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kitler53 said:
SvennoJ said:
...

Do you not see the contradiction there?
Remove the penalty risk of dying is not the same as auto win, or running to the end. It merely concentrates the experience, play Guacamelee to see what I mean. Then imagine that setting you back to the nearest town at every attempt at a boss fight.


no contradiction and i'll tell you why..

prepare to die.   ...and die i did.

i've already plat'd guacamelee and it's not even close to the same experience.  guacamelee's gameplay focus is on the combat.  even though i've already plat'd guacamelee i'd still have a lot of trouble beating flame face again (especially on hard mode).  dark souls' focus is on the exploration and learning of the enviornment.  even though i died countless times on my first playthough -- the though of me dying to Capra Demon, or Ceaseless Discharge, or Dark Sun Gwyndolin or, Nito, or The Bed of Chaos, or Seath The Scaleless, or really any boss is completely laughable. i've learned my lesson.

if you think the bonfires are too far apart it means one thing... you aren't learning.  which in turn means you completely missed the point of this franchise.

my friend was having issues with new londo so over the phone (cause he lives a state away) i talked him though the entire area including every enemy location/attach direction, item locations and contents.  that's probably a good 100 things to remember.  i learned my lesson and i learned it well.

..but if you dont' want to concentrate on the experience this game offers and instead morph into some other game experience you would like better who am i to tell say you are wrong.

I'll try to explain myself again.

I loved the exploration, didn't mind dying and learning the layout, shortcuts, finding stuff, loved slowly building a mental map of the entire interconnected world in my head. The best was getting lost in the depths after jumping to safety and hitting a bonfire in the middle of nowhere. No clue where to go, slowly mapping the confusing layout and learning to deal with the threats.
Other favorites were going off on my own down the great hollow and ash lake, fighting the huge hydra there for an hour. Exploring the painted world of Aramis, New londo ruins, the catacombs and tomb of the giants. As long as there were no bosses behind fog walls in sight the game was perfect for me.

I did not like the game for being unnecesarily obscure, having to resort to the internet to find out about basic game mechanics.
I did not like having to track back to boss battles every time to try a different approach, just a waste of time, especially with unwanted invasions.

Having an option to have more checkpoints does not take away from the difficulty, the learning curve, mapping the environment, the exploration part. It only removes pointless repetition, retreating the same steps over and over.

Make it an option you can enable: Retry last fight from the state you were in, or return to bonfire to get there better prepared / via a more efficient route or go somewhere else first.
After failing a boss: Offer all the players to retry it instantly, or quit back to bonfire. Or disable it entirely in options and it will never match you with players that like to have that option.

How does this take anything away from your experience? It would make mine much better.
I would not have finished Quacamelee if it had the same set back system as Dark Souls. (That game had plenty exploration too btw, loved sniffing out all the hard to reach chests)