Aller au contenu

Photo

Bioware: Please maintain strategic depth and complexity in DA2!


  • Veuillez vous connecter pour répondre
26 réponses à ce sujet

#1
Heisenb3rg

Heisenb3rg
  • Members
  • 6 messages
I am a strategy nut. I love figuring out how to overcome a challenge, solving a
puzzle..

Dragon age 1 was the first RPG since Baldur's gate where
I FINALLY experienced a strategic challenge in an RPG....

However, it
only lasted for about the first 7-10 levels of the nightmare difficulty
setting.  Once every skill became available, certain exploits became obvious
and imbalanced powers made it slightly too easy (forcefield + crushing
prison). However, It was still more than satisfactory. 

Unfortunatly the
expansion was dead easy. It completly ruined the experience of the game for me.
I was on autopilot the entire time and basically attack-moved thorugh the game.
It was like night and day compared to the main game.

Now, I read in an article on gamespot that
bioware was planning to simplify the game to make it more accesible.. Apparently
a criticisim of DA:O was that there was a steep learning curve.

I know
you are trying to "cater to the masses" more, but that doesn't mean you have to
sacrifice a system which challenges the hardcore players as well.
The very
best games are able to challenge the hardocre players on a difficult setting,
but make it so simple minded people can still access the game.

Developing
a system which can "hide" features, or limit the abilities of the enemies to
make you have to contend with less variety is better than just scaling hit
points/resist percentages.
 
Figuring out counters, spell combinations
(which can be figured out via logic), exploits, tactical positioning that make
it necessary to win rather than probabilistic luck (IE enemies resist spell say
75% of time rather than 50%) is what make a good system.

I know myself,
if you make DA2 as strategically challenging as the expansion, it wont be worth
it for me to buy the 3rd game. However, if you make it challenging, you have me
for life.
I also know that when I hear of "masterpeice" vintage games, I go
back and play them if I missed it. So something to consider is, if you just a
flashy graphics and a good story, there's no one who will want to buy it 2 years
from now.
Put an incredibly deep strategic system and theres the "trail off"
market that might be buying the game for years to come.


CLIFF NOTES:
PLEASE MAKE DA2 CHALLENGING
ON THE HARDER SETTINGS! YOU CAN DO THIS AND MAKE IT ACCESIBLE TO THE MASSES ON EASIER SETTINGS
TY!

Modifié par Heisenb3rg, 25 juillet 2010 - 08:06 .


#2
Arttis

Arttis
  • Members
  • 4 098 messages
might wanna edit.

Yes i believe they will try to make it harder.

#3
Guest_distinguetraces_*

Guest_distinguetraces_*
  • Guests
"fckeditor"?

#4
andar91

andar91
  • Members
  • 4 752 messages
I'm going to just respond to the title.



I have yet to see anything to suggest that they are not.

#5
Guest_Kordaris_*

Guest_Kordaris_*
  • Guests
Strategic? Depth? Are you trying to scare the Bros away?

#6
Faust1979

Faust1979
  • Members
  • 2 397 messages
isn't the point of leveling up so your character becomes more powerfull? isn't that what happens when you are more powerfull things are easier? why not just play the game without leveling up and just try to win the game at level one if you don't want awesome spells and skills?

#7
Heisenb3rg

Heisenb3rg
  • Members
  • 6 messages
Sure one of the fun aspects of leveling up is the feeling of being more powerful and consequently aiding you to overcome your present challenges. However, FUTURE challenges should still more or less be proportional to your power level.



You can have cooler skills/abilities while your enemies are also gaining cooler skills/abilities. I realize the more options you give, the harder it is to balance.




#8
Homebound

Homebound
  • Members
  • 11 891 messages
I come from the land of FPS. I have no valid opinions about the topic. I simply wish that a person like me could be tutored more into effectively playing the game within the game.

#9
andar91

andar91
  • Members
  • 4 752 messages
Sorry for the double post, but I just read the OP in its entirety.



Hopefully the difficulty levels will allow the players to choose how difficult or hard the game is. I do think that the game was a little too hard for many people and that it turned them off. I'm not surprised they're tweaking it, but I don't think the changes will be drastic and, like I said, difficulty levels should allow for adjustment.



I think it would be cool if they did what Tomb Raider Underworld did with its difficulty levels: allow the player to choose what parts of the difficulty went up and down. You could seperately manipulate your health, enemy health, damage from falls and the like, and how much ammo you could have at one time.

#10
Monstruo696

Monstruo696
  • Members
  • 650 messages
While I don't mind strategy and depth. There are times when I don't feel like thinking for 4 people.



Could we possibly have the the tactics slots unlocked from the get go?

#11
andar91

andar91
  • Members
  • 4 752 messages

Monstruo696 wrote...

While I don't mind strategy and depth. There are times when I don't feel like thinking for 4 people.

Could we possibly have the the tactics slots unlocked from the get go?

Posted ImagePosted ImageOddly enough, I usually didn't have to control my characters with only their default tactics. I would occasionally and in really hard parts, but I found the AI suffieciently competent.  I play on Normal, by the way.

#12
Arthur Cousland

Arthur Cousland
  • Members
  • 3 239 messages
They shouldn't have to simplify things too much; perhaps just add some kind of tutorial to help people set up tactics and the like. Once I got past that "learning curve", the rest of the game was pretty much smooth sailing. If I ran into a tough section or battle, I'd just reload if things went bad until I came up with an ideal way to handle a situation. Having to actually plan and think about what I was doing or going to do, rather than rushing into battle, run and gun style, was a major draw to me with DA1, and I hope that DA2 doesn't lose the strategic/tactical element that DA1 had just to sell a few more copies.

#13
Monstruo696

Monstruo696
  • Members
  • 650 messages

andar91 wrote...

Monstruo696 wrote...

While I don't mind strategy and depth. There are times when I don't feel like thinking for 4 people.

Could we possibly have the the tactics slots unlocked from the get go?

Posted ImagePosted ImageOddly enough, I usually didn't have to control my characters with only their default tactics. I would occasionally and in really hard parts, but I found the AI suffieciently competent.  I play on Normal, by the way.


I'm a planner kind of guy.

#14
Spaghetti_Ninja

Spaghetti_Ninja
  • Members
  • 1 454 messages
As long as it doesn't become more complicated than DA:O, I'm fine with it. That game has it just right - no clutter and needless complication and legions of useless spells like Baldur's Gate, but not dumbed down and overly simplistic like the Witcher.

#15
Vandrayke

Vandrayke
  • Members
  • 643 messages

Monstruo696 wrote...

While I don't mind strategy and depth. There are times when I don't feel like thinking for 4 people.

Could we possibly have the the tactics slots unlocked from the get go?


for sure... what an odd thing to get when a character leveled up.  The ability to tell them what to do!

#16
fchopin

fchopin
  • Members
  • 5 072 messages
I found the tactics to be very bad in dao so never used them.

I hope they fix them or remove them as i don't want the same tactics for da2.

#17
Vandrayke

Vandrayke
  • Members
  • 643 messages
really? I used them for healing ALL the time. And for my tank to always be in the right stance or whatever.

#18
Vandrayke

Vandrayke
  • Members
  • 643 messages
Also tactics were great for the long and unchallenging parts of the game where you had to kill lots and lots of enemies. Have the companions hit what you hit and heal each other if they are about to die. Autopilot!

#19
fchopin

fchopin
  • Members
  • 5 072 messages

Vandrayke wrote...

really? I used them for healing ALL the time. And for my tank to always be in the right stance or whatever.



Tactics are supposed to be used for setting up your team to fight without using micro management, that was not possible in dao.
 
Bioware should look at games like FFXII which had one of the best tactics imo.

#20
AlanC9

AlanC9
  • Members
  • 35 816 messages

fchopin wrote...

Tactics are supposed to be used for setting up your team to fight without using micro management, that was not possible in dao.


Are you saying you had to MM? I didn't actually try to play long on Normal difficulty, but I think I could have gotten through the game on that level without touching the companions except in very unusual circumstances. At higher levels you need a little control to avoid friendly fire incidents.

Modifié par AlanC9, 25 juillet 2010 - 10:42 .


#21
Morroian

Morroian
  • Members
  • 6 396 messages

fchopin wrote...

Tactics are supposed to be used for setting up your team to fight without using micro management, that was not possible in dao.
.


Yeah it was, even at nightmare level, I was able to do it. Admiyyedly that was with the various tactics mods though, hopefully Bioware will implement a lot of the refinements in those mods.

#22
Onyx Jaguar

Onyx Jaguar
  • Members
  • 13 003 messages
I agree with op

#23
Lord Gremlin

Lord Gremlin
  • Members
  • 2 927 messages
Well, I expect 4-5 difficulty settings, with easiest being relaxing and fun and hardest being insanely challenging.

Modifié par Lord Gremlin, 25 juillet 2010 - 11:04 .


#24
derkaderka-

derkaderka-
  • Members
  • 41 messages

fchopin wrote...

Vandrayke wrote...

really? I used them for healing ALL the time. And for my tank to always be in the right stance or whatever.



Tactics are supposed to be used for setting up your team to fight without using micro management, that was not possible in dao.
 
Bioware should look at games like FFXII which had one of the best tactics imo.


my first playthrough i didn't understand them either, but they are fully capable of doing a full range of things so that you do not have to micromanage them at all. the trick is understanding how the priority list works, which commands to list in what order...

you can have your team target your target, you can have them take potions when hp hits any level you choose, you can have them cast forcefield to save a mate's life, you can have them self buff themselves with those sustainables, you can have them aoe mobs when mobs are in groups, you can have them cast certain spells and skills depending on the mobs rank, class, range, etc.

for me, i only quickly pause the game so that i can change my target. the tactics let my team do exactly as i wish. the only things i made a point not to put in the tactics list was spells like crushing prison and group heal, because i didn't want those on cooldown when i really needed to use them manually.

Modifié par derkaderka-, 25 juillet 2010 - 11:06 .


#25
In Exile

In Exile
  • Members
  • 28 738 messages
I dislike tactics. Pain to learn, can't see the point since it then reduces you to micromanaging one character, which generally just means clicking on skills until you run out of stamina and then waiting bored. I play on hard/nightmare depending if I'm using mages in the party and don't see what advantage you'd get out of tactics.

That being said, the combat itself wasn't tactical. Mana clash murders all casters 80% of the time. Two mage mana clash brutalizes bosses with mana. Fireball is an archer killer (awesome for Denerim) and the templar knight commander armour is excellent for a tank.

Honestly, the hardest part of DA is getting your mages with their garbage preset abilities.