From:
http://www.gamespot.com/ps3/rpg/dar...c_id=m-1-59672926&pid=606312&tag=topics;title
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All of the information below is either based off of the videos listed in that first topic, gameplay seen on the now-defunct livestream in the second topic, or from interviews and previews before E3.
New/altered combat mechanics
-Players can now perform a running jump by pressing the X button while sprinting and do a strong leaping attack by pressing forward+R2
-Forward+R1 push is replaced by a kick for some weapons
-Both players and enemies can attack and be attacked while climbing ladders; players can be knocked off of ladders by repeat attacks
-More degrees of weight encumbrance for rolling; there’s now a roll below fast speed but above “limply thrown brick” speed
-Rolls have less invulnerability
-Player can be hit while recovering from being knocked down
-Heavy armor allows its wearer to not flinch when hit by weaker attacks
-Headshots with arrows/bolts do critical damage
-Crossbows can be reloaded while moving
-Multiple helpings of Est can be drunk at once by repeatedly pressing square, adding to the animation instead of restarting it
Bonfires
-Resting at a bonfire refills your Est flasks and causes you to spawn there if you die
-Enemies respawn every time you rest at a bonfire
-Bonfires can be enhanced at the cost of humanity; doing so gives you double the normal amount of Est flasks when you rest at that bonfire
-When another online player enhances the last bonfire you visited, you are given an extra Est flask
-Bonfires become inactive if the player is invaded
Online
-Will not use dedicated servers; uses a new From Software designed peer-to-peer network system
Passive online elements
-Player outline phantoms return; they become more detailed the closer they are to a bonfire
-Bloodstains return
-The Select button is now dedicated to the Emote menu
-Emotes now change based on your character’s decided role (E.G.: evil knight, holy templar)
-Leaving messages is now done through a hotbar item, like with soul signs
-Message system has been made more intuitive with a mad-libs style tiered selection system
Active online elements<
-Player count increased to host + 3 other players; can be any combination of enemy or ally, with multiple invasions now possible
-Blue Phantoms return, this time white or gold in color; same summoning system as Demon’s Souls
-Black Phantoms return, using the same invading system as Demon’s Souls
-Black Phantoms now spawn in safer zones away from the host’s spawn, usually among strong enemies
-Black Phantoms can no longer hurt enemies
-Neither allied phantoms nor invaders can heal using Est jars while in another world; they must rely on magic spells if they heal at all
-The spell Great Heal can heal nearby allies, making it ideal for co-op play
-New soul sign, Gravelord: using it causes 3 random player’s worlds to become “infected” and Black Phantom versions of regular enemies to appear, making the stages harder
-If the players can find the sign left by the Gravelord user, they can use it to invade his/her world; killing the Gravelord user removes the infection from all of the worlds
-New, green-colored soul sign: laying it down and using the spell Great Heal in the nearby vicinity causes all players near the soul sign in their worlds to be healed
Humanity
-Humanity is measured via the flame next to the health and stamina bars
-Is tied into the game’s story
-Dying while you have humanity results in the message “You Died” and a loss of humanity
-Dying when you have no humanity results in the message “You Hollowed”
-Being in a hollowed state gives your character a zombie-like appearance
-Killing invaders gives the player +1 humanity
-Killing the host gives invaders +1 humanity
-Recovering your bloodstain gives you back the souls you had, any humanity you lost upon death, and a full heal
Enemies
-Enemies are no longer easily evaded and will pursue the player over long distances if they attempt to run
-Ranged attacking enemies will switch to close-range weapons if the player gets too near
-Most humanoid enemies will heal using an Est flask if given the opportunity
-Some regular enemies can backstab and parry and riposte the player
-Some enemies have the ability to grapple the player, ala the Mindflayers from Demon’s Souls
Magic
-Catalysts/Talisman’s return and are used in the same way, but now have different appearances
-Magic now uses a charge system: each spell has a limited number of uses, varied based on the strength of the magic
World events
-Certain world events, when triggered in one game, will echo through to all players in the nearby area in their games; for example, when one player rings the church bell to finish the demo, all other players hear it as well
Oath system
-Oath system determines the role you play in the game and whether you want to help or compete against other players
-System is based around in-game religious beliefs
-Player humanity level is likely related in some way to which oaths you can take
Demo specific information
-Demo area built specifically for E3; will differ slightly in actual game
-6 classes in the E3 build are not actually starting classes; they were crafted specifically to demonstrate potential playstyles (Soldier, Knight, Witch) different parts of the online interaction (Pyromancer, Black Knight), and to function as an easy-mode (Solaire of Astoria)