@cmblasko said:
@MURDERSMASH said:
@Animasta said:
@MURDERSMASH said:
@Animasta said:
@MURDERSMASH: it's not like mobs will automatically take off the same amount of health each run through, though. Once you figure out everything (and upgrade your weapons and stats) you can just sweep everything up no problem (it takes me like 2-3 minutes to get from the bonfire in undead burg to the wall where the taurus demon is, compared ot the 25 I had when I first played).
and if they didn't respawn, there's a good possibility you can end up fucked and having to restart the game over due to the losing of souls or even leveling up the wrong thing.
Well, the bonfires respawns them, don't they? Why not just have that be the respawn switch so that you can grind if you really want to?
isn't that already how it works? you can go kill the entire world and never go to a bonfire, but you will have to go to one to refill on estus flasks; you can light a bonfire without resting on one.
Yeah, BUT, if you die, you'll respawn at the last bonfire you've used, with all the mobs respawning as well. So my thought was to NOT have the mobs respawn unless you choose an option at the bonfires. I would play the hell out of the game if it was like that. As it is now, it's just too much of a timesink for how I like to play games.
That would completely betray the core philosophy of the game. You would be able to just brute force your way through the whole game instead of being forced to stop and actually think about what you are doing. The bonfire system is designed as it is because the game wants the player to learn more and get better with each attempt at a section until they are good enough to be able to clear it successfully without dying.
Well like I said, the mobs respawning is the only reason I don't want to play this game. So, if that betrays the core philosophy of Dark Souls, I really don't want to play Dark Souls.
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