws +8.

Was hitting to almost half health every time but one missed dodge would wipe me.

After an hour, I decided to have a laugh. I use bows a lot for sniping most enemies to either kill or reduce them enouvh to easily kill them before they kill me.

So. Killed his dragon. Then used my black bow +6.

99 large arrows. 45 feathered.

To my surprise... His AI just... Does the same 2 moves bkth easilg dogeable! Wtf! I got hit a few times and my Estus went down from 10 to 2... But after 10 minutes of 100-200 damage per arrow... We actually killed him!

It was... Kinda... Silly almost. But not easy nor was it relaxing. Dude closed the gap a lot and nearly killed me 3 times...but I squeaked by in the end!

u/Videowulff — 9 days ago

Previous experience: My first Souls that I actually put time into was Elden Ring that a friend of mine bought for me in the hopes of watching me suffer on stream. It was a monstruous undertaking but we managed to 100% all achievements 😃

He then got me BloodBorne which was great minus needing a PSN Network subscription to get to user dungeons. I won't lie - I cumdungeoned this game a bit because there was no Respeccing and used the cumdungeon to level a few side stats to experiment with different weapons. Bosses were epic and challenging and with a bit of help from summoned other players, was able to 100% achievement it as well!

Lies of P was my next game and I was OBSESSED with it. Beat it 4 times initially to 100% the achievements, then 2 more times when the DLC came out. It really helped me understand Parrying and more precise mechanics compared to the chaotic styles I did with the previous games.

Now Dark Souls 3! Started with an Assassin class because I liked the poking sword and the Spook ability that lets me avoid fall damage. Took me a bit to get back into the Fromsoft groove and the first boss I purposely died too because I thought it was another scripted event.

NOPE!!

Okay! I cannot level so grinding is out of the question. I cannot switch weapons. No throwables to farm...

Huh...my usual panic cheese tactics cannot work here...wait...I have a shield...Lies of P taught me to parry as did BloodBorne...though Fromsoft's window isn't as tight as Lies of P's window...

Can I actually parry a boss anyway?

I try. I succeed! Holy crap! I still die but now I am getting better at the boss's patterns. I dodge, I parry, I shank him and after 5 or 6 tries, he finally goes down. Yipee!

Light the bonfire, talk to some NPCs, explore a bit, then officially start the game on the castle walls. I take a few losses exploring the map but every failure brings me closer and closer to the objective. I swap my poky sword for a different sword. continue practicing my Parry, and push forward. Kill the mimic, have some issues near the Fat Knight but finally survive it. I panic run through the courtyard and make my way to metal doggo!

2 attempts, second with lightning infusion, and he goes down. Now it's time for Resident Evil 4!

Village takes a while due to all the fun side locations and NPCs. I switch up my tactics and invest in a Bow and one of those Magic Dart spells and I start using both to take enemies out at a distance to keep myself alive. I eventually make it through Resident Evil 4 and find...

A SCYTHE! THIS GAME HAS SCYTHES?!?! I grab my favorite Elden Ring weapon and immediately level it to +2! I push through the village, find our rat friend in a cage, help our onion friend out, and eventually make it to the Greatwood. First attempt and he down! Killed him with under 20 health left also - mixture of my scythe and bow.

Proud.png

Road of Sacrifices is fun. Died a few times but keeping true to my Bow/Scythe strategy, I find all the toys, accidentally discover the Crystal Mage and defeat them my 2nd attempt. Went back to the Forest, down the hole, and into Farron Swamp/Keep. Lots of panic running led me to Farron Ruins which is where the run changes.

I find Wolfie and join his covenant, read up on covenants because wtf are those, and discover you gotta grind for Wolf Grass. I lock in and start grinding Grass at the Keep and while the drops are super low, eventually I gathered over 100k souls and drop those into DEX and VIT. I also switch from Scythe to Twin blades and no longer am I being slaughtered by the monsters of the Farron. In fact...I am now slaughtering them! FEAR ME PEASENTS!

A quick online research leads me to discover I should have found something called the Cathedral of the Deep. I backtrack, go to the Deep, and begin working (slowly, carefully, and full of tension) through it. The outside area is a nightmare, the inside rough but my huge upgrades help me do serious damage to the knights. Plus shooting from afar with the bow really helps.

Find some jackass named Patches and vaguely remember him in ER. Got the mimic helmet from a mimic and then found the boss. Slaughtered them first try with Twin Blades, cleaned up last items, and went back to Farron.

Farmed more until I had 26 Grass (and about 8 more levels) then decided to finish Farron. Abyss Watchers took 2 attempts (almost killed him first try but ran out of flasks from the hell of enemies before the fog). First time i used a summon also - just to see how it works.

Got the last 4 grass, ran through the Catacombs, used a Bow on the Fire Daddy Demon which was fun then found Bone Daddy and shattered his Bracelets. He dead first try!!

And that is where I am at today! I am about level 65 now and upgrading a set of kickass claws I found to see if they can be viable.

I dunno what's next but I am excited! I love how viable Parrying is in this game compared to Elden which I found to be rather difficult timing wise. I keep my shield with me during new areas just to keep a defense up just in case...Been working really hard to help my NPC buddies out as I come across them.

Not sure what is in store for me next but I cannot wait to see what horrors comes next!

Difficulty wise - it is a challenge but I think my farming for Grass got me a bit over leveled (not that I am complaining because I love overleveling in these games). Right now it is beautifully set between Hard and Fair which keeps me coming back for more!

Hopefully the journey continues to be fun! ❤️

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u/Videowulff — 15 days ago

I threw the ISO into the emulator and it sees it as an install disc. I activate it and it asks me which of the 5 games I'd like to install. I choose Tokyo Jungle and it starts the installation process.

About 35% of the install, it crashes. When I reopen it, Tokyo Jungle appears on my game list. I load the game and it goes through the cache and whatnot but when its all compiled, it says the installation was corrupt.

Is anyone familiar with install discs and could anyone point me in the right direction for this?

Also - how would I remove the Install Disc from the game list and the corrupt installed game so that I can pull the PKG and try installing it that way?

reddit.com
u/Videowulff — 16 days ago

So every tile will have 1 or 2 empty, sign-less path that acts as the bridge. Those sign-less paths act as the tile's orientation. The other paths will have signs indicating which tile can be placed down next.

In this example, Tile 1 will accept an L shape to the left, to the right, and a 3x3 on the top.

A player decides to go Left. They choose an L shaped tile and line up the Empty space of that tile to the 3x3, thus connecting the two paths.

On the L-shaped tile, they have a chose for a 3x3 space heading left, or a 2x2 space heading down.

Do you think this system can provide a good randomizer? Or would it be too difficult to maintain/playtest?

u/Videowulff — 16 days ago

I have been bouncing all over the place in attempts of getting the actual board/base gameplay loop figured out for my horror game.

My main themes I want are:

Players can explore locations and either find loot (weapons, healing items, etx), find nothing, or be ambushed by enemies.

Players need to do X tasks to get to a demon altar then challenge the guardian of that altar. Once defeated, the move to the next. After 3 or 4 guardians, they challenge final boss.

There is a combat mechanic involved.

Tried board game ideas and cannae ever get a board design drawn out that feels natural. Tried a single deck card idea but it didn't feel fun.

So I am thinking of a different approach. I was thinking a bit about the game Oregon Trail where you build paths to get to the goal using single cards.

Here is my new idea.

4 Decks - Explore , Paths, Monsters, Bosses

Build a path of 6 (for now) to get to each Altar then challenge the guardian there.

There are 3 types of Path Cards -

Paths - safe zones that lets everyone push forward.

Locations - places players can spend a turn exploring

Dead Ends - blocked paths that need to be cleared before a new path can be added.

Mixed in the Path Deck are AMBUSHES - cards that summon a lesser monster that players must defeat before continuing.

Here is the primary playback loop for paths

On your turn, you draw 2 cards from the Path Deck. You then must choose 1 of the cards to deploy onto the table. You cannot pass or redraw. You must choose one of the two. You place the card down and next player goes.

If its a Path - everyone can move forward.

If its a Location, next players may spend a turn to explore there and draw from the Explore Deck. (these locations may have an explore limit) until a player decides to place a new location down. (there is also a turn limit before game over to pressure players not to waste time).

It its a Dead End - players will need to do a task to clear it. I am still deciding on the task. It could be a 5 dice roll and if the positive symbol appears 3x, path is cleared.

OR it could be a 5 dice roll with Positive and Negative symbols. Negative could summon a monster meaning the Dead End was an ambush! If monster is destroyed, path is automatically cleared.

If an AMBUSH is drawn when drawing Paths, that player MUST defeat a drawn monster before continuing. If they succeed, they may play their 2nd card or end their turn.

This is my main play loop. I am not going to go into detail on items or combat in this post because i am curious about thoughts of this exact portion.

Do you feel that, for now (other things can alter the gameplay like character abilities or items that may let you redraw a location ir break blocked paths instantly, etc) the 2 draw, choose mechanic can be a good starting point for the game?

reddit.com
u/Videowulff — 18 days ago

I have been bouncing all over the place in attempts of getting the actual board/base gameplay loop figured out for my horror game.

My main themes I want are:

Players can explore locations and either find loot (weapons, healing items, etx), find nothing, or be ambushed by enemies.

Players need to do X tasks to get to a demon altar then challenge the guardian of that altar. Once defeated, the move to the next. After 3 or 4 guardians, they challenge final boss.

There is a combat mechanic involved.

Tried board game ideas and cannae ever get a board design drawn out that feels natural. Tried a single deck card idea but it didn't feel fun.

So I am thinking of a different approach. I was thinking a bit about the game Oregon Trail where you build paths to get to the goal using single cards.

Here is my new idea.

4 Decks - Explore , Paths, Monsters, Bosses

Build a path of 6 (for now) to get to each Altar then challenge the guardian there.

There are 3 types of Path Cards -

Paths - safe zones that lets everyone push forward.

Locations - places players can spend a turn exploring

Dead Ends - blocked paths that need to be cleared before a new path can be added.

Mixed in the Path Deck are AMBUSHES - cards that summon a lesser monster that players must defeat before continuing.

Here is the primary playback loop for paths

On your turn, you draw 2 cards from the Path Deck. You then must choose 1 of the cards to deploy onto the table. You cannot pass or redraw. You must choose one of the two. You place the card down and next player goes.

If its a Path - everyone can move forward.

If its a Location, next players may spend a turn to explore there and draw from the Explore Deck. (these locations may have an explore limit) until a player decides to place a new location down. (there is also a turn limit before game over to pressure players not to waste time).

It its a Dead End - players will need to do a task to clear it. I am still deciding on the task. It could be a 5 dice roll and if the positive symbol appears 3x, path is cleared.

OR it could be a 5 dice roll with Positive and Negative symbols. Negative could summon a monster meaning the Dead End was an ambush! If monster is destroyed, path is automatically cleared.

This is my main play loop. I am not going to go into detail on items or combat in this post because i am curious about thoughts of this exact portion.

Do you feel that, for now (other things can alter the gameplay like character abilities or items that may let you redraw a location ir break blocked paths instantly, etc) the 2 draw, choose mechanic can be a good starting point for the game?

reddit.com
u/Videowulff — 18 days ago