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New Gamespot Podcast: DA2= Action RPG


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#426
AtreiyaN7

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MerinTB wrote...

Almost 4 full playthroughs and I never once, not once, not even after reading others starting to complain about it...
found the combat unresponsive. Combat in DA:O is not something that I ever disliked. I have some complaints about game mechanics, but combat was never one of them.

Almost 4 full playthroughs. Aggregate over 300 hours of gameplay. No issue with responsiveness of combat.

Clearly it must be subjective, but I've never seen it.

I just LOOK at the footage of gameplay for DA2 for a few seconds and I cringe.


I've played DA:O about four times as well (I say "about" because I haven't quite finished my fourth run - really close thoough :P ). My melee characters certainly had responsiveness issues, especially when I was a rogue trying to backstab. I found myself wasting a fair bit of time trying to circle and/or ending up out of position due to crowding by the other melee (ncluding enemies). Then there's the whole lurching into position ordeal when you're a warrior trying to bash someone with your shield or when you're attempting to launch a special melee attack.

And if there's one thing I really hated, it was wasting my AoE attack like Whirlwind because of the delay(s). These were the minor annoyances that I experienced while using a melee character. As a mage, it wasn't that bad - at worst I had to move into position to launch a Cone of Cold or run from someone.

#427
soteria

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Hmm...maybe I just don't pay close enough attention. Or maybe I just don't expect immediate response because fighting with melee weapons or even a bow, isn't like pulling the trigger on the gun. I wouldn't expect instant response the way I would with a shooter. Doesn't it make sense that a special attack might require a change of balance and footwork?


If we're going with "make sense," then I would point out that telegraphing your attacks is considered a Bad Idea in hand-to-hand combat. Otherwise, I find the positioning in combat to be frustrating if I try to do things like have a warrior block a doorway. I don't even care about the fact that it doesn't make sense; the way positioning works in combat in DA:O limits tactical options.

#428
crimzontearz

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the_one_54321 wrote...

Is that so? Again, never happened to me so I was unfamiliar with it.


Want another one? This happens to me ALL the time....mage nukes some group of unfortunate darkspawn...a SINGLE one of them breaks off and tries to rush the mage who is literally at the side of ny warden....I open the radial menu, issue the command to my warden to attack....my warden moves forward, warden and darkspawn mook are literally on a head on collision course....my warden is within attack range but he does not swing because for some reason eventho the mook is RIGHT INFRONT OF HIM he has to shuffle around it....darkspawn slips by as my warden has not swung and reaches my mage while my warden starts pursuing him.

That is ridiculous and no I should NOT be relying on a crowd control tactic to intercept a single enemy

#429
Sylvius the Mad

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crimzontearz wrote...

Want another one? This happens to me ALL the time....mage nukes some group of unfortunate darkspawn...a SINGLE one of them breaks off and tries to rush the mage who is literally at the side of ny warden....I open the radial menu, issue the command to my warden to attack....my warden moves forward, warden and darkspawn mook are literally on a head on collision course....my warden is within attack range but he does not swing because for some reason eventho the mook is RIGHT INFRONT OF HIM he has to shuffle around it....darkspawn slips by as my warden has not swung and reaches my mage while my warden starts pursuing him.

This was absolutely a problem that warrants attention.

Now, it was predictable, so I don't see how it could have disrupted play much (rather than intercepting the Genlock en route - which you know doesn't work - instead go to where it's headed and use a stun attack there), but it certainly was a bit strange, and I can see why BioWare wants to fix it.

If they used this as an example when talking about "responsiveness" I think they'd do a better job of convincing people.

#430
AlanC9

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Big Blue Car wrote...

Fail isn't a noun genius.


Sure it is. You mean you've never heard "that post was full of fail"?

#431
the_one_54321

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crimzontearz wrote...

the_one_54321 wrote...
Is that so? Again, never happened to me so I was unfamiliar with it.


Want another one? This happens to me ALL the time....mage nukes some group of unfortunate darkspawn...a SINGLE one of them breaks off and tries to rush the mage who is literally at the side of ny warden....I open the radial menu, issue the command to my warden to attack....my warden moves forward, warden and darkspawn mook are literally on a head on collision course....my warden is within attack range but he does not swing because for some reason eventho the mook is RIGHT INFRONT OF HIM he has to shuffle around it....darkspawn slips by as my warden has not swung and reaches my mage while my warden starts pursuing him.

That is ridiculous and no I should NOT be relying on a crowd control tactic to intercept a single enemy

That one I am familiar with. Don't think it's a big deal. If one tactic doesn't work, try a different one that does. The fact that they are changing combat to prevent this from happening at all is also fine with me.

#432
Nighteye2

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I know I'm not the only one who prefers purer RPGs over 'action' RPGs... >_>


#433
the_one_54321

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I have no preference. I just don't want all games to be the same thing. Assuming DA][ still works like DA:O did for the most part and not like BG: Dark Alliance, I'll be happy.

#434
Monica83

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well in the gameplay video i seen of dragon age the combat is too much exagerrated even the moves looks like bad done...

a) A charge with a skate effect ala japanase move that ends in a teleport on front of ennemys that reminds of me of fox moves of smash bross melee LOL



b)An heavy sword used with no animations reality sense.. like when hawke twirls with the smake skate effect and ends in a ridicolus pose of him couching and the sword raised at the side of him (lol)



c) The jump attack with heavysword looks like cool but the character move the sword too much benhind his troath since i have a heavysword at home and i tryed to do the same thing(i know im crazy) with the results of my body ends out of balance and make me fall on my throat



This animations are nice for a japanese Rpg where people jumps 200 meters and hits 100 times an ennemy lol but in a WRPG are really a deep punch of eyes

#435
maxernst

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Sylvius the Mad wrote...

crimzontearz wrote...

Want another one? This happens to me ALL the time....mage nukes some group of unfortunate darkspawn...a SINGLE one of them breaks off and tries to rush the mage who is literally at the side of ny warden....I open the radial menu, issue the command to my warden to attack....my warden moves forward, warden and darkspawn mook are literally on a head on collision course....my warden is within attack range but he does not swing because for some reason eventho the mook is RIGHT INFRONT OF HIM he has to shuffle around it....darkspawn slips by as my warden has not swung and reaches my mage while my warden starts pursuing him.

This was absolutely a problem that warrants attention.

Now, it was predictable, so I don't see how it could have disrupted play much (rather than intercepting the Genlock en route - which you know doesn't work - instead go to where it's headed and use a stun attack there), but it certainly was a bit strange, and I can see why BioWare wants to fix it.

If they used this as an example when talking about "responsiveness" I think they'd do a better job of convincing people.


Yeah, now I know what they're talking about.  I always thought of it as an A.I. issue more than a control responsiveness issue. 

#436
Guest_Goddess Of Boobs_*

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Monica83 wrote...

well in the gameplay video i seen of dragon age the combat is too much exagerrated even the moves looks like bad done...
a) A charge with a skate effect ala japanase move that ends in a teleport on front of ennemys that reminds of me of fox moves of smash bross melee LOL

b)An heavy sword used with no animations reality sense.. like when hawke twirls with the smake skate effect and ends in a ridicolus pose of him couching and the sword raised at the side of him (lol)

c) The jump attack with heavysword looks like cool but the character move the sword too much benhind his troath since i have a heavysword at home and i tryed to do the same thing(i know im crazy) with the results of my body ends out of balance and make me fall on my throat

This animations are nice for a japanese Rpg where people jumps 200 meters and hits 100 times an ennemy lol but in a WRPG are really a deep punch of eyes


That's my biggest concern. It's all to "fake" looking.

#437
upsettingshorts

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To me the absurdly slow movements of DA:O looked just as fake.



I prefer fake fast to fake slow, but hey, I can see people preferring fake slow.

#438
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Upsettingshorts wrote...

To me the absurdly slow movements of DA:O looked just as fake.

I prefer fake fast to fake slow, but hey, I can see people preferring fake slow.

Think about it:

Fake Slow:  Matrix

Fake Fast: Super strengthed heroin-addicted hamster.

Which do YOU prefer?

#439
addiction21

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Hamsters are tasty hmmmmm...

#440
upsettingshorts

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Goddess Of Boobs wrote...
Think about it:

Fake Slow:  Matrix


The slowness of DA:O was nothing like bullet time.  False equivalency is false.

#441
Monica83

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I am the one that wanted anim changed... But not in this way.... Those anims are in C series Trash japanese games Come onnnnnnnnn

#442
upsettingshorts

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Heck I want the animations to look like Age of Conan. I certainly don't view the hopping around as ideal any more than I did the shuffling in DA:O.

This isn't my favorite Conan gameplay video, but it does show typical gameplay without too much metal music or focusing entirely on PVP or fatalities, just watch the speed and style of the animations and nothing else:



...I don't really like the particle effects some combos trigger either, but they're as much for PVP as anything else.

Modifié par Upsettingshorts, 05 novembre 2010 - 01:54 .


#443
Guest_Goddess Of Boobs_*

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Upsettingshorts wrote...

Goddess Of Boobs wrote...
Think about it:

Fake Slow:  Matrix


The slowness of DA:O was nothing like bullet time.  False equivalency is false.

The fake slow may be (not saying it is) false. But the Fake fast is not.

#444
In Exile

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the_one_54321 wrote...

classicaly strategem is something of an "overall." Such as implimentations that will help you reach a final desired goal. Methods by which you win an entire battle. Tactics are individual movements or action. So to couple 2 spells in succession while using a swordnboard character to set up a screen is an example of tactics. Choosing to use a rogue/swordnboard/mage/mage combination for it's effective implimentations in a battle is an example of strategy.


I agree with your distinctions in principle here, except that I would argue that if the "tactic" you are refering to can be used universally, then it is more like a strategy, but not particularly fun or interesting. Moreover, if it is the same in all cases without expection, then there is no thinking I am doing, and I consider that a very important part of tactical gameplay.

#445
Monica83

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Something fun to say?



Dragon age 2 best rpg of 2011 *laughs*

#446
In Exile

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the_one_54321 wrote...

*shrug* It's never come up for me. I've seen them rotate when I tell them to change targets. And I've seen the two-handers fall horribly behind the rest of the party because everything they do is really slow. But that's about it, really.


How often do you pause, and what is the proportion of melee to non-melee you use? Maybe that's a factor?

#447
Sharuko

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I am not knocking DA:O, it is my top 3 games of all time along with Mass Effect. But when I say unresponsive I mean, I issue a command and it does not do it. Not because of a bug, not because I had no stamina, not because I was in the middle of any action. It didn't respond and didn't respond quickly enough when it did. This happened pretty frequently. It wasn't "it didn't respond the way you want it to respond".



Maybe I felt that way because I am used to playing games with great response and combat.



BioWare has all the ingredients to make amazing games, now with improved combat in both Mass Effect and Dragon Age 2 they take their games to a different level.

#448
Sharuko

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Nighteye2 wrote...

I know I'm not the only one who prefers purer RPGs over 'action' RPGs... >_>


I don't get this, can someone explain this further.  Let us say DA:O the game stays exactly the same, but combat is improved to be way better.  Does that some how make the game less good?

#449
Lukertin

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Sharuko wrote...

I am not knocking DA:O, it is my top 3 games of all time along with Mass Effect. But when I say unresponsive I mean, I issue a command and it does not do it. Not because of a bug, not because I had no stamina, not because I was in the middle of any action. It didn't respond and didn't respond quickly enough when it did. This happened pretty frequently. It wasn't "it didn't respond the way you want it to respond".


I had problems like that, too.  Issues where I would do something like cast heal, or eat a health pot, and the caster would use the mana, or the health pot would be consumed, and the character I was trying to save would die anyway.

Or in other instances, where I would be using abilities and no damage would register for 5 seconds, meanwhile all the enemies are attacking me and doing damage.  This happened even in instances where the enemies were weak and died in one hit.

Computer problem?  Maybe.  But it seemed pretty odd, especially when I run much more graphically demanding games that don't play as sluggishly.

#450
maxernst

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Lukertin wrote...

Sharuko wrote...

I am not knocking DA:O, it is my top 3 games of all time along with Mass Effect. But when I say unresponsive I mean, I issue a command and it does not do it. Not because of a bug, not because I had no stamina, not because I was in the middle of any action. It didn't respond and didn't respond quickly enough when it did. This happened pretty frequently. It wasn't "it didn't respond the way you want it to respond".


I had problems like that, too.  Issues where I would do something like cast heal, or eat a health pot, and the caster would use the mana, or the health pot would be consumed, and the character I was trying to save would die anyway.

Or in other instances, where I would be using abilities and no damage would register for 5 seconds, meanwhile all the enemies are attacking me and doing damage.  This happened even in instances where the enemies were weak and died in one hit.

Computer problem?  Maybe.  But it seemed pretty odd, especially when I run much more graphically demanding games that don't play as sluggishly.


Casting spells and drinking healing potions isn't supposed to be instantaneous.  Actually, both of those things were rather fast compared to most RPG's.