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Dark Souls II - "Network Test Ver."
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Synonamess Botch
Texas, y'all
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November 15, 2013 - 1:46 pm
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Thanks Xtal.  My only real concern is the movement.  After hearing ENB's take on the stats, I think that particular feature is an improvement and I'm looking forward to experimenting.

OK, I am a little concerned about the inscrutable icons.  When Dark Souls ditched that it was a considerable improvement.

 

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Pokey
California
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November 15, 2013 - 3:39 pm
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I think the icons are simply a placeholder from what I read. I hope that is right because I had a terrible time figuring them out. I knew that I wanted to put points in agility but I couldn't figure out which one it was. I tried many keys to bring up identifying text, but no luck.

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xtal
planet
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November 18, 2013 - 11:17 am
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They must be a placeholder; I haven't read that this is the case anywhere, I just think it makes sense, like I said in my lengthy post, that they didn't have everything spelled out, literally, in the beta to prevent people from digging into the nitty gritty (like so many did), and instead force focus on actual gameplay testing. There's no way they'll accomplish their goal of making the game more accessible (and we all know what they mean when they say that now) by making the stats screen pre-Demon's Souls confusing.

I didn't really touch on it but: the inventory. I heard a lot of people saying it was improved, now that you scroll over a very specific category of weapon/item-type and then have a tile based inventory ... picture Stockpile Thomas' box, but instead of the vertical list style of both previous games, it's tiled. That's Dks2's inventory style. It's probably because I'm just not used to it...but I wasn't in love with it. I know it's pretty widely accepted that Dark Souls' inventory management system is crap...but you get used to it and it's not that awful. At least everything is BIG on the screen so you can see it. Items were tiny in the Dks2 network test version.

I think it'd be jolly if you could pick between different styles. Maybe that would somehow introduce glitching like we saw with inventory related havoc in Dark Souls 1 but...who knows.

/end incoherent rambles

If being wrong's a crime I'm serving forever

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Synonamess Botch
Texas, y'all
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November 18, 2013 - 11:39 pm
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Even if they weren't just placeholders, it wouldn't bother me too much.  I did get used to it in Demon's Souls after all.  It would be baffling more than anything else, for the reason you mentioned.  Still, I imagine someone raised on Eastern scripts wouldn't find them as much of a hindrance as us Westerners.

Dark Souls inventory didn't bother me that much either.  I don't know which method would make mid-battle swapping harder - something I still haven't gotten down very well.

 

Rule #2: Double-tap

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Steerpike
Subtropical Southeastern Michigan
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November 19, 2013 - 12:46 pm
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As long as they explain them. I can live with inscrutable glyphs if there's a tooltip or something. But I hate iconic (well, I hate bad iconic) interfaces when it's not clear what's what.

For me the biggest annoyance of DkS's interface was the need for two inventory screens: one to equip and one to list. It makes comparing things a pain and it's irritating to switch back and forth. Plus there's simply no reason for it.

I'm trying to think of the "best" inventory/interface system in a console RPG. The Last of Us had a really slick one, or at least I always felt it was intuitive and organic. Twas a lot simpler than a Souls game though. Borderlands 2 is bearable when you're using a controller, but much of the interface is still idiotic. I never played Dragon Age on console, was it any good? On PC it was hard to read and too texty.

Life is the misery we endure between disappointments.

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xtal
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November 21, 2013 - 2:18 pm
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I don't remember how Dragon Age II did it ... I don't recall it being offensive.

Even if it stays as is (Dks2) which I think is unlikely, you can still hit the select button (PS3 controller) and get explanations for everything.

If being wrong's a crime I'm serving forever

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