It already supports single player 🩷 Enemy health, poise, and runes are adjusted to balance the lack of teammates. You can also buy a few Wending Graces that will allow you to self-revive since you won’t have teammates to revive you. Some of the final day bosses can actually be easier to manage solo. I sooo recommend the game, and I also recommend giving multiplayer a chance when you’re comfortable with the overall loop and navigating the map. While I do occasionally get a mess of a team, I would say the majority of my matchmade runs have been super smooth and fun!
Have they changed the game a lot since launch? When I was watching the reviews of it, everyone made it seem like you have to have a cohesive party all working together and using their skills properly and the game is impossible solo.
From what I saw, solo is a lot easier than coop (streams of the game, not played it myself yet). Enemies have basically no HP, and you can predict what they do, just like in a normal Souls game. Also, you’re not getting matched with randoms.
If you’re playing with friends, sit in voice chat, that might get easier for you again.
In co-op you have fully infinite lives, your teammates can pick you up at any time and even if they fail to do so you’ll respawn back at a grace. If you fall over in a boss fight you have an unlimited timer to be picked back up and automatically rez at the end of the fight even if they don’t do it.
In solo you’re fighting a boss intended for 3 players and if you die twice the game is over completely.
Co-op, even with randoms, is much much easier by an order of magnitude. I’m usually a solo player in most games and thought this would be awful for me, it isn’t at all. Map pings are plenty of communication for most matches. It is, however, definitely better with friends on a voice call.
In solo you’re fighting a boss intended for 3 players and if you die twice the game is over completely.
Ok, but what if…you just kill bosses in five hits, because they don’t have any HP?
It’s an overexaggeration of course, but the enemies definitely have a lot less HP than in coop, not even just 1/3 or whatever (seemingly).
Also, are the enemies designed for multiplayer, except in scaling? Everything I’ve seen looks like standard Fromsoft stuff, no weird abilities that just fuck over solo players.
Big boss fights in particular (and some of those in particular, in particular, looking at you Maris and/or Gnoster) often have either a gigantic AoE attack that is very difficult to dodge when you’re the only source of aggro, or else charge across the entire arena after every attack and have you spend half an hour in the fight, 27 minutes of which was spent just chasing the guy across the map. Not impossible, but very annoying.
But 90% of what makes coop easier in my opinion is just having a spare body around that can pull aggro so you can heal. Elden Ring base bosses were designed around being able to be beaten solo so they usually have big wide windows where you can get a breather if you need it. Nightreign bosses have much less of that because they expect you to be running 3 deep. Nerfing their defenses helps with the solo DPS race but it doesn’t really solve the problem that these fights were designed from the ground up for a team who is able to rotate aggro. Nightreign bosses were designed with a sort of raid-boss mentality.
I think if this game were going to be appropriately balanced for single player they would need to go in and edit a lot of the main bosses’ movesets. But that was never part of Nightreign’s design philosophy and trying to shoehorn it in now isn’t doing them any favors in my opinion. This is the equivalent of a World of Warcraft player complaining that they can’t solo all the endgame raid bosses. Sure, you can’t. They weren’t designed to be fought solo. We could try to nerf them down to the point that you can fight them solo, but then it’s no longer a raid boss, you’ve lost the essence of why people wanted to come to this fight in the first place.
Also, are the enemies designed for multiplayer, except in scaling? Everything I’ve seen looks like standard Fromsoft stuff, no weird abilities that just fuck over solo players.
Compare base game Morgott and Nightreign Morgott and I think you’ll see what I mean here. Boss enemies are much more cracked out with longer combos and shorter downtime than in Elden Ring proper, because the developers expect you to be trading aggro with your teammates to give yourself a heal break.
Both with friends and with random players. The map pinging system honestly works so well for the pace of the game! The goal to be as efficient and quick as possible generally doesn’t leave much room for arguing or debates which makes things feel so not toxic. Someone usually just takes control of routing, puts a pin down, you or the other player can place a pin in the same location to second the vote, or you can place a pin where you think is best and the other players can second it or not. When I’m playing with friends they leave the routing up to me, but when we’re playing with a matchmade player it’s 50/50 if they’ll be routing or I will. Sometimes it’s chaos, but it’s usually super smooth!
I was watching a friend who got it and he tried it solo initially before swapping to online play and it seemed waaaay harder. Not sure if he screwed up a setting and it was really the 3 player version or something.
Sometimes i really despise this hobby and the community in general. Masterpieces are rare by nature, so to expect exceptional at every step feels unfair and an impossible standard.
we really ought to celebrate and enjoy the good enoughs, and the deviants… ain’t nothing wrong in a 7/10 sequel that approached differently.
that, and it the game has a couple things that I feel actually exceed the trilogy. my favorite loyalty mission for any companion’s is Liam’s. it was seriously so fun. and the humor was perfect.
i absolutely agree with you on the “good enoughs”, but I actually think Andromeda is good. i just think it had an awful start.
Clair Obscur: Expedition 33 could be what you’re looking for. The main story areas are significantly easier than all the side content.
You’ll want to do the side quests because how can you not play that game with cool sunglasses and a baguette on your back?
But you can easily get through the game without doing any side quests. And if you are afraid of being overpowered when you do play the side stuff, they recently added some nice controls to bump up the difficulty.
I’ll be honest I was a bit hesitant because of the hype. F the hype this is amazing. Turn based but active with parry/dodge/crit. Story makes me want to cry.
This is an incredible turnaround after it seemed like the initiative was stalling just a few weeks ago. Keep those signatures rolling if you can! As others mentioned, there is still a value in new signatures because some will be invalidated. Let’s finally get a win for media preservation, eh?
Indoor and outdoor court surfaces demand different ball characteristics. Dual-use balls give flexibility but pickleball should perform well in both environments. Tournament hosts benefit from adaptable models that satisfy varying play conditions and venue layouts.
Nice! I gravitate to DEX builds too as it’s just so nice to have bow access. My favourite stylish build is probably dual wielding the Tracers, but that’s basically NG+ only.
yes, but mobile games now are literally casinos, with research going into making them as addictive as possible to maximise in app purchase and advertisement revenue
source: worked in ad tech for several years, specifically in the mobile gaming industry, monetisation/ad optimisation. a job I regret doing and which feels very scummy in retrospect.
Because they all come with microtransaction stores, including several of the ones you’re specifically lauding, ya numpty.
Just because YOU haven’t wasted money on microtransactions does not magically make them unsuccessful in getting many children to blow loads of their parents’ money.
No, they don’t. It’s not hard to find premium, paid mobile games without microtransactions—I’ve already listed examples. And I’ve cited hard data: there are 14,139 such games on iOS alone.
If you can’t find even one of them, the problem isn’t the platform. It’s that you’re not actually looking.
To be fair, the iOS app store will show the top 200 paid games, and that’s it. There are a bunch of categories for games, but ‘paid’ isn’t one of them; there is no other way to see or filter just paid games. It’s always sucked and Apple has never fixed it.
I honestly don’t know how any developer is supposed to be successful on there with a paid game, because if it’s not already in the top 200 list, most people will never be able to see it in the store without specifically searching the name.
Ah, the classic “world hunger is a myth, I have eaten today.”
I’m not saying there are not the rare gems in mobile games (just bought Don’t Starve on Android last month!), but like 99% of games for mobile are just s money making scheme using dark patterns to influence your brain to give them money.
And congrats on not spending on micro transactions! You do realize the world doesn’t revolve around how your perceive things, right? If young people are exposed to micro transactions like that, it alters their brains and not in a good way. And that’s science, there really isn’t much you can argue with.
You do realize that iOS alone has more paid premium games—without microtransactions—than the entire combined library of NES, SNES, N64, and GameCube, right?
Your premise would be true if kids were compelled to spend money. But I watch my kids’ spending habits like a hawk. If what you were saying were true, I’d notice transactions being made.
Which leads me to believe that you’re either exaggerating or deliberately engaging in moral panic because others are having fun in your non-preferred way.
My kid has spent more money on new Switch games than Roblox.
So because you do it correctly, everyone else should get fucked or what? Like, you know how many people have bad parents?
So, congrats, your kids won’t suffer from that (or maybe they will once they have their own money because the path way of “spend a $1, get an in-game item, get an instant rush of feel-good hormones” is forming even with moderation). But other kids may, unless of course you think that it’s somehow their fault they have shitty parents.
So no, I really don’t want this around kids whose lives will be ruined just so your kids can have a fun time (which they can have in other ways, including other games).
I just spent the last two weeks in San Diego and hated it.
I hated the freeways, the strip malls, and the car-centrism. More than that, I hated the complete and utter hostility towards walking.
There were places that were 0.5 miles away. It would take three minutes to drive there yet an hour to walk because the assholes who designed the city couldn’t be bothered to build a pedestrian overpass.
I feel very strongly that cities like this are everything wrong with the USA, and that the reason so much shit happens in the USA are because cities are simply unlivable.
But Americans—specifically American voters—have decided this is what they aspire towards, and being antagonistic towards the average American is ultimately unhelpful.
Now why do I mention this? Because there’s a host of things that suck, and there’s only so much bandwidth to give a damn.
The real problem you’re talking about isn’t games. It’s financial literacy. Schools don’t teach it. Employers are hostile towards it. Governments just want you to spend—they don’t want you to save.
Financial literacy is what saves people from making terrible financial decisions.
Specifically worth pointing out the research and refinement of the skinner boxes in mobile games today is a continuous and ongoing process, with revenue also being continuous and ongoing. Any games and moral panic of 80s to 2000s were about products that didn’t change after release and were one-time only purchases.
Modern mobile games vs. shareware are incomparable in terms of harm they could do, real or perceived.
Moral panic is unrelated to games having addictive elements.
A better comparison would be how retro games would be designed for you to die/lose over and over because they were based on arcade dynamics, where the customer has to keep putting in quarters to continue playing.
Because the games are intentionally made with micro transactions as the main feature.
Like, if you play Witcher or Control or whatever, the focus is on you enjoying the game. If you play Fortnite, the main focus is on getting you pay. The game is probably still fun, but every single thing in the game is meant to make you pay.
It’s absolutely not the same thing. I used to play a lot as a kid (still do) and I have no problem with today’s kids doing the same. But I want them to be able to enjoy games without constantly being manipulated into spending as much money as possible.
And it’s not just about kids either, I think these predatory tactics affect adults too.
It’s not a moral panic, the problem is capitalism.
Well to be honest if the only info needed is like name and date of birth I could just enroll my whole family and technically all would be legitimate signatures right?
Correct, although that would be technically illegal but no one will check. However, bots and trolls who spammed faked addresses will most certainly have their signatures invalidated.
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Aktywne