u1tradt's forum posts

Avatar image for u1tradt
u1tradt

770

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

#1 u1tradt
Member since 2007 • 770 Posts
Definitely hacks. After the last patch it's impossible to ninjas flip with any heavy armour without hacking. Even through save file editing its not possible.
Avatar image for u1tradt
u1tradt

770

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

#2 u1tradt
Member since 2007 • 770 Posts
I've found that the best way to escape a chain backstab is to lock on to your opponent as soon as you go down and make sure you roll in their direction when you get up. You won't actually roll in their direction no matter how many times you try this, but as long as you have the left stick pushed in the direction of your opponent and are spamming B it will work no problem and you escape the chain BS.
Avatar image for u1tradt
u1tradt

770

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

#3 u1tradt
Member since 2007 • 770 Posts
Yeah you need to look at the combined damage of the weapon and not just its base damage. Best thing to do is check the damage output of your weapon in the 'Status' menu since that will tell you the total damage after scaling is taken into account. You'll probably find that the Bastard Sword has higher total damage. And RT attacks tend to vary in damage, certain weapons will have pretty weak base damage but can take out a player with 1800 HP and Heavy Armour in about 4 hits with the RT attacks easily. I think it's to do with critical hit chances.
Avatar image for u1tradt
u1tradt

770

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

#4 u1tradt
Member since 2007 • 770 Posts
There are just a few players left who play this game, those who play play it alone or are a high lvl so matchmaking is almost impossible.Yoeriman1
There are still plenty of people playing this game. It's just that the majority stick to PvP in the hotspots, of which Anor Londo is one. The fact that he's being invaded means that he's coming up against people at a lower level than him so the high level thing is bogus. Most people invading are around 80-120. OP you came up against a modder, there are a lot more of them now since it's so easy to mod the game these days unfortunately. Also, you may be too high a level to see most of the summon signs there.
Avatar image for u1tradt
u1tradt

770

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

#5 u1tradt
Member since 2007 • 770 Posts
With your current graphics card - No. With the 650ti - Yes indeed. Which model is the processor? Depending on the model you may not get bottlenecked with the 650ti installed.
Avatar image for u1tradt
u1tradt

770

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

#6 u1tradt
Member since 2007 • 770 Posts

Fair enough guys.

Avatar image for u1tradt
u1tradt

770

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

#7 u1tradt
Member since 2007 • 770 Posts
I really don't think you guys have properly understood what I mean. Firstly, I'm not saying I would like a PC setup on consoles - I'm not particularly fond of M+K setups anyway. While gaming on a trackpad in general can be a daunting experience (trust me I know from playing Skyrim on the MacBook) that setup requires your finger to aim. What I'm talking about is using your thumb instead, just in place of the right analog on the controller in a natural position. Also, I thought about the fact that you have to lift your thumb off the trackpad for to make longer turns before posting and I think that's easily dealt with. If the sensitivity of the trackpad was configured to the point where one movement from the left part of the trackpad to the right covered 180 degrees, I think that would avoid the problem entirely. Plus when playing with an analog, just because you don't need to lift your finger off the stick to make a full 360 degree turn doesnt give it an advantage in my eyes because there's still that delay while you wait for the movement to complete according to your requirements. Whereas with a trackpad the speed of your turns are mainly limited by how quickly you move your thumb. I really wish I could make a working prototype to show people :( I don't think you guys see what I see.
Avatar image for u1tradt
u1tradt

770

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

#8 u1tradt
Member since 2007 • 770 Posts

Recently I was thinking about what would be the perfect controller and while pondering on that I had an idea. Personally I feel that the right analog stick is holding its user back, particularly when playing an FPS. The mouse + keyboard format is the tried and true format for most PC gamers but I think there's something else that's available on PC's which can be transferred over to the consoles: the trackpad. Now please bear with me here.

Obviously you can't properly implement the mouse into a controller, but how about replacing the right analog stick with a trackpad? Last year I tried a trackpad for the first time when I got a Macbook Pro and fell in love with it (the trackpad that is). It felt so intuitive and flexible, particularly for general use. But lately I've played a few basic shooters on my iPad which require the player to drag their thumb across any empty area of the screen to aim and I feel that should be the way to aim in FPS's in general. For me it seems like the most natural way for our thumbs to perform a task like aiming.

To illustrate what I'm talking about I edited a picture of a 360 controller on Paint and here's the link - http://postimage.org/image/cmhtitz5t/ Sorry for the poor editing but if you use a bit of imagination you could probably see what I'm talking about.

In fact where you're sitting right now rest the thumb of your right hand on top of your thigh with your palm flat against the right side of your leg. Now picture yourself playing a shooter and you're using the thumb on your right hand to aim by sliding it across the surface on top of your thigh in different directions, really visualise yourself making the same movements you would make with the right analog stick. Which feels more natural to you, your thumb on a flat surface (trackpad) or a thumbstick?

Avatar image for u1tradt
u1tradt

770

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

#9 u1tradt
Member since 2007 • 770 Posts

That would be the most logical way to implement it but it would have its drawbacks, I think.

Like right now with the basckstabs the main problem players have is that the backstab window is unclear. It seems to be around a 45 degree angle in both directions from the centre of your back and playing online - what with the input lag and delay between players' actions - sometimes makes it seem like the window is a full 90 degrees either side of the player's back.

This would transfer over to a situation where shields reduce damage when worn on your back and you take a normal hit on your back. Which angles would the shield protect against? And how do you implement that style and avoid the current problem with lagstabs? At the same time if FROM decided to make it so only a hit directly from behind would be blocked, you still have lag to deal with which will make it seem like the window is increased anyway. Personally I just can't see that being implemented in a consistent way that players could rely on.

But at least with it offering exclusive protection against backstabs you offer the player a fair chance even in the event of lag. It's perfectly balanced in that scenario in my opinion because you increase the protection to one side of your body while leaving the other side completely exposed. And no one can exploit it either because even though some heavy weapons offer decent damage reduction, their stability is really poor so turtling won't be an option. That can really increase the dynamism of the fights (as if they weren't dynamic enough as it is!).

Avatar image for u1tradt
u1tradt

770

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

#10 u1tradt
Member since 2007 • 770 Posts

I think it's a pretty good idea. It has balance which is the most crucial aspect needed. Then only question is what would happen when someone tries to BS you when you have your shield on your back? Does it go into a BS animation and show the BSer failing or does it avoid the animation and allow the person to strike normally for normal damage reduced according to the shield's damage reduction?

Personally I'd want a combination of those two. Let it go into the BS animation and allow them to BS normally but just reduce the damage according to the shields reduction capabilities regardless of the size of the shield. I think that's probably the best we could hope for without things getting too complicated. It's a simple and easy feature to implement.