The game provides plenty of short cuts and once you know the path to the boss, you can rush to it. However, I do like the suggestion from fanbase that the boss should carry all your lost souls/blood and pile up to X amount, that way when you defeat the boss you are rewarded with everything you've build up.
There are checkpoints and save points. The lamps. The pathways to bosses have very quick shortcuts you unlock by progressing through the level.That's cool and all, but you know what would be a great shortcut? A checkpoint or save point.
There are checkpoints and save points. The lamps. The pathways to bosses have very quick shortcuts you unlock by progressing through the level.
Common sense in what way? The lack of saves before the bosses is intentional, as is the lack of all new age safe guards outside of saving and fast travel. It is part of the tension, part of the challenge.I know there are checkpoints and save points, but I'm talking specifically about having one before the actual boss battles themselves. Which, as I said in my previous post, I think should be before boss battles. Honestly, I just think that's a common sense kind of designs for any game.
And easy mode would defeat the purpose of these games, so I just can't seem them ever doing it. They aren't story heavy, and the fun the relief and accomplishment. At least that is their intentions.I just want an easy difficulty setting. I love the look and atmosphere of this game and Dark Souls, but they are impenetrable for me. I want to enjoy a game, enjoy the story, have fun. It's the reason a rarely play games on setting such as "brutal" or "crushing". I get enough stress from my job. I don't need absurd amounts of stress from video games. Replaying the same thing over and over and over...and over until I'm sweating, frustrated, anxious, and stressed to the breaking point isn't fun.
Then you simply play the games whenever you're feeling calm and when you get stressed, you switch the game.I just want an easy difficulty setting. I love the look and atmosphere of this game and Dark Souls, but they are impenetrable for me. I want to enjoy a game, enjoy the story, have fun. It's the reason a rarely play games on setting such as "brutal" or "crushing". I get enough stress from my job. I don't need absurd amounts of stress from video games. Replaying the same thing over and over and over...and over until I'm sweating, frustrated, anxious, and stressed to the breaking point isn't fun.
Common sense in what way? The lack of saves before the bosses is intentional, as is the lack of all new age safe guards outside of saving and fast travel. It is part of the tension, part of the challenge.
"Common sense" doesn't equal being lazy or easy for the players.
The lamps are already close enough to the bosses and you create shortcuts or you can rush to the boss yourself easily enough.
There are two real reasons for why they do it, based around the difficulty. The first reason is because of your echoes. The idea is that if you die, you have real shot at losing them. It is why you only get one chance. You really lose that if you can just appear outside the boss room to pick them back up by simply entering the room.Common sense may not be the best term, but I'm not sure how to say it. You play through a level, you get to a boss, you should be able to save right before it or at least relatively close to it. Plenty of games have managed to be challenging and tense by doing this, and I don't see how these games would really be hurt for doing it as well. I'm not even talking about doing checkpoint throughout a level or path or whatever, but just right before bosses.
There is no design that resemblance Dark Souls 2 in Bloodborne. It is very much like Dark Souls.**** Shadow of Yharnam. **** this ****.
Edit: congrats to the dark souls 2 guys who designed this ****. ugh.
Edit 2: sorry... I'm pissed off.
**** Shadow of Yharnam. **** this ****.
Edit: congrats to the dark souls 2 guys who designed this ****. ugh.
Edit 2: sorry... I'm pissed off.
i got through a lot of tlour through t crack's help.Call in someone else and let them do it.
There are two real reasons for why they do it, based around the difficulty. The first reason is because of your echoes. The idea is that if you die, you have real shot at losing them. It is why you only get one chance. You really lose that if you can just appear outside the boss room to pick them back up by simply entering the room.
Secondly, is it forces you to explore. All the areas have a few shortcuts, and always one that leads directly to the boss, or at least cuts out the vast majority of the map travel to get back to the boss. It is almost forced on you because of the lack of lamps, unless you want to risk losing your souls after fighting and dying to the boss.
It's the way its designed. Unless you can get a mod for it (whenever it gets setup for PS4) then that's the way it is.