First I'll say that it's unlikely that I'll ever get the game, but we'll see what happens. I've played a bit of Dark Souls 1 by the way. Also... incoming wall(s) of text.
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1. How do you find out what you have to do, and where you have to go to do it? Do you [i]really[/i] have to just walk in every direction and go as far as you can until you realize it isn't where you're supposed to be? And how do you deal with dying and realize it isn't even the way you were supposed to go? I think I'd feel so crushed if I kept losing my souls if I wasn't even going the right way.
When I first tried Dark Souls 1 in 2014, I barely lasted at all. After the first area with the Asylum Demon, I figured it would be logical to go to the paths closest to me first. IIRC, Blighttown is just off of Firelink Shrine and I quit shortly after trying to go down there.
I've played Dark Souls 1 with a lot of guidance and help now this year, and I feel like I've gone a decent way, but I feel like I've been led down the wrong path and refuse to play without knowing what to do. Uncertainty and risk are some of my least favorite things in life to deal with.
2. How does co-op and PvP work? In Dark Souls 1, I think all you can do is have someone help you with a boss, then they disappear. But I think it's different in DS3. Can you join someone's game as a phantom and walk along with them throughout their journey? And I don't know how PvP really works. I've never invaded anyone or have been invaded in DS1.
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Uncertainty and risk are part of the game, that's what makes it such a rush to get through tough areas and bosses. Don't worry about going the "right" way, just feed your curiosity with exploration; the game is about carving your own path and conquering it on your rules. If you find yourself in an area seems too tough for you, explore another branching path; they will all take you to the same point in the end.
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So, Dark Souls III is actually very linear. You might get lost at some parts, but that's mostly because they hide the entrances to things. (took me forever to figure out how to get into the Cathedral of the Deep!) So far, though, the game's only had 2 big branch off paths that I've seen, and both of them seem to be required. That being said, you do still need to explore yourself. There's not some handy-dandy magic compass to point you where to go, or journal to list your objectives. Where you go first, and how you find the entrance is all up to you. It can be disheartening to lose all your souls, but that's why you get up, and try again! To get better, so you won't lose any more! As for PvP, and jolly cooperation? Pretty straightforward. You can summon up to 2 (3 with Knuckle) friendly phantoms to assist you. This will increase enemy health, though, so ne cautious. Once you defeat the boss in your area they are returned to their world. If you want to play the whole game with someone, you're gonna be playing each area twice! However, Dark Spirits can also invade you. Hopefully the invader is honorable, but that's not often the case. In certain areas you're more likely to be invaded, due to covenants, or PvP popularity. If you use the Knuckle, two invaders can invade at once! You can also summon invaders as well. This will result in a more honorable duel most of the time, but not always. For both summoning & invasions you must be Kindled, by using an Ember. I'd definitely recommend the game myself! Feel free to ask away for any questions you have!
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1. That's basically it. Explore to the best of your abilities, take note of your surroundings for shortcuts, hidden paths, etc. In dark souls 1 it was entirely possible to go to locations out of order, and often in that aspect was much more open world, whereas the later games usually have a more linear progression (though you still have to find the branching paths and secret areas on your own). For instance, in Dark souls 1 you supposed to ring the two bells. The crestfallen knight tells you where they are, but does not direct you to them, only saying one is up and the other is far down. By moving in one direction, you will eventually have visual of only one path that goes up, and beyond that you can see what appears to be a cathedral. By being observant, you can properly find your way. 2. Multiplayer is still the same. Put down a sign, get summoned to complete the one area, and then move on. They have made it considerably easier to do this in the 3rd game, by setting a password that matches you only with others with the same password. PvP is done in 2 ways. The first is invasion, forcing your way into other players' worlds to PvP. This is involuntary, and interrupts the host, though in Dark souls 3 it is heavily weighted towards only invading those who are already co-oping. The 2nd way is by placing down a red soapstone, which allows players to willingly summon you for PvP. This usually involves an honor code, and unless trying to have a fight club should always be 1v1. There is also a complex rivalry system this time around, as well as the mad covenant, the mound makers, but those are just variables.
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Leave no stone unturned and eventually the side bosses and areas will dead end. Leaving only one option. And if you cannot find a place there is usually an entrance to that area a little farther in the area or the beginning of the next area.
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If you give them a password, they can constantly rejoin after each boss.
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Dark souls 3 has been for the most part been excellent on level design. Your objectives or where you need to go are usually clear as long as you're observant. Each area seems to be connected in a linear fashion but how you progress through the actual area can be different as there exist many paths to the same exit. There have only been a few areas in the game that are hard to reach as they're paths are either less obvious or hidden behind some convoluted mechanic. This can also be said about the quest lines. Some are easy while others are quite complex and very easy to mess up. This game won't hold your hand or spoon feed you on what to do. It expects a degree of intuition from the player. As for going the "wrong way" in souls games. There really isn't an issue in going off the beaten path. Souls games reward the player for exploration. You usually come across new items that will aid you in some fashion whether they be weapons, armor, or npc's. Lastly fret not over losing souls. Yes it's frustrating but the mechanic exists to give you a sense of dread in dying. Otherwise we are immortal characters that keep coming back. Souls will come and go and if you fear losing them chances are that fear will make it come true. We all end up farming souls anyways at one point or another. Enjoy the adrenaline rush of having close scrapes. Victory is all the much sweeter when there's something on the line to lose.
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ds1 was very..... very vague on what to do lol.
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Dark souls is a series that's meant to make the player feel independent. There's no giant walkthrough and tutorial to follow in game, instead things are laid out in a way that players can put it all together. This is seen in the lore, gameplay, and layout of the game's levels. Fans of the series like myself can really appreciate the experience we've taken away from these games
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In Dark Souls you are sort of supposed to figure out where you are intended to go. The beginning of DS1 is a perfect example. You are given a 'quest', ring two bells, one is up and one is down. If you go down you should find that the enemies are too much to handle. So, being a player you should try something else and find the path up, this is a much easier path. This is how Dark Souls was intended to be played, death is a tool, more then a setback. When you die you know what killed you so you can kill it back. The Souls games are very different from any other series and that's why so many people like it.
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im actually considering getting the third one, despite not finishing the first one and currently playing the second one. im just going to play it off as if i were the 'custom player' in this world. oh well \(._.)/ call me Casul as you see fit Veterans. \(._.)/
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I gues not many new players know this, and I think it is a very cool feature of the game but if you look carefully and pay some attention you can actualy see what to do and where to go. Items are often placed on your path to progression and if you look for the clues you can spot traps from miles away and you get a good idea of what kind of boss you'll face. For example in DaS you have a bridge, it is full of bodies and chared. You walk over it and you know why. And if you look up you can actualy see the asylum demon. And often you'll find items you need in that area, enemies weak against fire then its likely you find some fire buff items and if you are expected to die a lot then you find more embers/effigys/humanities. Just learn to read the game and you have it much easier. Online in DaS 3 is a chaotic mess ATM, its fun but if you want to progress I suggest playing offline.
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Edited by Deuce756: 4/27/2016 8:31:51 PMPathing you just kinda figure out as you go. Some places feel harder so you'll go and explore something else. You'll eventually be lead to where the game wants you to end up. Co-op/pvp is a bit of a mess. See a sign on the ground. Cooler depicts their goal. Need to be within a certain level range, but they will always dissappear after a set goal. Additionally, you can set a password to play with a friend easier.
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I'm at the undead area and have talked to the guy in the cage where is the npc that walks around ilwith the clan emblem you get before the big tree fight?
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Coop in dark souls has always allowed yout coop an entire area up until the boss is defeated if you wanted to.
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There are many paths to choose from at any point in the game. I'd say it's best to just figure out your options and choose whichever one is the easiest at the moment. There are white sign soapstones that you can place and then you'll summoned by someone. Your goal is to follow and protect them and help them achieve whatever it is they need help with. The final goal, however, is beating the area boss which will them return you to your own world. This will not defeat the area boss in your world, only theirs. You can use an Ember to become "cindered", which will then allow you to see other players' summon signs, giving you the option to summon them to your world to help you with whatever you need. Anytime you're cindered, other players can invade your world and attempt to kill you. You can not control whether or not they join asidr from not being cindered. You become uncindered when you die. You can also invade others' worlds by using a Cracked Red Eye Orb or a Full Red Eye Orb. Cracked is single-use. Full is unlimited use. These items must be found in your world. There are also Covenants. You get different items by participating within these covenants. While in some covenants, you'll automatically invade other players. Some covenants have special things about them. You can look that up yourself if interested.
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Dark souls 3 did a good job of making very few pointless areas, as well as making areas loop back around to create shortcuts, so you don't have to worry about adventuring in a pointless area, but instead worry about missing something. And you can summon at least one person in to an area to help you until you defeat the boss of the area.
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I think you'll find that DS3 surprisingly guides you more often. You encounter NPCs more frequently that outright tell you where to go, what to do, and even discuss lore. The linear map design helps too, which is disappointing since DSI was terrifyingly non-linear if you knew what to do. I zig-zagged throughout the entire world when I got started. On phantoms, they work as they always have? NPC Phantoms have always been at the end of an area near the boss, but you can summon other players freely. (As long as they set a sign.) The conditions have always been the same. A phantom gets banished if: a) The host dies. b) The area boss dies. (Which is what I think you mean, since summoning is a lot more restricting if you cleared the area already, but others can still summon you freely.)
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1. There is no "wrong way" there are optional areas but the game is designed in a way that makes sure even a "dead end" has an item or two. Sure you may feel that enemies in some areas are too powerful, but this is common in rpgs. It's a tactic to funnel players down a certain path. 2. Co op works with the white soapstone you can buy in the hub area. If someone puts their sign down you can see it and summon them. They'll fight with you but will go away when you kill the boss. Signs are generally found at bonfires or before boss fights.