Message from @Dr.Wol

Discord ID: 503330518088024085


2018-10-20 22:09:27 UTC  

hell, even DS2 had the thing where with the right setup you could just almost oneshot most bosses with some spells

2018-10-20 22:09:31 UTC  

For still others, maybe you dodge in a particular direction

2018-10-20 22:09:53 UTC  

You also only have to repeat when you're doing badly

2018-10-20 22:10:24 UTC  

but I have yet to see any other game do bosses consistently as good as dark souls

2018-10-20 22:11:06 UTC  

theres that dark souls copy game, Lords of the Fallen

2018-10-20 22:11:25 UTC  

If you're doing well against a new boss, you're likely figuring out how it works

2018-10-20 22:12:20 UTC  

didn't everyone hate lords of the fallen?

find me a game that does bosses better than dark souls

2018-10-20 22:12:36 UTC  

I think it was generally thought of as a satisfactory tide-over

2018-10-20 22:12:40 UTC  

Wonderful 101

2018-10-20 22:12:57 UTC  

You'd probably have ot restrict that to RPGs

2018-10-20 22:13:09 UTC  

I have fond memories of e.g. Metroid Prime bosses

2018-10-20 22:13:19 UTC  

>Platinum Games

not even fair

2018-10-20 22:13:20 UTC  

But the necessary principles there are really different

2018-10-20 22:14:16 UTC  

still, the same things that you could criticize dark souls bosses for could also be applied to games like Metal Gear Rising

2018-10-20 22:14:39 UTC  

Enemy design generally

2018-10-20 22:14:56 UTC  

Lords of the Fall was legit what i said though, and due to its similarities to dark souls i generalise any such games the same,

Its about just dodging around until you understand the boss's standard pattern and then just attack during that 1 build in flaw

2018-10-20 22:14:57 UTC  

Most enemies are always designed with deliberate spaces for them to be vulnerable to the player

2018-10-20 22:15:25 UTC  

You can also do the inverse

2018-10-20 22:15:31 UTC  

Attack until it's dangerous

2018-10-20 22:15:42 UTC  

thats the premise of Serious Sam 😄

2018-10-20 22:15:46 UTC  

or Duke Nukem

2018-10-20 22:15:53 UTC  

what's wrong with that design doctrine?

should fighting a boss be a random chance of success, or a challenge that can be learned and overcome?

2018-10-20 22:16:20 UTC  

dark souls is very much like a dance

2018-10-20 22:16:26 UTC  

theres a difference between a challenge to overcome, and
"Oh he's about to be vulnerable"

2018-10-20 22:17:19 UTC  

dark souls doesn't have hyper armor for bosses

they're always vulnerable to damage

2018-10-20 22:18:07 UTC  

yes but you'll get punished for recklessness

2018-10-20 22:18:10 UTC  

if you maneuver out of the way during their attack you can hit them whenever you want

DS2 even gave you extra damage for this

2018-10-20 22:18:49 UTC  

so you shouldn't be punished for recklessness?

2018-10-20 22:19:19 UTC  

You should be, but thats not the point

2018-10-20 22:19:57 UTC  

Blitzcrieging the boss trying to deal more damage to it than it can do to you in the same timeframe should be punished

2018-10-20 22:20:12 UTC  

but it shouldn't be a waiting game

2018-10-20 22:20:32 UTC  

which was my experience with it atleast

2018-10-20 22:21:25 UTC  

that makes no sense

should you be able to attack the boss while it's attacking or something?

I don't understand how you would do bosses differently

2018-10-20 22:25:16 UTC  

i'd give the bosses more abilities, and methods/chances to surprise/counter you

And make them feel like you're on an even footing, but can't properly learn their method of attack

2018-10-20 22:27:39 UTC  

such a thing would be impossible to program

you need to make animations, line up hit detection, and pre-program AI

sooner or later, people are going to learn the pattern, and it will become a dance that can be learned

what you've just described is what only PvP can do

2018-10-20 22:28:20 UTC  

and even then, with a limit

2018-10-20 22:28:42 UTC  

because there IS a limit to the tools that can be used by the player

2018-10-20 22:29:06 UTC  

Nah it wouldn't be impossible to program,

It would require a lot more work yes,

But you can easily design such systems where an enemy can switch its attack half-way and have a selection of attack choices or so

2018-10-20 22:29:24 UTC  

but there would ofc be flaws to it

2018-10-20 22:29:58 UTC  

Dark Souls 3 kinda does that

enemies will slow down or speed up their attacks seemingly randomly to throw off players

2018-10-20 22:30:20 UTC  

stuff liek that yeah