Which two features would you want From to improve on for their next ARPG?

  • Dodging (less reliant on i-frames, ie. backstepping, side stepping, jumping, crouching, get behind)

    Votes: 53 30.6%
  • Fighting giant monsters (maneuvering, camera, maybe even climbing onto them)

    Votes: 72 41.6%
  • Guarding, parrying, countering, stances

    Votes: 41 23.7%
  • Connecting combos, special attacks, and stances (less spam, less repetition, a special meter?)

    Votes: 36 20.8%
  • Hand-to-Hand (CQC, grabs, stances, etc.)

    Votes: 14 8.1%
  • Magic combat

    Votes: 46 26.6%
  • Guns and/or bows

    Votes: 24 13.9%

  • Total voters
    173

Young Liar

Member
Nov 30, 2017
3,605
i also would love for them to completely move away from the iframe dodge mechanic because of how much that one thing has influenced all the combat from dark souls 1's dlc onward, with sekiro being the sole exception and turned out to be such a breath of fresh air.
 

Jonathan Lanza

"I've made a Gigantic mistake"
Member
Feb 8, 2019
7,656
Please ease up on the input buffering if it's gonna be fast paced again.

If the game is gonna have backstabs again then you gotta figure out how to make em work on slopes without the interaction being janky as hell.

Do something about the menus. Switching through items/spells in a linear menu just ends with the good ol "go through my entire inventory to get to the spot behind me" dilemma.
 

Necron

▲ Legend ▲
Member
Oct 25, 2017
9,073
Switzerland
Give me guns and make it first person. I think that would fix a lot of issues and would be even more immersive.
latest


Boy do I have the game for you...
 

Sande

Member
Oct 25, 2017
6,592
Otherwise - find more and better ways to diegetically inform the user about side quests, NPC locations, etc. It's alright if some content is obscure, but when huge chunks of the game are hidden behind obscure questlines (thinking Haligtree here), that's not great. They attempted some of this with the purchasable in-game hints and notes from vendors in Elden Ring.
Imo Haligtree is pretty much a perfect example of what a Souls quest should be. It does take some work but you're never completely directionless unlike the myriad of quests where NPCs just teleport to random locations in the middle of nowhere without any indication of how to find them again.
 

Freshmaker

Member
Oct 28, 2017
4,101
Bosses with less time between attacks that are geared towards needing 4 summons. Something like 4 Valiant Gargoyles and a healer.

It sounds awful, but groups can be used to tell a story too, and they've generally shied away from that kinda thing.
 

Merv

Member
Oct 27, 2017
6,679
This wasn't an option, but the inventory management, crafting and upgrade systems need work.

Example- All ball bearings should be persistent across NG+, and available to all saves.
 

Crax

Member
May 21, 2018
1,105
They just need to make a game that actually runs well, and supports modern rendering techniques.
 

KillLaCam

Prophet of Truth
Member
Oct 25, 2017
15,569
Seoul
dodging. I don't want dark souls rolls again.

Replaying Elden Ring with a Bloodborne dodge mod now and it's is alot more fun to me
 

hyouko

Member
Oct 27, 2017
3,533
Imo Haligtree is pretty much a perfect example of what a Souls quest should be. It does take some work but you're never completely directionless unlike the myriad of quests where NPCs just teleport to random locations in the middle of nowhere without any indication of how to find them again.
Yeah, maybe a better example would be Millicent's quest line where she just randomly fucks off to somewhere in Altus Plateau (among other places). The added NPC tracker helps a little bit, but it's needle-in-a-haystack trying to find the specific NPC that you want.

Haligtree specifically suffers from a user interface problem in that it's not obvious how or where you need to use the medallion - at this point you've probably used the other 2 medallions, setting a pattern of "find the new lift, use the new medallion," so returning to the second lift and pressing different buttons to go somewhere different goes against what the player has been taught.
 

KillLaCam

Prophet of Truth
Member
Oct 25, 2017
15,569
Seoul
- Controls: please put in radial menus for selecting spells and items. Cycling through a list of 10 spells through a single button is absolutely ridiculous and makes it much less fun to use magic/items
This one is a great idea. I'd actually use more items and stuff if we had this. The current system kinda takes me out of the experience because I have to back off and scroll through the items of whatever.
 

CielTynave

Member
Oct 25, 2017
2,347
Please let us just grab and climb up ledges if you're going to make any attempt at platforming again thanks.
 

CielTynave

Member
Oct 25, 2017
2,347
Also, if they use something like ashes of war again let us equip a whole bunch at once instead of making it one per weapon (think Code Vein and having 8 gifts at once).