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kitler53 said:
F0X said:
...


From my perspective, there are still (arbitrary?) aspects of the game not directly related to the puzzle aspect that compounds on the difficulty - namely the loss of souls and humanity upon death, as opposed to just having to try the puzzle again.

you can always get your souls back by finding your body and honestly, souls don't really matter.  lvling up does very little to affect your character.  if you want to improve you have to smith a better weapon and you don't lose mats at death.  humanity is only luck, kindleing and co-op and is easily farmable in mat form if you need more.

In fact, I'm beginning to think that the bloodstain idea isn't very great, as I imagine it encouraging players to make similar mistakes (like going someplace they probably shouldn't yet) over again, as opposed to trying a more ideal solution.

there is no place you can't get to with no lvling up at all if you know/learn the area.  i think the bloodstains are brilliant because it is foreshadowing to an encounter which rachets up the tension and it provides valuable clues on how to proceed (or not proceed).  i don't think i would have ever figured out the armor spider without the help of bloodstains.




Actually I stated it wrong. :/ I meant that having to go back to your body encouages making the same mistakes - the bloodstains are perfectly fine. The keys words in your statement are "if you already know the area". From the perspective of the first-time player, one who may not even know about how useful levelling up is, this could end up being a needlessly frustrating exercise.

My issue with souls is that the penalty could annoy players who are very fond on levelling up and working with the numbers in an RPG, which is a potentially large number of RPG fans. I think a more elegant solution would be to allow some souls to be retained after death as a means to further deemphasize soul grinding (which is not elegant).



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