Elden Ring - What's wrong with this weapon?
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- Опубликовано: 24 авг 2024
- A certain number of minor bugs were sure to slip through the cracks in a game as large as Elden Ring, but hopefully we can help get them noted and maybe eventually patched out.
Song used: Outset Island - The Legend of Zelda: The Wind Waker OST
When you saw the choppy frames, how many of you thought this was going to be an Omission Mode situation?
I've gotten a handful of comments, not a lot, but still some, that have asked why I'm being so negative and focusing on glitches so much lately. I find myself in a situation where topics I'm covering are reaching hundreds of thousands of people, sometimes millions, just on RUclips alone and then often getting rounds of gaming news coverage, even in other languages. This is the first time I've had such an audience during the active patch cycle of a game, so what better to do than submit a few bug reports and hope they'll find their way back to the developers?
You do good work and wanting to improve this game by helping FromSoft iron out internal consistency errors and mechanical oversights is an important role within the community.
I heard that the scaling for equip load in the game is bugged. And that both regular dodge and Bloodhound step were supposed to travel less far if you had medium equip load or higher. Would you be willing to look into that?
your vids are highly informative.
i view it like elden ring demystified.
what? why "being negative"? you are just pointing out some quirks of the game, which are firstly interesting to see and secondly happen to literally any game ever. and as you've said, it increases the chances of getting fixed (potentially even getting fixed faster).
Please don't stop highlighting bugs like these.
Its awesome to see them shown off and explained
One thing that may be important to note is that in addition to the attack defined hitstop, larger enemies usually have hitstop type "2" which appears to add a hardcoded amount of hitstop time. Online players and player-npcs have type 0 which disables hitstop entirely, which was likely done for PvP design reasons.
Never thought about that thanks
Good addendum.
Maybe that's one reason PvP feels like shit? All I know is there must be something causing lag in every single souls game I have ever played when it comes to PvP. A hit will actually only hit nearly half a second later, this has ALWAYS been a thing no matter how good my internet is. From needs to maybe figure out how to make games at some point.
@@Onyx1987 Yeah... because the pvp isn't great in a single player focused game, From needs to learn how to make games... as if the rest of this game and their other games aren't above and beyond the vast majority of games...
Sure thing.
@@Onyx1987 This has nothing to do with hitstop, it's all in the terrible netcode. But if you can find a friend to play on lan with the pvp feels great.
This weapon is one of the strongest twigs of gaming
I'll show you a strong twig of gaming
(I'm sorry)
Great Club
@@person906 Don't be, you made my day with your silly comment xD
@@Mr.Chicken815 What happened? I am just a bit too late
This isn't just drawing attention to problems, you're debugging them too. Getting the precise reason for the problem.
You know, i had a similar issue with the sentries torch in sages cave.
The place is supposed to be riddled with hidden walls, but when i got in, they were all gone. Then it occurred to me: The sentries torch undoes all concealment enchantments, so in one raise of the torch i had accidentally undid every illusiory wall and caused my game to buffer every other second
Happens to me too, but I just assumed I it was due to my hardware.
I also had that bug happen to me and I think my game crashed at least once while I was going through lol
I'm wondering if it's "undoing" the concealment purposely, or if its aura is just considered a hit as far as illusory walls are concerned (you can also dispel them with Blessing of the Erdtree or whatever). Obviously it doesn't change the outcome, just a curiosity.
exact same thing happened to me
In the cave in Altus where theres both the Necromancer boss and the invisible Black Knife me just carrying the torch while running back to the Assassin causes really weird stutters as well
Hitstop is a huge mechanic in a lot of fighting games and the brief pause in motion allows for easier hit confirms and can also allow for certain option selects to work. Another game you may notice hitstop in is devil may cry 5, where it really helps emphasize the impact of your attacks. Looks and feels really good.
Hitstop can really make or break the "feel" of a melee combat system. The hitstop on the Real Impact attacks in DMCs 3-5 is one of the most satisfying things in games. When you perfectly nail a DRI in 4, you feel like you're knocking God himself the fuck out!
It feels so satisfying and gives you a fragment of second to think your next move
Hitstop is what makes combat in most games feel weighty and actually feel like the characters are interacting with each other rather than Hitbox A met with Hitbox B therefore display dmg, Hitstop manages to put a curtain around those boring things and bring it to the player in a fun way.
In the Smash community we call it “hitlag” so it’s cool to see something similar in ER (it also gives time to “shake” the camera for impact)
Monster Hunter is also a good example
I don't do requests often, but this has been a thorn in the community's side for some time: Does Holy damage actually _heal_ the Elden Beast? It seems silly, but there's so many conflicting testimonies I can't make heads or tails of it (and I'm not remotely close to it yet).
not 100% on this because I haven't tested myself but according to the wiki at least, it does
it does not. I tested it. he has around 75-80% holy resistance though. I tested this with the code sword ( pure holy melee weapon ) and wrath of gold incantation.
Equip the pure holy damage weapon in the hub (jump down area) should be an easy test.
No it does not. Radagon and Elden Beast just take little to no damage from holy. Unless you use Malikeths Black Blade or the Black Knife then they get shredded by Death Holy
try black knife on elden beast you'll see
I think it's super cool that you're researching these bugs and posting your results; any effort to make the game better should be applauded. Even if FromSoft never addresses these issues, the modding community can always step in to make homemade patches like what's been done with countless AAA titles in the past.
If everyone spams these videos to fromsoft, maybe they might actually fix it.
Doubtful though
@@SuperCatacata they always "fix" the most random shit
@@bleeem The inner machinations of Miyazakis mind are an enigma *milk spills*
It wouldn't actually be the first time FromSoft has fixed an issue that was solved in one of Zullie's videos.
@@SuperCatacata fromsoft has actually fixed a decent amount of the bugs Zullie has covered in recent patches... also some things take time to do and the game has only been out for two months
With the Death's Poker replacing the Sword of Night and Flame as the early cheese weapon this glitch is extra painful
Idk man I never even noticed this myself when I tried out Ymfah's video in game.
Yes, it is. I had to switch to the Death Poker after they killed my beautiful Kamehameha sword ,_,
Great power comes with great responsibility
@@ehoraida5900 Honestly it still works fine at least at higher levels, just not as cheeseable anymore.
@@The_Bird_Bird_Harder well the recovery time is atrocious, coupled with the fps drop from its wa
Please Zullie, take a close look at the Astel model! He's one of the most unique designs in Elden Ring. Great videos.
Yes! Also other Fallingstar Beasts seems to have Astel skull, buried into their heads, seems like Astel is final form of Fallingstar Beast.
I'd go as far as to say the most alien FromSoft design. Yeah there's Bloodbournes Kos and Moon Presence but those are lovecraftian and don't have the cosmic Outer-God look.
@@ceramicalnikal I'm pretty sure they're both like the same type of Aliens. Maybe that's why the similarities.
Probably my favorite enemy design in the game. I love weird enemies like that.
@@ozymandiasramesses1773 "Outer God" is a phrase Lovecraft coined, but I get what you mean.
I’m imagining the deathrite bird very happily thanking Zullie for looking into the matter.
whoa, i didn't even notice there was hitstop in this game in the first place, and i used colossal weapons for my whole first run!! its crazy how they can make it so minor you don't consciously notice it
I suppose it's one of those things where, if it's done right, you never notice, but if it's done badly, it's immediately obvious. Like with bad CGI.
I don't think weapon type matters that much, maybe daggers and stuff have less but straightswords and up all have it against bosses, pretty sure it's been like that since ds1 lol
@@BackwardsPancake like you could notice it in Dead Rising 1 especially if you hit more than 2 zombies with a sledgehammer. Kinda felt weird but also satisfying at the same time
Hitstop is needed to give melee _weight_ in games. Without it, it'll feel like you're not even making contact with the enemies, just gliding right through them with a sound effect. It's a handy game feel ingredient.
@@baitposter This. It's a spice like any other, has to be used tastfully, not too little, not too much.
If games had no hitstop it'd feel as bad as combat does in skyrim
Hello Zullie, stopping by to show support and to also request a video breaking down how the game determines fall damage and death. It feels rather inconsistent at times and It would be interesting to see how the game calculates this. Thanks for all your hard work!
I can do you one better and point you to two existing videos on the topic by friend and fellow dataminer Illusory Wall:
ruclips.net/video/Fm-QA4rZPYk/видео.html
ruclips.net/video/f5fOFivzGh4/видео.html
@@ZullietheWitch i like how your content compliments each others, its nice having both formats and all topics covered between the two of you but maybe thats not a total coincidence if you're friends
Yes, the Illusory Wall vids really helped me figure out what was going on, as I too felt like it was some random mess.
TLDW: in ds1, you started taking fall damage at 5m of fall and died at 20m. In er you take damage at 16m and die at 20m.
@@optimizedlaziness6183 Plus the whole you take 50% of your HP as damage at a max survivable fall, so it *feels* like you should be able to go further and still survive.
Thank you Zullie!! On the huge list of things they need to sort out 😅❤️
I swear this channel teaches me way more game design than any other source in RUclips. I love it!
I can't watch these videos without immediately thinking of the Bubble Boys and that makes each one ten times better
This is my fav weapon in the whole game, it has such a cool moveset
We all know you use rivers of blood. Its ok kid.
@@tmdiz4579 Bloodhound Step spammer spotted
It’s so fun, at first I disregarded it because of its lackluster visuals but once I tried the weapon I fell in love
It was my favorite mid game for me. It’s one of the best weapons for the Mimic. Mimic turns into an AOE beast with it.
@@tmdiz4579 My dual holy scythe build eats rivers of blood players for breakfast.
Zullie, have you noticed that the messages regarding group passwords are “out of place”? Like when the message prompts on the screen saying “A member of X group defeated a shardbearer”, these messages only display correctly for the first group, the others are misplaced on the rectangle they're displayed.
This happens on PS5, don't know if it happens on other consoles, too. If it does, mind checking on that? It's not a game breaking issue, but it's worth a look
On PC, I never see the "defeated a shardbearer" part. The second line is simply blank. This is specifically for group 2; I don't have any others set except 1, and it has no other players in it (long story).
Second this, I'm running 5 groups on Xbox and only get the shardbearer message for group 1. At first I thought they were obscuring a message for spoiler/story reasons, then I realized I only see the second line for group 1 even with all 5 groups being ridiculously active.
Guess it's a common issue between platforms. I also get the blank space from group 2 messages, groups 3 and 4 get misplaced al over the place.
It happens on PC too, glad i'm not the only one who noticed
@@Corrodias same on xbox. group 1 works but 2 only shows top line
Excellent video and explanation. I love that you make content that isn't 90% filler/fluff. Straight to the point, concise and entertaining.
Your recent videos have been stellar, Zullie! Love seeing this kind of stuff, and hopefully some of these funky things can get fixed in a future patch! Thanks for spotlighting them!
Hey zullie, could you do some closer-looks at some of the main bosses? I'd love to see them in closer detail, especially radahn and rykard. It'd also be cool to know for sure if radagons internal rune-ribs are always facing perpendicular to the player camera.
ive never thought about whether or not radagons internal rune-ribs face perpendicular to the camera or not but if they do id love a video on that lol
I love hitstop, for me it's one of the reasons why the combat in Nier Automata feels so good. Anyway cool video as always, and I hope we get the new patch soon
This channel is a godsend, I can't stop clicking through all your videos.
I've been trying to learn game design in my free time off and on for the last few years and somehow I learn more about game design concepts from two minute Zullie videos than 30 minute full in depth tutorials. Kinda like, really good at answering questions I didn't know that I had.
There seems to be a small invisible enemy near a Bonfire. He Attacks Not often but you can hear tiny footsteps. He is near a Bonfire Close to one of the Guys with an Omen Mask. Also He Deals so little damage that i thiught i walked in the Bonfire by accident. It Took me half an hour to confirm that there ist actually something there. I am courious to find Out what that little Creature is
Do you know which one, or at least the area?
did you try the Sentry torch?
@@thediabolicalraisin8953 the Omen Killer is a bit to the left of the Prison Town Church. The Omen Killer is Close to this big Bonfire. Also your Summons might Aggro to the creature, this will Help you find it.
Edit: Its where you find the Erdtree Seal
@@Official_Proxy The Sentry Torch does Not Work
The bugger isn't invisible. I spent a good 10 minutes trying to find what you were talking about and was about to give up when I heard the footprints and a poison pot smacked me in the face from under ground. You can see his arms and head clipping through from time to time as he walks around and he seems to lose aggro often because you are classed as being on a higher elevation but he will smack you, the little shit.
I first bumped into him around the post just west of the bonfire.
I don't know why anybody would get mad about bug investigations like this. Every one of your videos has an obvious love for and deep understanding of the series. Please keep explaining cool stuff like this!
I never get tired of the various versions of LOZ music in the background of your videos. It gives the odd sense of wonder and a happy vibe hahah. Even though what's on screen could potentially be some kind of nightmare creature or cosmic horror looking thing that Fromsoft designs hahah
I know nothing of code or game making myself, so seeing you explain all the technical mumbo jumbo is really neat. Sheds light on all the little details in From's games as well, and the bugs they create lol.
the thumbnail has a cool hook to it
It’s too powerful lmao
You know people talk smack about players having to "fix" the games for devs, but what you do is clear problem identification, and having players who can do that instead of just "this isn't working" helps tremendously in expediting fixes for everyone.
Love the music choices for accompanying these vids
Hey Zullie there's a glitch going around that no one has an answer for how to fix it or how it happens. Basically, the glitch is that someone can summon you, but you can't summon them. This affects coop playthroughs with friends. I've narrowed it down to being tied to characters and so far the only way to fix it is to make a new character, or use a back up of your save if you have it to befor ethe glitch happens.
To go more into depth, no area boss is defeated and everything else checks out. But when you go to summon your friend, as soon as they're done with the loading screen they'll load into an empty world and immediately be greeted with "connection lost" and go back to their world. You'll have to wait a few minutes for "unable to summon" to pop up on your screen. It's an annoying glitch that kills coop runs with no real answer to how to fix it or how it happens. I can go more in depth with my experience at least if you'd like.
Anyways, great video and have a great day!
*EDIT:* the glitch seems to be fixed as of patch 1.04
That's just how from software designs their multiplayer. It's not a bug, it's a feature. Many many features...
@@zach-jj8pc brings me back to og Dark Souls with "unable to summon" stuff. Except that was in like 2012-2013 for me, so like 8 years ago and I sorta hope their software and servers would actually work
passwords my dude
@@jakeislavic3024 We started with a password already in use. We tried changing it, tried without one, tried using summoning pools, restarted the game, restarted/updated steam, deleted temporary files. Nothing worked!
It's not a super common bug/glitch, but is common enough that there's a couple forums online talking about it.
The netcode is just much more sensitive than it should be to lag spikes as you enter the world. I am so tired of restarting the clients machine, then restarting the hosts machine, then performing a rain dance, to get it to connect, every time a Bloody Finger interrupts our playtime.
That lag would make this weapon unusable for me tbh
Never expected to enjoy these small explanations with no verbal narration. I would appreciate the verbal narration as I’d be able to listen as I do other things, but you do you, really like how things are explained.
thanks Zullie, I've been holding back on using this one for a while, now I just hope the can fix this soon... also, gotta say I love when you use tunes from Zelda, it really matches with your vids
Honey Zullie the Witch video just dropped
There is actually another form of lagg I've noticed from that weapon that laggs my summons too. When the flames from the L1 overlap with other flames from boss attacks it drops the frame like crazy
This is such a clear and concise answer for what would otherwise be a complex topic. Thanks as always
each video is so informative, i love it
i noticed sort of the same thing happening with the inquisitor's wheel's skill when I used it on Greyoll, I thought I was just lagging out as a summon but I guess thats just what happens when you build up hitstop on such a huge dragon 😂
Hey Zullie, I love your vids. Would you have some insight on:
1. The "friendly" doggy in Leyndell. Is it a bug, or a callback to the friendly raven from Bloodborne?
2. What's with that weird tree behind Castle Sol (when you look down).
3. On the 'Two Fingers Heirloom' we see that the two fingers actually have legs. So, do the two fingers in roundtable hold have a set of legs below them, hidden by the geometry?
4. The lower pair of little eyes on the basilisks glow, when that enemy does the eye glow runes mechanic. Not a question, just a cool little detail I noticed.
Re: 1, Zullie did a vid on the friendly crow and it was a bug. So I’d guess the friendly dog is just the same bug rather than a callback.
2. its the Haligtree
IllusoryWall did a video that mention the Basilisk "real" eyes positions in his "dark souls 1 dissected" serie
Love these informational videos that explain these strange little happenings and nuances within the From games. Keep it up
Lance , Zullie, Vaati and Old Man are the four horsemen of knowledge about shit I never knew existed.
While we're on the topic of weapon arts, can you check on the follow-up attack on the Wave of Darkness ash whether it really don't have a hitbox at all or is it the same bug as the bleed dogs?
Zullie, can you please look into whether the “Light Weight” equipment load is bugged? It seems to not impact rolling.
You don't roll faster, you just travel farther with the roll
Waves of Darkness is also bugged iirc. The follow-up attack to the weapon art does 0 damage.
@@maskedmenreiki It seems to not have a hitbox at all
Having played both med and light load I can say that it seems to have no effect on speed of the roll, nor the distance travelled: but there is a VERY noticeable difference in the START of your i-frames, with light having a much more forgiving beginning and med needing you to more or less be mid-roll to receive your i-frames.
Light Load rolls always felt "Snappier" to me. The actual roll felt the same, but it felt like I got the i-frames faster.
Of course, one of the notable things in Elden Ring is that equip load isn't binary, it actually scales with equip load within the categories (I.e. Close to Heavy load will be slower than close to Light load even if both are still in the "Med Load" category).
As such, this can make differences between something like just above light load and just in light load have a less noticeable impact.
My favorite example of hitstop is when you use ghizas wheel in the big dragon in caelid
I love how much I learn about the back end of video games from your videos! Thanks for making them 🙂
In soulslikes I almost always use a greatsword class weapon for my first run, and if I pick up spell casting for utility/buffs its usually sorcery. Stumbling on to this beautiful sword, a STR/INT greatsword, with a spookyghostflame that makes my inner edgelord squee? I finished up the last half of the game using it, even when during the last boss I felt like my character was moving at 1fps for huge chunks because of how many of those bullets i had spammed.
Also would be nice if they changes it’s scaling to int+fth so you could do a Death Magic build with it as your main weapon.
Death Build is awful. Im running it rn and the stat investment is not worth it just so you can spam ancient death rancor
Your videos are great, I didn't know about hitstop and it's super interesting to learn about not only Elden Ring, but game design at the same time.
i just love this channel, good work Zullie!
I wish there was an anchor in the game. BloodIIborne thoughts.
there is
There is. There's a greataxe that is just a big ol' anchor
There is. Morne's Cave has a boss that drops a four-pronged anchor
@@sylokthedefiled Dang I'm an idiot. I literally have that weapon and I even made a point on how much I like it. I'll take the L.
@@realkingofantarctica lmaooo
As always, I love coming to Zullie videos for fantastic technical info on From Software games. Happy to see you making videos on Elden Ring!
Now I'm wondering why Death's Poker doesn't have the cool blue part towards the end of the weapon, like it does when the boss is using it.
Seeing you mess around with a tree sentinel while Zelda music plays gives a whole new vibe
The choice of music. Chef's kiss
I ran death poker for a majority of my first play through and this cleared up a ton of shenanigans
What an amazingly educational channel.
The use of Zelda music always makes these videos so pleasant
I love the soundtracks you use for the setting of the videos, Thanks for the investigating!
I tried spamming the Death Poker's skill on the giant sleeping dragon, and my god did the game slow down to a crawl. Was almost seeing a slideshow. Interesting to learn the reason why
Man I love all your content, chillest informative tidbits
monster hunter world had the most satisfying "hitstops" never knew what it was called till now.
I love his channel, you give so much neat little info so quickly and clearly. I love it!
How polite of the tree sentinel to sit still and allow for this demonstration. What a patient boy
You're a great content creator Zullie. I love that you put this issues into attention for the devs to hopefully fix them. Also fun and informative as always
I love your content, Zulie. Short and to the point. You're a welcome contrast to the more long-form Soulsborne videos that are dominant on RUclips.
Im so glad you’ve made a video on this because I’ve been confused about it for a while now
I love learning that hitstop is a thing to make the attacks feel more real.
Y'know, it's strange, as soon as you said "your character stops on some frames" I immediately knew that it would be hitstop, and I didn't even know that was the word for it.
I learned about the concept from Skyrim, because there was a mod that added hitstop to the game to improve the feel of combat.
Always love how you make Elden more funny and touchable with the little music of Zelda in back, that work fucking good!
Currently watching this during my morning lecture, but it’s alright because this is educational content
Great video! I always love how concise your Videos are too, its just pure information nothing extra. Thanks!
From software should definitely subscribe to this channel! Thanks for all the work Zullie🙏🏼
Zullie over here being a pillar of the community and none of us will ever hear their voice.
10/10 content. I love to relax for a moment and watch one of these when they drop
A lot if not all or your videos have that wonderful FFXI like music lol. I love it.
Your channel is so consistently awesome!
I may not be playing Elden Ring but it's fun to see how it was made and crafted.
Thanks, Professor "Zullie the Witch"...
I was actually thinking about you today and funny enough you uploaded.
An example of hitstop I've seen was actually in Monster Hunter. In Monster Hunter, it's not tied to a big weapon, but big damage numbers. If you hit a monster hard enough, the game will do a hitstop to imply that your weapon has sunk deep into the monster. I don't normally use some of the large weapons in Monster Hunter, so it doesn't happen to me very often. But when it does, it's super satisfying.
Thanks for showing what a hitstop gone wrong looks like. I'm looking forward to more peaks behind the curtain.
Your investigations into these bugs are insanely fun to watch. If I were a dev at FromSoft working on bugs I would stalk your channel! 😁
I agree that such small things should also be fixed. Another example is warpick not doing piercing damage.
Just wanted to say I am so happy that you've returned
I THOUGHT I WAS GOING CRAZY. Im so glad you explained it!
As a faith user, i actually found this weapon quite effective, despite my intelligence being low. But i couldnt point what the issue was. Thanks a lot for this video, i hope it will be fixed soon, thanks to your work
Zullie, you are so awesome. Thanks for taking the time to figure this out.
Just something right about music you pick and these videos lol Ignoring that also major nostalgia trip for me sometimes like this one :)
Thank you Ms Zullie for looking into these matters
Thanks Zullie. Its crazy how quickly you've managed to understand the underlying code of the game, which im sure is obfuscated to some degree. Great videos!
small is a very modest term for this error. it is very obvious and it's clear to see that there was little to no effort to test anything like this at all, as if the player is just meant to find out, or hopefully not.
Zullie out here trying to get hired as a tester / bug finder.. great content as always!
Always love your videos, love learning more about everything about these games under the hood. Thank you!
One of my favorite things about these videos is always the music
Thanks for looking out Zullie!
I actually wondered why it felt like that when using it, makes a lot more sense now thank you.
I love the music you choose so much
Thank you for enlighting me about the hitstop mechanics! 👍
I never knew that was a thing and wondered if I was imagining that my weapon sometimes felt slower
That gives some strong "Deer from EVERYTHING" vibes.
1:07 imagine if this was an actual death sorcery spell, why is it that half of the sorcery types are almost entirely empty and devoid of the cool mega spells such as gravity having meteorite of astel and dragon communion having ruin breath