|OT| Code Vein - Prepare To Spa

MonthOLDpickle

我會打敗你!!
Oct 31, 2018
623
683
93
Taiwan
So I am able to join and summon randoms. To do the same with a friend, we have to match our steam's download region....
 

Li Kao

It’s a strange world. Let’s keep it that way.
Jan 28, 2019
925
1,936
93
Finished Nioh, time to drink some blood ! :blobeyes:
 

tet666

Junior Member
Dec 21, 2018
28
48
13
Pretty much all the UE4 tweaks work so in addition to what Durante allrdy wrote if you want the game to look a bit sharper with TAA adding:

[/script/engine.renderersettings]
r.TemporalAASharpness=0.6
r.Tonemapper.Sharpen=0.5

t0 the Engine.ini and tweaking it to your liking (the 2 values are what i use atm) is a very performance friendly way to do so.
 
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Li Kao

It’s a strange world. Let’s keep it that way.
Jan 28, 2019
925
1,936
93
I clicked asap and there were no nudes. I left underwhelmed.
 
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tet666

Junior Member
Dec 21, 2018
28
48
13
I clicked asap and there were no nudes. I left underwhelmed.
There are, you have to login in the nexus page and enable "Show adult content " in settings->content blocking for it to show up.
 
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EdwardTivrusky

See You Hyper-Toxic Computer Cowboy
Dec 8, 2018
1,252
2,442
113
I've gotta go farming for materials this afternoon as i want to change Veils but the one i've had since the start, QueenSlayer Claw? at +4, is perfect for my caster but i want to try something new. I also picked up a Bayonet with Devour which i need to upgrade.
 
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EdwardTivrusky

See You Hyper-Toxic Computer Cowboy
Dec 8, 2018
1,252
2,442
113
I am bad at game. I'm trying to break out of my standard pattern of big damage magic opener then rush in and quickly melee with the Bayonet before jumping out and firing off a shot or two but i'm only now actually understanding how Weapons and Veils and Blood Codes and Gifts interact. My brain hurts and i need Queen's Steel.

Currently Astera/DarkSeed with Devour Bayonet and Queen Slayer Thorns Veil all at +3. My Dark Power is stupid high but i'm super-squishy and i get rofl stomped by mobs now. God i hate the way a group will stagger their attacks so it's a constant barrage so when you think there's an opening the dude behind him is just getting his last swing in and splat.

Anyone have a good starter Tank Build so i can face down some assholes while Mia shoots the crap out of them?
Or any early game interesting builds or ideas i can play with? Fextralife's Builds are all late game or NG+ so they are something to aim for.
 
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Anteater

Someone please take me to AA
Sep 20, 2018
331
630
93
I ignored most of the stats other than the main ones like dex/str/willpower and weapon weight, and just roll with whatever I have that has the highest stats related to the bayonet I'm using (which is dex), I keep swapping classes/weapons to learn skills so going through all the menus is annoying, but so far the game is pretty generous with the difficulty with an AI partner, except for bosses that could still take 3/4 of my health a single hit which sometimes annoy the hell out of me thanks to that stupid dying screen effect, then you have that other screen effect when you do your drain attacks, ffs.

I'm enjoying the game mostly but there are some design choices that could get on my nerves.
 
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Durante

I <3 Pixels
Oct 21, 2018
523
2,143
93
Currently, I feel like STR builds with heavy weapons are significantly easier to play than DEX (or magic) focused builds.
My favourite is going with a STR / 2 handed build but with light armor so I still have "normal" speed movement/attacks/rolls.

The "quick" moveset with bayonet is really cool and fun to use, but the damage output against most enemies (where I'm at) is just ridiculously puny compared to the strength build.
 

Kandrick

Junior Member
Jun 10, 2019
104
91
28
Switzerland
Finished the game, clocking 34hours, so i guess i took my time with it! Did all the depths dungeons and tried to get all the blood codes i could, and checked out different weapons/builds.

Ended up playing with a heavy STR build with two handers just like in Dark Souls during my first playthroughs. I used the two handed mastery and 3 str passives gifts. Along with atk buffs, +dmg on next hit buffs, +elem dmg buffs, etc... but the biggest one was Final Journey, it boosts your abilities ( and +50%dmg apparently ) but the best thing was that it changed the mobility from "normal" to "quick", so i was dashing around with a heavy two handed sword and hitting like a truck. The downside is that it kills you after some time, but you have plenty of time to kill a boss with it before the buff runs out and kills you. Made the game a bit too easy, even without a companion. But i still ended up using the companions for most bosses because i enjoyed having them around.

Overall, i really liked it! I wasn't expecting to like the story as much as i did, but it's pretty good with likeable characters. I really wanted to know more about the world and the lore behind it. The memories were also well done, getting to know the characters backgrounds and what happened to them, It kinda reminded me of the Thousand Years of Dreams from from Lost Odyssey for the people that played it.

I hope we get more Code Vein in the future! In any case i'm looking forward to the DLC stuff.
 
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Anteater

Someone please take me to AA
Sep 20, 2018
331
630
93
I've noticed there are multiple endings in the achievements, anyone know if I could do them all in one run?

Also those teleport moves always fuck with my camera, but I don't like to remove lock-on because my thumb is on the face buttons.
 
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Durante

I <3 Pixels
Oct 21, 2018
523
2,143
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I've not completed the game but I still enjoy it a lot.

I see two main potential points for improvement with it:
  • Map connections. I don't know if it's a design or a technical limitation, but the current way the "connected world" is implemented is just silly. The long single-point-of-connection corridors don't really add much compared to just warping to levels. What makes this aspect so great in DS1 and 2 (and to a lesser extent 3) is that you can see the maps from various points in each other, and that there are some hidden interconnections / crossings between them.
  • It's a bit too easy, especially in coop (though from what I read, the same is true for the single-player game for Souls veterans at least). After implementing all the technical complexity of networked multiplayer for coop they could have gone a step further and also have some PvP. Given the setting and story, e.g. invasions for blood make sense. And it would seem like a great balance idea if playing in coop would also allow others to invade. (Admittedly nicked from the similar Souls trade-off, but they don't mind being inspired by DS in other areas so why not :p)
 

Kuro

The Dark Side of AI
Dec 22, 2018
483
653
93
PVP and more "open" world for sequel would definitely be nice improvements, though I'm really enjoying what we have here right now and hope it doesn't end too soon.
 

texhnolyze

Role Player
Oct 19, 2018
1,162
2,502
113
Indonesia
I've noticed there are multiple endings in the achievements, anyone know if I could do them all in one run?

Also those teleport moves always fuck with my camera, but I don't like to remove lock-on because my thumb is on the face buttons.
No, you couldn't. You need a completely new playthrough for each ending. Souls style.
 

Anteater

Someone please take me to AA
Sep 20, 2018
331
630
93
Finished the game, took 40ish hours, did all the depth maps. I was hoping the game would be longer so I guess it did a pretty good job with keeping it fun for me.

Like:
  • Game is quite flexible with builds and skills, at the same time it's not too strict about it, so the player is not pressured into "min/maxing" and is encouraged to switch frequently to try out new skills and weapons, no individual stat leveling, so you can just toss your haze to character level and learning new skills/upgrading weapons, you can change from a "mage" to a "tank" and vice versa anytime you want, most skills can be used across different classes so you can mix and match to compensate your weaknesses.
  • A big focus on characters and story, can be a good distraction after crawling each dungeon.
  • While taking inspiration from souls games, the game feels more action-y and faster paced.
  • Map navigation, while some maps can feel like a labyrinth, the footsteps made them kind of fun to explore, feels good to 100% the maps and I would say the level designs were mostly decent.

Dislike;
  • Stuck with the souls mold a little too much, stamina system and character movement become an annoyance personally especially with how fast enemies attack and close in on you. I started using stamina-related buffs to make it tolerable, the character's normal running speed is too slow without using dodge/dash.
  • Stats/scaling can be quite confusing at first, and can be a chore to go through the menus to customize your character/skills and comparing different weapons/armors, I ended up just focusing on weight/mobility and the main stats I used, ignoring everything else.
  • The lock-on, I'm not sure how to make it better, but it's too unreliable with how much corridors there are with multiple enemies, trying to lock on to the right enemy and adjusting your camera while still performing actions can be annoying. It sucks because lock-on is also the same button as centering your camera.
  • Character designs.

Quality of life/nitpicking/mixed thoughts:
  • Stop making me walk through the memories, it's slow, and I hate holding forward the whole time, it would be better if it's like lost odyssey or nier's text story.
  • Menus can be better, perhaps it could highlight some skills or add some colors to it.
  • Not sure about parrying, the start up time is too slow, but at the same time it forces you to learn enemy's attacks/speed, it becomes too situational when you're against several enemies with fast attacks.

I ended up going full dex/bayonet with some magic mixed in, I did have a scythe but it quickly becomes annoying with how slow the start up time is vs most of the 1-handed enemies.

The game also gives me a Tokyo Ghoul vibe, they could easily make a Tokyo Ghoul game out of this system, but they're not, and the Tokyo Ghoul game they're making will probably suck......
 
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Durante

I <3 Pixels
Oct 21, 2018
523
2,143
93
  • Map navigation, while some maps can feel like a labyrinth, the footsteps made them kind of fun to explore, feels good to 100% the maps and I would say the level designs were mostly decent.
Good point!
I'm still not sure if I want a map in a Soulslike at all, but the way they implemented it and integrated it in the exploration aspect was really neat.

  • The lock-on, I'm not sure how to make it better, but it's too unreliable with how much corridors there are with multiple enemies, trying to lock on to the right enemy and adjusting your camera while still performing actions can be annoying. It sucks because lock-on is also the same button as centering your camera.
I didn't mention this one but I just discussed it with a friend while playing yesterday. The lock-on just isn't as good as in Souls. I think it's mostly a quality-of-implementation issue -- the code needs to be smarter about interpreting what you want.