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I don't know. I never enjoyed Dark Souls co-op. Game requires lot of precision and patience. Online co-op, someone always messes something. -_- I'd rather play it alone slowly, more challenging and rewarding.

Well i still havent played Dark souls :fear: , so cant comment on that.

But it surely looks fun,if of course the technical issues are not plenty.

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I don't know. I never enjoyed Dark Souls co-op. Game requires lot of precision and patience. Online co-op, someone always messes something. -_- I'd rather play it alone slowly, more challenging and rewarding.

Co-op is integral in souls. And 9/10 times you'll get someone on the same, if not higher skill level than you, so rarely will a phantom f**k up.

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Hahaha , hope there is a video or some pics .

25unwpj.jpg

Miyazki on chalice dungeon

The Chalice Dungeon is unique in that it’s the only one in Bloodborne out of ten-plus being created that will have randomly generated layouts and enemy placements, although it still supports multiplayer. In terms of its overall importance, Miyazaki clarified that beating it isn’t necessary for clearing the game’s storyline; rather, it’s designed to be harder side content for those that really want to dig into the game.

In terms of structure, the Chalice Dungeon is said to be organized into three strata, which extend out both laterally and vertically. This added emphasis on dimensionality, Miyazaki contended, means that players can encounter things like traps that make them fall back down to lower floors, wide open marshes, and branching paths, among other things, all of which are there to help stave off any potential sense of fatigue and repetition. Famitsu also noted an old flaming dog that appears to potentially be a boss character, as well as a series of seals strewn throughout the dungeon that require performing a special ceremony to lift and the recently revealed transforming cane.

What makes the Chalice Dungeon especially unique, though, is that the randomization happens across different players’ games, rather than every instance when the game is booted up, as is normally the case with more overtly roguelike games. Effectively, within an individual player’s game, once the dungeon layout and enemy placement has been generated, it’ll stay fixed within that player’s game and can be visited repeatedly, even by other players. As Miyazaki argued, one of the objectives in making the Chalice Dungeon operate in this manner is to enhance the communal aspects of Bloodborne.

In practice, what this means is that not only can messages be shared among players inside the Dungeon and discuss it over social media, but they can form insular communities dedicated to tackling specific instances of it, discussing how rare treasures can be found in one or how hard another is, for instance. He also felt that it has interesting applications for things like the PlayStation 4’s Share Play functionality. During the Q&A session after the demo, he expressed personal excitement over the idea of having a dungeon in the game that won’t remain static, that will always inherently have some unknown variables for players to contend with long after the game’s release.

Edited by SpearHea:D
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Here's a quick run-down of a few of Miyazaki's notes from the panel:

  • Over 10 maps in the world.
  • Each map is unique with it's own "situation."
  • The Chalice dungeon is a multi-layered map located in the city's lower levels
  • Procedurally generated, but massive, spanning the entire underground area of the city.
  • Each area in the underground has a holy chalice; finding that allows you to break the seal and access another section.
  • By multi-layer, that means there are three layers to present different surprises and traps to widen the game's strategy
  • After generating your dungeon through the Holy Chalice ritual, it stays fixed. That allows players the opportunity to master each dungeon while still providing "fresh and interesting" experiences.
  • Assume the difficulty level of the dungeons is high. They won't be easy to breeze through.
  • Like Demon's Souls, the focus on is on the sense of accomplishment and achievement after clearing a dungeon.
  • Increase the scale of sharing. Players will be able to share generated dungoens and the methods they used to complete them. You can narrow those down to specific communities or just a close group of friends.
  • The Chalice Dungeon isn't tied into the main story; it's optional.

 

And points from the Q&A:

  • Character customization will be about on level with Dark Souls II, but there will also be some unique features. As an action-RPG, it'll have everything "to be expected from an RPG."
  • The team is working to keep the game running at the highest frame rate they can, and the final specifications will depend on what works best for the experience.
  • There is PvP in the game.
  • There might be something along the lines of the fight in Dark Souls II where you took on the role of a boss and fought against another player.
  • The concept of dying and Hollowing from Demon's/Dark Souls will exist in some form in Bloodborne as well.
  • The dungeon you saw during the keynote was made for the presentation; the actual dungeons will be much larger and more complex.
  • The boss characters are also part of the randomly generated element.

Source - GS

 

Edited by meaNmachine
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