Bloodborne gets major update in preparation for The Old Hunters this week

The Old Hunters is coming, but before that, Sony has a major update releasing later this week that introduces some helpful additions to the game.

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Sony has announced Bloodborne’s next major update will be released on November 20.

We learned about the upcoming update earlier this month, which will include The League. The League is a special band of Hunters who have taken an oath to assist other players online. These Hunters will be able to compete in The League’s online rankings leaderboard, although no rewards outside of earning notoriety within Bloodborne’s community have been revealed.

Co-op NPC hunters will also be available to call upon through the use of a special The League cane.

This weekend’s update comes just days prior to the release of The Old Hunters expansion, which is scheduled to release on November 24. For those who have yet to experience Bloodborne for themselves, a Game of the Year Edition will also be available, which includes the base game and The Old Hunters, on November 25.

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From The Chatty
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    November 17, 2015 7:57 AM

    Daniel Perez posted a new article, Bloodborne gets major update in preparation for The Old Hunters this week

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      November 17, 2015 8:31 AM

      [deleted]

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        November 17, 2015 8:50 AM

        It's really not that functionally different from Dark Souls. You ring a bell to say "I want to be your buddy!" and ring another bell to say "I want a buddy!" The lack of a visual indication when someone is available for summoning is unfortunate, but there are a few ways to address that.

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          November 17, 2015 9:21 AM

          I swear to <higher power here> that this isn't me beating my Souls drum: Souls' implementation of multiplayer was just better. Why should both players have to express an interest in multiplayer? One player interested in helping puts down a summon sign; another player in need of help activates it.

          Bloodborne's implementation was convoluted to the point of uselessness. You have to wait to get your summoning bell until a certain point early in the story, and that's fine. The other games imposed the same restriction. But to get the other bell, which comprised the second half of the summoning equation, you had to wait until you'd saved up 10 insight, and then vision a special vendor WHO ONLY APPEARS WHEN YOU HAVE 10 INSIGHT.

          On top of that, ringing bells made the world feel barren in the worst possible way. Summon signs engraved into the ground in Dark Souls games gave you hope; they're an easily-visible indicator that someone is ready and waiting to help you, and they're tangible proof that you may feel alone, but you're not alone. In Bloodborne, I ring my bell, and then cross my fingers that someone, anyone, rang the corresponding bell--provided they know to save up 10 insight, return to town, and look for a vendor who only appears under certain conditions.

          My wife and I have been playing through Demon's Souls together, and its implementation of multiplayer is probably the most fine-tuned. Summon signs appear seconds after players put them down. Contrast that with Dark Souls 1's peer-to-peer implementation, which was sketchy at best. Dark Souls 2's implementation was even worse. Summon signs took too long to refresh, and signs didn't disappear after being activated by another player, so it was common to run around trying signs that were still on the ground yet had already been used.

          About the only component of Bloodborne's multiplayer system that I hope makes the jump is the option to set a password when you want to play with a friend. Dark Souls 2 laid the groundwork: each player could wear a certain ring and set the ring to the same glyph to see each other's summon signs. A good first step, but too involved: put on the ring, set the symbol, make sure you both have the right symbol, wait for the summon sign to appear, then, after summoning, remember to take off the ring and replace it with one more useful. In that regard, Bloodborne's password system is superior: no swapping out items.

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            November 17, 2015 9:22 AM

            *vision a special vendor = visit a special vendor

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            November 17, 2015 9:44 AM

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            November 17, 2015 9:49 AM

            Demon's Souls MP was great if you wanted anyone to join. It was very different if you wanted a specific individual to join. I played through that game co-op and we often struggled to see the signs we put down.

            Put down sign. Wait. See if they see it. Wait a bit more. They see a sign but it's not mine. Move over a couple feet. Put down sign. Wait. That process over and over. Some nights we couldn't join up.

            I think the signs were a cool feature but eventually just became clutter. I occasionally clicked on signs accidentally during fights. It was frustrating but maybe because it was my first time through a Souls game. I don't think having to ring bells is a huge improvement but signs weren't the best solution either.

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              November 17, 2015 10:01 AM

              Ha. Forgot to finish my thought.

              I like the password option for joining specific people and I want them to keep that. But whatever they use for random co-op I want more clear than the bells, but not littered around the environment like the signs were.

              Oddly enough, in contrast to your experience, while I liked all the Souls games, only Demon's Souls and Bloodborne really grabbed me. I know I never gave Dark Souls a proper chance but my attempts to return always fail.

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            November 17, 2015 10:32 AM

            MP in Bloodborne seems so strange and unnecessary to me that I'm gladly playing it in offline mode. Note: I haven't played any of the Souls games, so I don't know if there's lots of potential in MP in this kind of game. But from what I've heard about MP in Souls, I can't imagine that invasion feature being fun, where players could just join my game without consent and gank me.

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            November 17, 2015 11:38 AM

            Why should both players have to express an interest in multiplayer? One player interested in helping puts down a summon sign; another player in need of help activates it.

            I don't understand how that isn't exactly two people independently choosing to engage in coop? Literally the only difference is that there are no summon signs. I'm with you in that I like the signs (hence the "visual indication" comment) but the need for insight isn't a whole lot different than needing to be human in the other games.

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      November 17, 2015 9:34 AM

      Can you still get the platinum theme? Or is it a 1-time thing that's over?

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