Catcher wrote...
Wow! All sorts of stuff flying around so I'm going to abandon most direct quoting and go straight to the individual posters/points.
UpperKrust - I like the thinking of applying some more, shall we say unique, defenses and some attacks too for higher rank opponents. There are a couple of caveats, of course. First, the lack of a detailed combat feedback mechanism in DA makes special defenses particularlly more frustrating for the Player.
Well there are a number of ways around this. Firstly there are visual clues (Is it undead, on fire, does it have a halo etc.) Secondly there is the the hindsight of what type of damage it hits you with (is the player poisoned, on fire, affected by a spell effect etc.). Thirdly you could always make finding out about the monster part of the 'game' such as a spell or item (crystal ball) that lets you know its defenses. Of course once players get too comfortable with knowing monster attacks/defenses and how to find them - thats when you hit them with monsters with variable attacks/defenses.
Second, the more unique powers/defenses that you add, the more effects, animations, AI checks, etc. you're going to need which will drain resources from other areas.
Well in fairness, a lot of what I have suggested are statistical differences. For instance, having a monster that is notably stronger defensively in the front rather than the flanks. etc. Or having a monster that summons others, or makes its allies go berserk, or genlocks that steal or use grenades, corpses that deal an injury with every hit, demons that possess a target (slaying the target frees the demon), enemies that use potions...
So really, most of the resources for doing a thousand different things already exist in the game. A disease ridden corpse thats surrounded by a swarm of insects, a skeleton thats on fire and shoots fireballs, how about an ogre that regenerates.
All of these simple ideas don't require new resources to create.
If I may be so bold to suggest, some of the need for specials could be filled simply by applying Player-available skillsets to opponents in a more efficient/ruthless fashion. We sometimes forget that the job of being a good level and/or combat designer has become akin to fighting the Borg. Not only do developers have to contend with a fan base that will get playtime of several orders of magnitude greater than even the most lavish playtesting department, we now have youtube and wiki and more options to share weaknesses/exploits than we had in 1999.
Thats true. I don't think Dragon Age does a good job of guiding players through the games controls (I remember on my first play through that I was 10 hours in before I knew I could switch character...actually when my main character was first killed). In a similar way, I think it would be beneficial to guide players as to how to get the most from combat. This doesn't have to be done in a 'handholdy' type fashion, it could be an NPC/ally instructing you.
In one way its nice that Dragon Age gives you the freedom to build characters as you please. But the flipside is that the game cannot rely on the party to have dispel magic or stealth, so you cannot actually design any features around them...at least not as a necessity.
In that way, Bioware should first study DA: O and DA: A before they study any other game. I think soteria listed off several possible Nightmarish character builds. With some focus and tightened AI scripts, making a couple of Elite level versions of those to unleash on the Player should be just as scary as a character specced out that way. It's been a pleasure.
Nice chatting to you amigo.
PS: I looked up the puluda. Didn't realize the tarrasque came from a similar legend/area. Throw one of those in there with some cosmetic changes to avoid a lawsuit and a lot of old Players will need new shorts after playing.
The Tarasque is a medieval monster, there is a statue of it in France. That predates any D&D use of the monster.
The medieval version looks like an Ankylosaurus type dinosaur. I liked the idea of the monster being extremely strong defensively while it has its shell, but once you shatter its shell/carapace, it becomes faster/more deadly, but also weaker defensively.





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