Will DA2 fix their itemization issues, inventory management and forced play specs(long read tl;dr)?
#101
Posté 03 novembre 2010 - 01:41
#102
Posté 03 novembre 2010 - 01:59
Lukertin wrote...
But Loghain isn't optimally levelled when you get him at the end of the game. He can't use some of the best armor you get because he doesn't have enough strength. And since he is like Alistair in that his abilities are leveled as if he is meant to be a tank...you could have serious issues on harder difficulty settings in the endgame.
There are two different issues here. One is whether or not companions should follow a particular development path. The other is whether they should be incompetently leveled. If Bio has to be incompetent, maybe they shouldn't level them at all.
#103
Posté 03 novembre 2010 - 02:02
In Dragon Age I have my inventory organized alphabetically! Don't you miss those inventories sorted by cursor, like Sacred, Dungeon Siege or Neverwinter Nights?
Modifié par Destello, 03 novembre 2010 - 02:04 .
#104
Posté 03 novembre 2010 - 02:07
Destello wrote...
Please, Stop the 'CONSOLIZATION', Games for PC must be games for PC.
In Dragon Age I have my inventory organized alphabetically! Don't you miss those inventories sorted by cursor, like Sacred, Dungeon Siege or Neverwinter Nights?
The list inventories have got to go, you are right. But I liked most other aspects of the user interface in DA.
#105
Posté 03 novembre 2010 - 02:42
TimelordDC wrote...
ladydesire wrote...
What I am saying is that, for my playstyle and build preferences, Nightmare as it is in DAO is quite difficult enough for me, even though those that prefer to min-max find it a cakewalk. I'm thus saying that Bioware can't please those of us that liked having the option of playing on the higher difficulty setting with our build preference while also pleasing those that prefer to have a challenge with their min-maxed builds, unless they add a hardcore option that rescales everything and essentially adds 4 more difficulty levels; Bethesda did this with Fallout 3 and Obsidian has done it with Fallout: New Vegas.
That doesn't sound like a valid argument. What's the point of playing higher difficulties if you don't want to refine your strategy and builds? Going through the same motions for a longer time doesn't count.
Nightmare difficulty was advertised as something players would not be able to complete, something that would require the highest level of tactics and strategy and understanding of combat mechanics. As it stands now, it is not...remotely close to that. Casual gamers have Easy/Normal/Hard. Leave Nightmare for the experts (and that is not meant to be insulting)
This.
Also
Destello wrote...
Please, Stop the 'CONSOLIZATION', Games for PC must be games for PC.
In
Dragon Age I have my inventory organized alphabetically! Don't you miss
those inventories sorted by cursor, like Sacred, Dungeon Siege or
Neverwinter Nights?
PC players really need to shove this attitude of theirs up the deepest region of their asses. Thanks.
#106
Posté 03 novembre 2010 - 05:25
Destello wrote...
Please, Stop the 'CONSOLIZATION', Games for PC must be games for PC.
In Dragon Age I have my inventory organized alphabetically! Don't you miss those inventories sorted by cursor, like Sacred, Dungeon Siege or Neverwinter Nights?
I'm with Harid on the attitude.
As for the question: Inventory tetris is a stupid waste of time. I don't have anything particular against inventory weight/bulk limits, as long as they're more rational than the ones in NWN.
But if you're not going to do a sensible system, you might as well go all the way to a KotOR-style list inventory.
#107
Posté 03 novembre 2010 - 06:01
#108
Posté 03 novembre 2010 - 06:16
Something I haven't seen mentioned in here is I'd also like to see better descriptions on items. Often times they're relatively cryptic at what a item benefit is. Like for instance, "chance to dodge missile attacks". Ok? What %? Or random descriptions like "radiates cold" or "flaming". How much damage does "flaming" increase? Set bonuses just pop up as, "a set bonus is active", why not tell us what it is? Or when you pick a item up it just says, "item received". I hated having to jump into my inventory to see what item I got...thank god they used the highlight system so you know what "new" items you had in your inventory. That part of inventory management was sloppy, it needs better organizing. Especially if they were to take weight limits off in DA2.
#109
Posté 03 novembre 2010 - 09:55
#110
Posté 03 novembre 2010 - 12:48
bsbcaer wrote...
I like what you refer to as "forced specs." To me, it makes no sense to have a character like Alistair (for example), who, through dialogue and the like, you find out received some Templar training. So, it makes sense that Alistair already had Templar as a specialization. It doesn't make any sense for characters living in the world, at least from my standpoint, to be introduced to the PC as a blank slate for you to specialize completely to your whim. If that was the case, why not simply start the player with four blank characters and completely take out companions?
Indeed. In Baldur's Gate, you could create a TCP/IP game and make your whole party yourself but was that immersive or fun for that matter? Hell no. "Minsc and Boo are Minsc and Boo! Hamsters and rangers everywhere REJOICE!!!"
#111
Posté 03 novembre 2010 - 01:35
PC players really need to shove this attitude of theirs up the deepest region of their asses. Thanks.
I'm a PC gamer and I approve this message.
Something I haven't seen mentioned in here is I'd also like to see better descriptions on items. Often times they're relatively cryptic at what a item benefit is. Like for instance, "chance to dodge missile attacks". Ok? What %? Or random descriptions like "radiates cold" or "flaming". How much damage does "flaming" increase?
I agree that tooltips could have been a lot better. I understand the reason had to do with localization having started before they finished tweaking all the numbers, but it's still annoying that you have to do some research to figure out whether a given item will grant 5, 10, or 15 defense vs missiles.
#112
Posté 03 novembre 2010 - 01:46
Harid wrote...
TimelordDC wrote...
ladydesire wrote...
What I am saying is that, for my playstyle and build preferences, Nightmare as it is in DAO is quite difficult enough for me, even though those that prefer to min-max find it a cakewalk. I'm thus saying that Bioware can't please those of us that liked having the option of playing on the higher difficulty setting with our build preference while also pleasing those that prefer to have a challenge with their min-maxed builds, unless they add a hardcore option that rescales everything and essentially adds 4 more difficulty levels; Bethesda did this with Fallout 3 and Obsidian has done it with Fallout: New Vegas.
That doesn't sound like a valid argument. What's the point of playing higher difficulties if you don't want to refine your strategy and builds? Going through the same motions for a longer time doesn't count.
Nightmare difficulty was advertised as something players would not be able to complete, something that would require the highest level of tactics and strategy and understanding of combat mechanics. As it stands now, it is not...remotely close to that. Casual gamers have Easy/Normal/Hard. Leave Nightmare for the experts (and that is not meant to be insulting)
This.
I would think that more options would be a good thing; as I said, I find the current Nightmare difficulty to be quite a challenge and will be sad to be denied the option of playing it because my character build isn't elite enough.
#113
Posté 03 novembre 2010 - 02:32
I'd say the point of playing at higher difficulty is to have more difficult experience, one which forces the player to focus on good tactics and execution. If this can be actually nullified by having certain character builds turn experience into cakewalk no harder than "easy" then what is the point of playing on this supposedly harder difficulty, indeed?TimelordDC wrote...
That doesn't sound like a valid argument. What's the point of playing higher difficulties if you don't want to refine your strategy and builds? Going through the same motions for a longer time doesn't count.
That's why i like to leave the companions on their predefined advancement paths, personally -- it forces me to come up with good ways to utilize whatever i get, rather than pick the most op stuff and roflstomp things into ground while complaining the game isn't hard enough.
#114
Posté 03 novembre 2010 - 02:48
I'd say the point of playing at higher difficulty is to have more difficult experience, one which forces the player to focus on good tactics and execution. If this can be actually nullified by having certain character builds turn experience into cakewalk no harder than "easy" then what is the point of playing on this supposedly harder difficulty, indeed?
I'd agree, but that's a problem the developers have to fix, correct?
I would think that more options would be a good thing; as I said, I find the current Nightmare difficulty to be quite a challenge and will be sad to be denied the option of playing it because my character build isn't elite enough.
By nature, increasing the difficulty decreases the number of options available. Part of the challenge of harder difficulties is discovering which options are viable and which have to be scrapped. So no, on harder difficulties, more options is not necessarily a good thing.
Why would that make you sad? Is Hard too easy? Why wouldn't you adjust? Are you saying you want Bioware to cater to your specific playstyle... when they said beforehand that an elite build would be required to complete the game on Nightmare?
#115
Posté 03 novembre 2010 - 03:50
#116
Posté 03 novembre 2010 - 04:43
I'd say that's not really "by nature" but rather "a problem the developers have to fix" -- if option ceases to be viable when things become rough then it means it was reatively weaker/less viable from the beginning and as such should be looked at and revised.soteria wrote...
By nature, increasing the difficulty decreases the number of options available. Part of the challenge of harder difficulties is discovering which options are viable and which have to be scrapped.
#117
Posté 03 novembre 2010 - 05:46
I'd say that's not really "by nature" but rather "a problem the developers have to fix" -- if option ceases to be viable when things become rough then it means it was reatively weaker/less viable from the beginning and as such should be looked at and revised.
That depends. Is it "a problem the developers have to fix" if a cunning warrior is not viable on nightmare? That's probably an option on some difficulties. Is it a problem the developers have to fix if the game is harder without a mage? What if some encounters are impossible on nightmare without a mage? I don't think all options *should* be equally viable. After all, I have the option of taking magic on a rogue, but does that mean it should be viable? Does Bioware need to look at magic if it doesn't work for rogues on harder difficulties? I don't think so.
#118
Posté 03 novembre 2010 - 05:52
soteria: I was talking about the number of available difficulty settings if a "Hardcore" mode was added, not options usable in a given difficulty setting. I'm not the kind of player that selects stats and talents/spells and uses specific mismatched armor pieces to max out key abilties for my class; I feel that my character's base stats and talents/spells define who they are and weapons and armor should enhance the overall performance rather that define how my character performs. This is why I would be sad if playing on Nightmare became impossible without a massive change to my playstyle.
Oh. Well, as I said, more options are always a good thing on paper, but at what cost? With your suggestion they would have to playtest the game many more times. That eats into time they could be using to do other things that I might care about more.
#119
Posté 03 novembre 2010 - 05:56
If I ever see a list inventory that's as quick to access as a grid-style inventory, I'll come here and praise it loudly.AlanC9 wrote...
As for the question: Inventory tetris is a stupid waste of time. I don't have anything particular against inventory weight/bulk limits, as long as they're more rational than the ones in NWN.
But if you're not going to do a sensible system, you might as well go all the way to a KotOR-style list inventory.
But I haven't yet. NWN and Dungeon Siege both had vastly surperior inventories, though the DS inventory was broken by that game's expansion - the DS expansion (Legends of Aranna) added an auto-sort to the inventory to eliminate tetris, and that rendered the grid wholly pointless.
#120
Posté 03 novembre 2010 - 06:16
this is what i would like too. if that's not possible, i'm fine with the dao style system. inventory tetris sucks. it's just another reason i was not very high on neverwinter nights.Aermas wrote...
I liked the backpack system, though I would like them to take it further, like you can only have one backpack per companion, you can only access what your companions have in their backpack instead of having a giant share pile, & a chest like device in Bodahn Feddie's cart
#121
Posté 03 novembre 2010 - 06:26
tmp7704 wrote...
I'd say the point of playing at higher difficulty is to have more difficult experience, one which forces the player to focus on good tactics and execution. If this can be actually nullified by having certain character builds turn experience into cakewalk no harder than "easy" then what is the point of playing on this supposedly harder difficulty, indeed?TimelordDC wrote...
That doesn't sound like a valid argument. What's the point of playing higher difficulties if you don't want to refine your strategy and builds? Going through the same motions for a longer time doesn't count.
That's why i like to leave the companions on their predefined advancement paths, personally -- it forces me to come up with good ways to utilize whatever i get, rather than pick the most op stuff and roflstomp things into ground while complaining the game isn't hard enough.
I don't understand how what you are saying and what I said are any different unless you mean you want to go through with the same builds but just change tactics? That would mean difficulty just increases the enemy AI but that isn't the case here. Increased resistance means you have to refine your build to include those talents/spells that bypass resistance too; more health and more damage output on the enemies mean that you have to refine your build/tactics to dish out more DPS. Admittedly (and as I have said before), a more challenging AI on Nightmare is the one thing this game sorely needs.
Also, some companion builds are gimped - on purpose? I don't know. While I acknowledge that Bioware tells a good story, they aren't necessarily good at combat balance which is why Nightmare is not so nightmarish - op builds will always be there and Nightmare was supposedly to cater to those elite.
#122
Posté 03 novembre 2010 - 06:28
AlanC9 wrote...
Destello wrote...
Please, Stop the 'CONSOLIZATION', Games for PC must be games for PC.
In Dragon Age I have my inventory organized alphabetically! Don't you miss those inventories sorted by cursor, like Sacred, Dungeon Siege or Neverwinter Nights?
I'm with Harid on the attitude.
As for the question: Inventory tetris is a stupid waste of time. I don't have anything particular against inventory weight/bulk limits, as long as they're more rational than the ones in NWN.
But if you're not going to do a sensible system, you might as well go all the way to a KotOR-style list inventory.
Always you have the auto sort button or something like this.
Seriously, the console compatibility ruins the PC game, and vice-versa. Maybe Bioware has to return to the idea of two differents games, like in Baldur's Gate / Dark Alliance. Where both player's types felt satisfied.
Modifié par Destello, 03 novembre 2010 - 06:30 .
#123
Posté 03 novembre 2010 - 06:32
Sylvius the Mad wrote...
If I ever see a list inventory that's as quick to access as a grid-style inventory, I'll come here and praise it loudly.AlanC9 wrote...
As for the question: Inventory tetris is a stupid waste of time. I don't have anything particular against inventory weight/bulk limits, as long as they're more rational than the ones in NWN.
But if you're not going to do a sensible system, you might as well go all the way to a KotOR-style list inventory.
But I haven't yet. NWN and Dungeon Siege both had vastly surperior inventories, though the DS inventory was broken by that game's expansion - the DS expansion (Legends of Aranna) added an auto-sort to the inventory to eliminate tetris, and that rendered the grid wholly pointless.
The auto-sort was a click-able button, IIRC.
Inventory tetris rocks. It's like a mini-game in itself
#124
Posté 03 novembre 2010 - 06:55
soteria wrote...
Oh. Well, as I said, more options are always a good thing on paper, but at what cost? With your suggestion they would have to playtest the game many more times. That eats into time they could be using to do other things that I might care about more.
And DAO already had inadequate combat testing -- unless we're prepared to conclude that Bio knew that most of the stats are dump stats and simply didn't care.
#125
Posté 03 novembre 2010 - 07:37
TimelordDC wrote...
The auto-sort was a click-able button, IIRC.
Inventory tetris rocks. It's like a mini-game in itself
A sucky and boring mini-game , yep. And at best, auto-sort just gets you to where you already are with a list inventory. At worst, like in NWN2 where items aren't all that distinguishable, autosorting makes things harder to find rather than easier.





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