Dark Souls 3: The Joys and Occasional Trials of Multiplayer

Dark Souls 3

Awkward Mixture's last two video game articles reviewed the core aspects of Dark Souls 3's cooperative (what I called P+PvE) and adversarial (PvP) multiplayer. This article will provide specific multiplayer examples I experienced in my quest to link the Flame, with the goal of humanizing a collection of skeletal mechanics.

In the last article, there was a brief explanation of the nine covenants. In my play-through of Dark Souls 3, I only enlisted into two: the Warriors of Sunlight when I wanted to help other players defeat bosses, and the Blue Sentinels/the Blades of Darkmoon (who are interchangeable) at all other times. Since Dark Souls 3 has no penalty to switching allegiances, it is possible to enjoy all the covenants in one play-through. When a player switches they do not lose ranks in any of their covenants, and can rejoin an abandoned clan as easily as switching an item in the character menu.
Before describing my adventures I want to address one question a potential player might ask. Dark Souls 3 was released in 2016. Are there still players? My answer is, even though it was released over two and a half years ago, I never felt as if I was waiting to interact with other players. Leaving one's mark with a White Sign Soapstone in a highly trafficked area (Bonfires) elicited a swift summons. In the same way, whenever I needed an ally for a boss fight, there were always multiple allies to choose from. And I was invaded more times than I can remember. In fact, I felt as if the world of Dark Souls 3 was packed with players, though many seemed to be on their 2nd, 3rd, or 4th play-through. As of this moment, 11pm November 26th, 2018, there are currently seven thousand players connected to the Dark Souls 3 servers through Steam.

First, I'll describe all the times multiplayer seemed broken. I say seemed, because I don't have enough knowledge to know if some one was cheating (which does happen), or the issue resulted from a glitch.
Once, I was summoned to defeat High Lord Wolnir, in the Catacombs of Carthus. Some bosses are located in open areas, whiles others are hidden behind doors. Wolnir is one of the latter. The Host who had summoned me, walked to the door, but it didn't open. Instead, I saw the Host fly up into the ceiling of the cavern and vanish. I could tell the boss battle had begun, because Wolnir's health bar appeared at the bottom of the screen, but I couldn't enter the arena. At the time I believed the Host was cheating because I could see Wolnir's lose health in small chunks, but then suffer a massive decrease. I now think this was legitimate, because Wolnir has certain weaknesses which allow the player to inflict significant damage suddenly. At the time it was frustrating, but in retrospect the event's humorous, as I was cursing the Host, because I believed she had cheated, and she was probably doing the same, because she didn't know why I wasn't helping her.

A minor glitch, occurred in the Ringed City DLC. I invaded as a Spear of the Church, even though I was pledge as a Blade of the Darkmoon, and had not even acquired the Spear of the Church emblem.

Once or twice, I entered a world, where nothing I did had any effect. My Miracles didn't heal the Host, my attacks didn't damage enemies, and I decided there was only one solution. I jumped off the edge of a cliff to my death.

These were minor innocents, mistakes in the machine. But there were malicious incidents.

While exploring Lotheric Castle, I was invaded by a enemy named Twitch, who I never saw. He damaged me and I fled the invisible Invader. I hid for a few minutes before I dared to venture out. Again I was attacked by the invisible enemy and slain. As far as I know, there are no means of remaining invisible while attacking. I supposed it is possible the player was not cheating, but Dark Souls 3 suffered a glitch on connecting our two worlds. This never occurred again, except one time described below. Oddly, after dying in this manner, the loading screen appeared and cycled, but I was never returned to life. After about ten minutes I quit out from the task manager, and when I reopened Dark Souls 3, it functioned fine.
But the most egregious, obvious hack of the game occurred about halfway through my experience (pictured above). Currently sworn to the Warriors of Sunlight, I was summoned, as an Invader, into a massive battle swirling about the Hanging Tree in the Undead Settlement. What follows are my recollections, which I recorded after I was unfairly slain. The battle must have begun recently, because undead farmers milled about, striking out whoever came near. At the center of the melee was a starved looking Host, wearing no armor and wielding a small sword single-handedly. A number of Invaders were battling together and against one another. It looked as if there were many combatants, but Dark Souls 3 allows only six players to be involved in a battle at any time. Perhaps the monsters made the engagement seem larger. Whenever a player was killed, a new one was summoned immediately. Again, I admit my recollection of the outlines of the battle are suspect, because I was fighting immediately for my survival in a mass of chaos and death.

Of this I am more certain. I charged the unarmored hero, because he was the Host. I didn't understand why I was summoned as an Invader to the battle. I was confused about what Dark Souls 3 was doing, but I knew the Host was my foe. We fought each other, and anyone one who impinged upon our duel, for others kept attacking me and him from all sides. In Dark Souls 3, one can roll to dodge attacks. Rolling allows one to move swiftly to avoid being hit, but it also allows temporary invincibility. The mechanic is a bit unclear but during a roll, for a certain number of frames, a player can't be hit. With less equipment, a player can roll more often, longer, for more frames, making them incredibly difficult to hit. While it is technically possible that this unarmored Host could have been exceptionally skilled at rolling, I never saw him take damage, in spite the number of people trying to hit him, After awhile of me chasing him (and running away to heal when I was injured), he vanished and killed me while invisible. The combination of these three factors; being forced to invade, the Host invincible to damage, and his invisibility, lead me to conclude he was cheating. Aside from the prior example of Twitch being invisible, none of these problems ever occurred again in the 100 hours it took to beat Dark Souls 3.
The problems described above were few and far between. In fact, I was able to document every bad error, glitch, or possible cheat I experienced, because there were so few. But there were so many enjoyable (or at least fair and challenging) experiences, I can not describe them all here, but I offer a few reflections.

When summoned as a Phantom, normally the Host will be nearby upon your arrival to their world. If one is defending a Host as a Blue Sentinel, or hunting them as an Invader, they may not be in sight. A moving fiery emblem, floating before the player, guides the summoned player to the Host.

Sometimes though, one doesn't want to fight an invader. As I climbed the last hill to the Abyss Watchers, I found my path blocked by a blood-red foe. He came at me slowly, and I doubled back down the path I had come, with the intent to deceive and discourage the foe. He stumbled past, intoxicated by my supposed fear, while I observed him, smiling, from the shadows cast by towering trees. Laughing to myself, I continued my journey to drag the first Lord of Cinder to his throne.
Most of Dark Souls 3, I adventured as a Blue Sentinel or Blade of the Darkmoon. Both are summoned whenever a member of the Way of Blue is invaded. I often thought this system wasn't sufficient. For instance, the Way of Blue is the first covenant available to the player. But unlike the other eight covenants, it doesn't offer any rewards, and one can't advance in it. As the player gains access to other covenants, they forsake their Blue shield. When this happens, the members of the Sentinels and Darkmoon no longer have anyone to protect. One possible solution would allow Blue Sentinels to defend only Way of Blue, but enable Blades of the Darkmoon to defend anyone against invasion. Since a player can join the Sentinels early they will have enough Way of Blue members to defend. And by the time the player discovers the Darkmoon covenant later in the game, Invaders will understand that any invasion can lead to an extended battle. This minor difference would also differentiate the two covenants, because currently most players don't know the one minuscule difference. Maximus_Realius devised a similar, but slightly more complicated fix, which would work as well.

One on one duels are fun, but the coolest events of Dark Souls 3 are the six person battles. The chaos, the confusion, the deadly weapons striking everywhere. Once, I was summoned as a Blue Sentinel into the slime of the swamps which border the Road of Sacrifices. About me I saw; the unaltered Host, the transparent silver of an allied Phantom, the crimson red of an Invader, the purple of an insane Mound-Maker, and the shimmering red and blue of a Watchdog of Farron (guarding their territory). The six of us battled, uncertain of the intent of each duelist. I defended my host admirably, but saw the Phantom dispersed by the Mound-Maker. I slew him, and was then set upon by the Watchdog. Fighting desperately the two of us, locked in combat, lost sight of the others. In the depths of the swamp, a monstrous crab joined the Watchdog, and I nimbly avoided my doom. Desperate to fulfill my duty, I lunged forward and sliced swift stroke after unrelenting stroke of my uchigatana onto the cur, and he fell at my feet. Exhausted, I exulted, though I knew my end was approaching, as I'd completed my obligation. Gravely wounded, and with my stamina depleted, I could only watch as the giant crab reached down, clutched me between his claws, and cracked me open like, well, a crustacean.
There were many other battles, some even more frenzied than the 3v1v1v1 described above. Passing under the sealed gate into Irithyll of the Boreal Valley opens new regions, but new threats. The fountain just past the gate must be the most blood stained area of Dark Souls 3, except the Anor Londo region defended by the power hungry Aldrich Faithful. One time at the fountain, I was summoned as a Phantom, and immediately, three Invaders and a Mound-Maker appeared. Another time, again as a Phantom in the Courtyard of Irithyll of the Boreal Valley, the Host and I fought four invaders, one after the other. They appeared so swiftly after each other, that there was no opportunity to advance until they'd been defeated. I am not complaining about these examples, for even though invasions are exhausting and nerve racking, they are also magnificent as a mechanic.

One last comment before concluding this article. This is a serious complaint which I assume is relevant to all players who employ Miracles in multiplayer. Dark Souls 3 contains a miracle called Tears of Denial, which buffs the player with a powerful enchantment. When the player incurs enough damage that would kill him, the enchantment absorbs enough damage to protect the player, leaving them with a single Health point. Tears of Denial incurs a significant Focus point cost and requires a few seconds to cast. Unsurprisingly the enchantment remains intact if the player rests at a bonfire, but is dispelled if the player is summoned. It must be recast upon entering the Host's world, whether one is a Phantom, Invader, or a Sentinel/Blade. This isn't unreasonable, but what follows is. Upon returning to one's own universe, the enchantment is still dispelled (even it was recast in the summoned world). A Sentinel can waste quite a bit of Focus Points trying to remain buffed in his own world, while being summoned to defend others. It is easy to forget to recast the spell upon returning resulting in an unsuspected death. At its worst, one might be returned to their own world in surrounded by monsters they were fighting when there were summoned, but now without the protection of Tears of Denial. This seems like a mistake of the developers, where they didn't realize the impact of this oversight.

Awkward Mixture is now one article closer to concluding Dark Souls 3. There will be at least one more article next week on the Soul series, and maybe a final one the week after. We're almost into the end of the year, and there is one final game I want to write about, which deserves at least two weeks of its own. It would be perfect to fit in this final game, so 2018's video game review can truly be called Awkward Mixture's Year of the RPGs.

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