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#51
Kilshrek

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I did have a friend who bought DAO after watching those trailers. I also had a bit of a hand in influencing his decision. He came round after a few days of playing to complain to me "There's too much talking in this game, not enough slashing" and he said he expected it to look like the trailers, God of War-esque. I should also mention he bought it for the 360. I'm not hating, because I have a 360 myself. Just putting something out there.

Also this and this is the closest I can get for the iconic Moria scene.

I also found this in my searches, a map of Moria/Khazad Dum.

For some strange reason I can't find a decent shot of the Deep Roads in Origins, but I stumbled upon the DA 2 Deep Roads concept art here. This strikes me as more Moria than DAO. But this is only concept art, the in-game equivalent is yet to be seen.

I think I'll repeat myself and say that movie Uruks are larger than a man, and hairier. Aside from the Uruks wearing helms, the genlock bears little resemblence to Uruks. Perhaps the goblins in Moria, but they're much scrawnier specimens. But they're the closest resemblance, small and sneaky and dangerous in large numbers.

With regards to the new look Darkspawn, I think we're not gonna see eye to eye on the matter In Exile, so to save a great deal of effort we'll have to agree to disagree?

And I have to cut this short as I took way too long to type up and stuff and now I have to run to get some lunch.

Modifié par Kilshrek, 07 novembre 2010 - 02:05 .


#52
AlanC9

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PsychoBlonde wrote...

AlanC9 wrote...

-Semper- wrote...
to begin with that's why they were disappointed with the gameplay. the marketing of da:o with all this "new ****" trailers and the action rpg within the naming built up wrong assumptions. now they really have to ship an action rpg to please the masses - that's where the big money is.


Accepting this argument would mean that DAO's big sales are essentially meaningless, since a large proportion of players have bought it by mistake.

Are you sure you want to go there?


Not necessarily--not everyone values the same type of gameplay experience.  If they're looking for a few entertaining hours beating up bad guys and don't care much about story, they may not care whether they finish a game or not.  This doesn't make buying the game a "mistake".

Don't superimpose your values on other people.


Hey, I'm just taking Semper's post at face value. He's the one who said disappointed, not I.

#53
Mage One

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Kilshrek, buddy, she said assume these things are true for the sake of this discussion, not debate wether or not they are.  Mind you, I do agree with them by and large myself.  (I know many people who played the game, including several who convinced me to buy it, for example.  I only know one other person who beat it, though, and he wasn't even one of the ones who sold me on it, either.)  Still, whether or not I do is irrelevant, and so, on to the relevant parts!

Disclaimer:  I don't mean to imply the notions and questions I raise were not thouht of by the designers.  These are just notions and suggestions that came to my mind, and strike me as having potential but that would have to be play tested and balanced before implementation.  These are not things I think would be awesome and fix everything.  Some of this I've actually had on my mind for a while.  Some of it, such as at least half of the class reconfiguration, is more or less off the top of my head.
  • Length and uniformity:
Okay, first thing's first, dungeon overhaul.  We need to cut down on the number of visually similar places with identical enemies the player has to go through in each section.  It pads on unucessary hours and slows the pace of the game.  Inestead, we should focus on the main point of the game, which has long been bioware's strength:  an epic story with variable paths and dynamic characters.  Have the following rule with respect to dungeons:  unless neccesary, don't design an area that requires a player to go through three zones worth of dungeon to get through it.  For example:  East Brecelian Forest, West Brecelian Forest, Upper Ruins, Lower Ruins, Lair would be unacceptable.  The Dwarven Thaigs and passages were the same way.  Cut them down.  Leave the same amount of story in them.  Make the different sections visually distinct from each other.  (Nature of the Beast did this well.  Forest and Ruins.  In Orzammer, most deep roads locations were pretty samey.)  Have unique enemies or combat/puzzle elements in each locale.  (Possibilites include:  Werewolves charge in fast and use traps.  Undead lie on the floor among corpses, untargetable until a certain point when they rise up around you.  Dwarves have riduculous defence and slowly march their little destructive selves towards you while their rogues disappear and reappear to harry you from behind.  Bandits make heavy use of barricades and ledges and attack you from a distance.)  Add more puzzles, but not necessarily of the people asking riddles variety.  Make the the added volume as unobstrusive (i.e.  less like a puzzle section you solve before going into the next combat section, and perhaps more like the spirit anvil variety.) as possible while adding distiction to the area.  Never reuse puzzles.  Shorten corridors players have to run through just to get to the next battle just to get to the next corridor just to get to the next battle, etc.  Limit  or completely eliminate/redesign quests that pad on extra time by making the player run between multiple different zones.
  • Outdated Visuals and Lack of distinct art style.
If we have time, rewrite the graphics engine.  If we don't, stylize it.  The Old Republic chose to go with a look that they hoped, rather than being realistic now and outdated in five years, would by stylistic and a timeless.  Follow a similar philosophy.  Don't focus on super-realitic textures.  Focus on solid designs that look clean and dynamic and flow well.  Do as much as you can to get rid of the terrible clipping that frequently popped up.  Add in some more variation.  Try to avoid making outfits that are reskins of others, ala mage robes.  Focus most heavily on those things the players will interact with and observe most, characters and equipment.  Make sure they interact well with each other.  Give designs a basic litmus test:  Does this look like something that could unobstrusively fit in another game?  If it does in any substantive way, scrap it unless it's really, really good.  There's nothing wring with having plate mail that looks like plate mail, and thus is similar to plate mail in other games by that virtue.  Platemail that whose artistic design makes it look like something that could have easily come from some other game is what I refer to.  Make the first task of the art team designing the overall look and style of the world and create the design of each individual section with these princpled in mind.  Maybe after they construct the overarching design principles, split them into teams (who still interact with each other) and give each team a region or area to design individually.  Also, when designing something significant, ask what the design says of the subject.  If you're in the manor of a significant figure and the inside of the manor says only that the owner is rich, the same as owners of all manors everywhere, then consider redesigning it.

  • Combat is sluggish, slow and crude.
Again, rewrite the engine if possible to allow jumping, dodging, and attacking while moving.  (Sort of like Kingdon Hearts)  If this is possible, make dexterity effect your movement speed in combat.  If not, well, crap.  Nevermind, then.  The first and easiest thing that can be done is to make the classes more dynamic, with greater variation between them.  classes should not share identical skill sets.  Give each class a prevailing role and design ethic (For example:  While warriors can hold a small area
and do more damage to it than a rogue can, rogues can take down a single
target like nobody's business.), and then make each skill tree a different way to fulfil that or perhaps even a role within that ethic.  Perhaps classes should have fewer skills with shorter refresh times to ensure less time watching as your character auto-attacks.

Okay, let's go with warriors first.  Aggro management is no longer in the base tree.  Base tree is focused around helping the warrior take punishment and charge into battle, or crucial areas thereof.  Two-handed weapons focuses on grabbing aggro through high damage output.  They also gain a significant amount of stun, daze, knockdown, which they can use to control aggro if they chose.  They do the most damage of the two.  Sword and shield has much higher defence and deflection, only one knockdown in shield bash, but more skills to engage, disengage, or shift aggro.  (By shift I mean instead of dropping agrro, giving another character aggro)  If the engine can handle it.  If the engine allows it, give them skills to screen ranged attacks.  Bows...hmmm...toy with the idea of splitting bow use between crossbows and shortbows/longbows.  Giving the warrior and rogue different trees to rely on.  (i.e. warriors get a longbow skill tree, and longbows get modified by strength, reflecting the power needed to and tranferred by drawing a strong bow.  Rogues get a crossbow tree, and crossbows get modified by cunning, reflecting how good the rogue is at picking their shot.)  If it doesn't work, cut bows from the warrior wholesale.  Ranged combat doesn't fit the warrior design ethic well, and bows, as a whole, are a more important element of how rogues would operate.

Rogues get dodgier.  If the combat system can get overhauled, give them activated skils that let actively jump/roll from side to side and/or deflect attacks.  Get rid of backstabs.  Positioning them can get finicky, especially on consoles.  Give them bonuses when flanking, and let them crit more often and for more damage than other classes.  Make those the main tree.  Give all rogues an inherent ability to detect traps and pick locks that scales with their stats.  Either that or cut down the number of skills for these and make them scale more based on a rogue's stats.  If warriors don't get bows, split the rogue abilites into ranged and melee, melee by default going with two-weapons.  Give both trees skills that work better, have additional effects, or deal more damage if the target is suffering from a condition.  Vary the conditions ranged rogues and melee rogues inflict and take advantage of.  (e.g. ranged gets pin and knockback while melee gets bleeding and stun)  Give melee rogues abilities that help them rush into combat towards specific targets and retreat.  Give ranged rogues abilities that help them stay undetected in combat, redirect aggro, and fall back.

Mages probably get the largest changes.  Give them runes they can put on theirs staffs to effect how they cast spells nd skills that do the same.  (For example, a rune might make a spell last longer or reduce modal spells' fatigue penalty at the cost of an increaced reserve requirement.) 

Distill down the spell selection.  There are four different AoE DOTs.  If you want to take someone out of combat for a little while, you can
use paralyze, a stun glyph, freeze him, petrify him, forcefield him, or
crushing prison him.  That's too much redundancy.  Instead of doing the same thing with different elements, think of what each spell is meant to accomplish, and give the players a couple different way of doing that that he can modify.  Here's a possible example:  You have two lines of damage spells that deal damage in different ways.  Perhaps one is direct damage, and the other is damage over time.  When you level, you can buy skills to effect these lines instead of more buying spells, if you so chose.  These skills can be used to, say, modally imbue spells with elemental effects/damage at no cost.  The level of spells so affected could be directly propotionate to the level of skills you have purchased)  Spells get refresh reductions available through skills on equal
proportion to the amount of distillation they've had their effect type distilled.

Give mages a line of spells to affect their melee ability with staffs.  Allow them to set off various effects and deal useful amounts of damage, but never let their melee damage outpace the other classes on a regular basis without significant cost.  (Outpacing them for as long as their mana lasts for a particularly hungy enchantment, for example, might be okay.)

If the engine allows it, make spells interact with each other more, and not simply to set off spell combinations.  E.g. Winter's Grasp wouldn't go off, or at least could't freeze, within a Firestorm.  With the ability to swap elements modally as long as you have the skills to do so, two mages casting elemental spells at each other could gain a new degree of strategy.  Also, give them more spells to support allies.


  • The controls for the console versions are far behind the PC version
Design combat with the console in mind too.  The console controller's traditional gameplay strenght is the ability to fluidly contol action.  This is why it's preferred for action/platform games and fighting games.  It's weakness is the inability to handle complex controlls or controlls with many options well.  This is why the PC is preferred for things like RTSs and an all-too-familiar kind of RPG.  With this in mind, avoid putting in systems that won't work well on the console unless we're willing to take the time to code an alternative for it.  Perhaps create a split with how some skills work on the PC as compared to the console.  For example, on the PC there might be a skill for rogues that increases your dodge change by a great deal for five seconds that recharges in ten, meant to protect rogues if they get stuck in a bad situation just long enough for them to retreat.  For the console, give it a shorter refresh, and make it an active deflection that goes off when you push the button.
  • Some people felt it was too easy, some too difficult
Scale the difficulties more.  Don't scale them through damage or hit chance.  If possible, scale them through AI, status effects, and healing more than hard stats.  Make a prominent, in-game refrence to the different difficulties.  Give the option its own codex.  Make nightmare harder.  See if we can't find what players who found it difficult, found difficult.  It may simply me problems with the UI or skill usage.  Having a full skill bar on the PC seemed to make a world of difference in hard fights, for example.  Write clear, accurate descriptions of exactly what effect skills, spells, potions, etc. have.  (e.g. Change "moderate penalty for a short time" to "-10 penalty for 15 seconds.")  This will make the mechanics clearer, thus making it easier to strategize without actually playing with the difficulty.  It's very possible, after all, that people who found out precisely how the skills worked were able to use them to better effect than those who didn't, thus making it easier for them.
  • Giving them more of what they want.
Pace companion dialogue.  Don't let the player ever be able to ask someone a companion four different questions at one point in the game only to run out of things to talk to later in the game.  Pace conversation options more gradually, or write more dialogue with the goal of never letting the player reach a point where they permanently run out of dialogue part-way through the game.  They should never reach a turn-of-story event and have nothing to talk about with anyone.  Give NPCs a full life outside of adventuring with you.  Most of the characters from the first game were pretty solitary figures with very little of a life outside of adventuring with you or significant figures in their life that they mention outside of the party/personal quests.  Change that.  Have companions with family you can meet and talk to.  Give them close friends approval can win you quests from.  Give some companions professions they talk about getting back to or dreams for their future when the adventure is done.  Give the option of discussing these.  Let them develop friendly and romantic relationships with others you can help play a part in.  (When romancing Morrigan, I wanted to nudge Alistair and Leliana in each other's direction more than once.)  Also, give the player the option of turning to a trusted or loved companion with issues weighing on the hero's mind.  Not sure you put the right person on the crown?  Devastated that your love just left you?  Talk to someone you've come to trust/care for about it.

Add more epilogues, and make them more consistent.  Let us know what happened to that family we gave ten gold to so they could make it to Denerim and find a better life, even if they just died.  You gave us a number of choices like this in the game, some more significant than others.  Oddly, some got epilogues, and others didn't, with no indication of which ones would and wouldn't. 

SPOILERS

Also, sometimes epilogues seemed to ignore each other, such as if we made Bhelen king, and he disolves the assembly and begins a wave of modernization, don't leave us wondering how the assembly, after a while, cracked down on the chantry as an assault against dwarven values and later claimed the death of Brother Burkel during a protest was an accident.  That, in a game focused on its story, simply shouldn't ever happen.

/SPOILERS

Create banters the player can get involved in.  Perhaps a button the pops up for some banters the player can press to join in on the conversation or the dialogue wheel opens up suddenly and you're given the option of chiming in or just listening.


Finally and most importantly, give everything a toggle option so it can be turned on and off.  Don't want ridiculous amounts of gore?  Think the ladies assets are too sizable?  Do you not want fighters using swords?  There's a toggle for that.  Toggles make everything better.  Seriously.*

Okay, wow.  That was a lot.  I didn't think I would write that much, and yet I know there are things I meant to put down while writing that I didn't because I either forgot or couldn't articulate it.  Either way, there you have it.  Similarities between what I put here and what they're doing are coincidental.  Well, likely.  At no point did I think about what I heard will be in DA2 while writing this, and really, mechanics-wise I haven't been paying too much attention.  Still, it's possible it influenced me on a subconscious level.  Some of this predates having even heard anything about DA2.  Some things I left out because it souded like stuff they already announced.  (E.g the Rival system, even though I was thining more about KotOR II when I was about to write it.)  Either way, while proofreading it, I did notice similarieties.  This, to my mind, is a good thing.  Well, it is for me, anyway.


*No, not seriously.

#54
soteria

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Wall of text crits you for 3356 damage.

You die.

I agreed with some of it. Other parts....

(i.e. less like a puzzle section you solve before going into the next combat section, and perhaps more like the spirit anvil variety.)


My least favorite fight in the entire game. It's buggy, long, and annoying and honestly I can't believe it made it to release.

Sword and shield has much higher defence and deflection, only one knockdown in shield bash, but more skills to engage, disengage, or shift aggro.


I would go a different direction. What sword and shield warriors really lacked was an aoe attack. I wouldn't necessarily want to get rid of them, unless it was to change Assault to a frontal aoe like DW sweep. Bash was a good knockdown, Pummel was a good stun, and Overpower was good for shatters. As for aggro, the entire threat system was pretty much broken in DA:O from my point of view so I have a hard time countenancing adding more abilities to manipulate threat without addressing the fundamental problems.

#55
AlanC9

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soteria, could you clarify what those aggro problems were? DAO's the only game I've ever played that used such mechanisms, so I don't have much of a basis for comparison.

#56
Blakes 7

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My wish list for da2 which is completely redundant - since they have already designed the systems butttt here it is anyway.

- A much better system for character development that champions non-combat ability paths to solving problems. Additionally these non-combat abilities shouldn't all be focused around conversation trees, more like a 50/50 split. ie have a bluff ability but also a disguise ability for rogues depending on player choice of flavour.
- A system for spells and abilities which doesn't restrict my choices ie/no need to acquire useless spells and abilities first
(I would much rather spells could be acquired by level with no limit on the number other than your magic value)
- spells that are more powerful should not be instantly replenished on the end of a combat encounter, so that some strategising and prioritising is possible. (maybe just for hard difficulty level etc)
- The lore system should not be a meaningless series of numbers under categories ~ it is annoying trying to find a topic when you haven't looked for a while
- You should have pack horses to carry your loot so that inventory space is not an issue and so you don't have to make so many trips back and forth to a merchant which is tedious
- have diversions, mini-games in pubs and taverns and also have it as a place where the party can experience unique conversation options
- Destructible terrain and buildings to allow for unique combat options (hey its a wish list!) maybe there is a sensible limit that could be employed such as walls which are shaded a different colour in combat if they are destructable

Too many things I could say so I'll leave it at that
:o

#57
Sir JK

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Mage One: Wow, that was impressive. Thank you for the very interesting read, much appriciated. Just what I had in mind for the topic too.



Blakes 7: I'd love to hear you elaborate a bit more about your ideas when you get time. They do sound interesting. I'd also love to hera how your imagined DA2 would deal with the issues I suggested on the opneing post.

#58
Blakes 7

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Okay, here are my thoughts.
Outdated visuals. The graphics are a bit on the old side. Okay for DAO, not for it's sequel
Lack of a distinct art style. People see screenshots but don't know immediatly it's dragon age. SOmething needs to be done.[/list]1) For me the graphics suffered mostly in terms of environments in terms of being not very convincing - particularly the forests looked fake, but as well the cities in terms of atmosphere

2) There was a lack of variety in things like clothing and armour. The mentioned items also seemed somewhat boring in terms of design.

3) Character expression seemed fine although they did come off as stilted with their body language and their was a lack of unique body shapes and movement for females and males.

4) Monster design was good but their weren't enough different types of monsters and it got repititive facing the nth dark spawn

My suggestions
1) Not sure what bioware are doing about the environmental graphics but I would suggest they add things like foliage in their forests on the ground level. Forests have levels of strata and without that they look like man made pine plantations.
For the cities - people moving around seemingly with tasks to do, having unique gaits, body shapes etc. I still remember seeing the archers fire a volley during battle of ostagar on the bridge and their motions were exactly the same at exactly the same time - like army of clones or something.

2) and 4)  Add more variety! Create armour and clothing and allow the player to change their hair style (including facial hair if they wish)

3) Create unique skeletons for male and female; have different body shapes available; and don't allow armour and clothing that can be worn by a dwarf to also be wearable by Sten without a decent explanation.


Combat is sluggish, slow and crude.
[/list]I hear its getting better with dragon age 2, by being more responsive, thats far more like baldurs gate 2 which I like; not sure where people getting the idea there was delays with responsiveness just because origins was like this?
A lot of people didn't finish the game, due to length or uniformity
[/list]Release the game in chapters, if you liked the first chapter buy the rest else move on, comments and appraisals allow bioware to make improvements as the game goes on

The controls for the console versions are far behind the PC version
[/list]Sounds like they are substantially targeting this area of the game already, I have no concerns being primarily a pc player that it will be consolised in terms of controls; mostly concerned about environments and x number of enemies being smaller because of memory constraints on the console ~ shaping area design and so on for the pc version to have less details and be less convincing.

Some people felt it was too easy, some too difficult
[/list]This goes to the heart of the game; for dao the games core mechanics did not have enough depth to offer varying difficulty levels without massive leaps of trouble for a causal player who is just starting. ie what abilities are best shouldn't be a consideration for the player. (power gaming kills rpgs) There should still be someway to win( maybe not as well) even with relatively low level talents if your crafty and careful. Maybe they should offer more extensive in game tutorials disguised as weapons training with a weapons master or something and offer well designed skills and abilities that are useful throughout the course of the game.

#59
soteria

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soteria, could you clarify what those aggro problems were? DAO's the only game I've ever played that used such mechanisms, so I don't have much of a basis for comparison.


I guess I was being more vague than I needed to be. Since I'm sure many other players have only a fuzzy understanding of threat and aggro, I'll explain how the threat mechanics work in DA:O and then the problem I have with them.

Aggro in any game works off a number called "threat." Threat is just a way of converting damage, healing, and special abilities into a single number to decide which character is the most "threatening" at a given moment. Threat levels are usually balanced so that everyone has a chance of being attacked--it's a way to allow players to play tough characters that deal low damage but are still relevant. The aggro system is ultimately there to justify the "tank."

In many games, aggro is a sort of mini-game in itself. Warriors or ill have abilities that increase threat generated or force the enemy to attack them (Taunt, Threaten), and rogues or mages will have abilities that reduce the threat they generate or drop off the aggro table entirely (Combat Stealth, Feign Death).

In a grouped MMO situation, fights will usually start with a tank class running in and using a series of attacks to get all the enemies initially focused on him. Then he uses a combination of active and reactive abilities to keep aggro. Meanwhile, the damage dealers have to make sure they attack the right target and that they don't overtake the warrior. The analogue in DA:O is one warrior running in and taunting while the rest of the party attacks however they want with no fear of repercussions.

In DA:O, the four abilities I mentioned above are the only ones that manipulate threat. On lower difficulties, high armor increases initial likelihood of being attacked, and on all difficulties enemies will attack the nearest enemy first per their tactics settings. So far, so good. Theaten doubles the threat generated from damage, and Taunt generates a flat 300 threat to all targets in range. Frightening Appearance increases those numbers by 50%.

The first problem I see with DA:O's aggro system is really an AI/tactics problem. Enemies will not switch targets until they process their current command. If an ogre's current action is "attack mage," and that mage runs away indefinitely, the ogre will keep on chasing the mage until something clears his current action (any CC usually does this, I believe).

Now, you can exploit the ogre by running in circles until he dies, but if you don't WANT to exploit the ogre, and would rather have your warrior, say, Taunt and get the ogre's attention, you have to let your mage eat at least one blow. The fact that you can't attack while moving amplifies the problem since it prevents warriors from using abilities like knockdowns on a moving target.

The second problem is the fact that Taunt doesn't scale. At low levels, Taunt is a magic button that makes everyone stick on you like glue until they're dead (someone else would have to do 300 damage to pull them off you). Even at the end of Origins, normal enemies don't have much more than 300 hp. That's why Taunt + Forcefield works so well. On the other extreme, it's not even worth using in Awakening because an archer can fire two shots and deal over 300 damage.

To put it more briefly, Taunt does too much for all of Origins. It renders Threaten obsolete and isn't particularly fun or interesting. I described the aggro mini-game earlier--part of what makes the game fun is the possibility of failure. Taunt makes that impossible.

Taunt isn't the only problem. If you ditch Taunt, a SnS warrior simply can't do his job. Sword and Shield is the only build in the game that has no AoE abilities, and that just baffles me. Honestly, archers are better at grabbing aggro (Scattershot + Threaten is effectively a ranged Taunt). For a tree that is primarily built and sold as a tanking tree, Sword and Shield is spectacularly bad at doing half his job--getting and holding aggro--without a brokenly powerful Taunt.

Well, I'm sure that was more detail than you were thinking of, but hey, I'm all heart.

#60
Wulfram

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My sword and shield guy seemed to pick up a perfectly decent amount of enemies just by standing at the front of the group

#61
soteria

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My sword and shield guy seemed to pick up a perfectly decent amount of enemies just by standing at the front of the group


"...In DA:O, the four abilities I mentioned above are the only ones that manipulate threat. On lower difficulties, high armor increases initial likelihood of being attacked, and on all difficulties enemies will attack the nearest enemy first per their tactics settings. So far, so good...

#62
Ravenfeeder

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Mage One wrote...
A bunch of well argued stuff. 

I don't necessarily agree with all of it, but I thought I'd add to one section

Length and uniformity:
Okay, first thing's first, dungeon overhaul.

You make a lot of good points here about uniqueness and reduction in pointless grind.  To make things more interesting I'd improve level design.  Not just the looks and the critters/challenges, but the concept behind the design.  Too many locations in DA:O were just a procession of encounters A to B to C.  What is required are areas which provide choice. 

To take two conflicting examples from the Deep Roads. The Dead Trenches took you from one encounter to the next, there were a couple of optional rooms, but bascially you did all the encounters in the fashion that was prescribed.  Caridin's Cross you initially had two options on which side tunnel you took and when you emerged at the end of those you had two more choices ('fort' or other side tunnel).  The second type of area is vastly more interesting and replayable than the first and should be encouraged whenever possible.

#63
In Exile

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soteria wrote...
Taunt isn't the only problem. If you ditch Taunt, a SnS warrior simply can't do his job. Sword and Shield is the only build in the game that has no AoE abilities, and that just baffles me. Honestly, archers are better at grabbing aggro (Scattershot + Threaten is effectively a ranged Taunt). For a tree that is primarily built and sold as a tanking tree, Sword and Shield is spectacularly bad at doing half his job--getting and holding aggro--without a brokenly powerful Taunt.
Well, I'm sure that was more detail than you were thinking of, but hey, I'm all heart.


Just to add to that, an a dex archer can pump defence so well that you can have a nigh unhittable archer with the right bonuses. On nightmare I believe the maximum attack is 150, and you can push defence quite close to that.

#64
Ravenfeeder

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soteria wrote...
Taunt isn't the only problem. If you ditch Taunt, a SnS warrior simply can't do his job.

S&S is my favourite build in DA:O. I've played several.  None of them have used Taunt, or Threaten and they've been thoroughly good warriors.  I'm really not a fan of these aggro mechanics, although I understand that without warriors being able to block corridors or do intercepts something may be necessary, but those abilities just break my immersion completely.

Modifié par Ravenfeeder, 07 novembre 2010 - 04:56 .


#65
PsychoBlonde

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Huh, I never bothered much with aggro management in DA:O, maybe because I usually played a crowd-control focused mage. The point was always to hit off a big CC spell that would neutralize most of the enemies and take them down before it wore off and they could counterattack. Worked quite well.



I did really dislike that you couldn't effectively block doorways or halls, though. I wonder if they'll change that, all it would really require would be some sort of recognition of the combat AI that hey, there's an obstacle here, and switching aggro. (Can't path to target! Switching target!) But this may be quite a complex operation, really, because it seems that a LOT of games don't do it. I know D&D Online doesn't--one of the major tactics in the game is to block doorways with fighters and then have the casters grab aggro with some big damage-over-time spells. The NPC's keep trying to get at the mage and the fighters can attack with impunity and never take damage.



Granted, DDO is structured so that in many cases you have NO CHOICE but to use tactics like this--it's part of the game. (In DDO high-level tanks have to have something like a 70 intimidate to hold aggro on some bosses. This is not an easy number to reach when you get a maximum of 23 ranks and the best bonus item in the game is +15.)



In a single-player tactical game, I'd like to see fights look a bit more rational. A fighter talent that made their "occupied" area bigger would be really sweet, too, so like, ONE warrior could block a small door all by himself.

#66
soteria

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S&S is my favourite build in DA:O. I've played several. None of them have used Taunt, or Threaten and they've been thoroughly good warriors. I'm really not a fan of these aggro mechanics, although I understand that without warriors being able to block corridors or do intercepts something may be necessary, but those abilities just break my immersion completely.


Sure, SnS can be perfectly effective at dealing damage and killing stuff. On paper, a strength SnS warrior is actually pretty close to a 2h warrior in terms of damage output. I just say the class can't do its job because when I look at the SnS tree I see that 2/3 of it is focused on mitigating damage. To me that looks like they wanted SnS warriors to be using aggro mechanics and tanking. There's not much point in focusing on being really tough unless you expect to get hit more than everyone else, right?

Modifié par soteria, 07 novembre 2010 - 07:49 .


#67
AlanC9

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So they're doing the damage mitigation part OK, but not the controlling aggro part, if I read that right. And Taunt is too good early, bad late.



I see why these things didn't bother me much. I generally haven't bothered to use Taunt too often, since my tank can pick up most though not all of the aggro without it. Since a system that fails sometimes is optimal, entertainment-wise, I get pretty good gameplay out of that. So player laziness combines with bad design to give a tolerable result?



I've had some success with Knockdowns on moving targets. While they fire after the target has moved out of range, they do seem to work. Of course, it looks silly.

#68
Peter Thomas

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Mage One wrote...


That was a good, well-reasoned analysis. I don't necessarily agree with everything you said in it, but it was good and does reflect some of the thought that went into decisions we've made.

#69
soteria

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So they're doing the damage mitigation part OK, but not the controlling aggro part, if I read that right. And Taunt is too good early, bad late.


Well, if we ignore the way defense outscales attack and the possibility of being 100% magic immune, yes.

I see why these things didn't bother me much. I generally haven't bothered to use Taunt too often, since my tank can pick up most though not all of the aggro without it. Since a system that fails sometimes is optimal, entertainment-wise, I get pretty good gameplay out of that. So player laziness combines with bad design to give a tolerable result?


I don't know if I'd call it laziness, per se. I know a number of players who deliberately ignore Taunt because it makes the game more fun. As you said, a system that fails sometimes is better for entertainment. If the player actually knows and uses the system, then it doesn't really fail.

#70
AlanC9

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Well, I call it laziness because I like to pretend that I'm trying to play the game efficiently, rather than insert a layer of doublethink between my decision-making and my PC's.



Though I'm somewhat hypocritical about this, since there are some things I deliberately refuse to even consider, such as using Force Field on a friendly.

#71
Lotion Soronarr

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How to improve DAO?



Well, the first thing I'd remove all level requirements from everything. Level should NEVER be a prequisite for anything. Attributes should scale more sensibly (and attribute requirements for attributes should be more sensible). You should pretty much be able to equip any armor in the game from the start if your PC is buffed enough.



Next, I'd re-vamp the material systems. Reducing the number of materials, but making them distinct and different. Each material would have pros and cons, they wouldn't simply linearly increase in every stat. I'm thinking iron as Tier 1, Steel and Veridium as Tier 2, and Silverite and Dragonbone as tier 3. So you'll choose between Silverite or Dragonbone, depending on what you want. Silverite would offer more protection, but would be heavy.

#72
mr_luga

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How people can call it too long is beyond me and they should stop calling themselves gamers. There IS an option to save, you dont have to play it through in one go. It just.. Uch, I really need to constrain myself to not say things that might get me "timed out" XD Becouse people like that is like, THE worst for me. Unbeliveable.

#73
Sir JK

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mr_luga wrote...

How people can call it too long is beyond me and they should stop calling themselves gamers. There IS an option to save, you dont have to play it through in one go. It just.. Uch, I really need to constrain myself to not say things that might get me "timed out" XD Becouse people like that is like, THE worst for me. Unbeliveable.


I think you're reading it as a bit too literal. That the people who think so doesn't think it's too long as in too many hours but that it stretches on for too long. That it's so long that they simply lose interest and grow bored with it. Having no wish to try to finish the game. That sort of too long.

#74
Bramm

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Ryllen Laerth Kriel wrote...

It's okay, I finished the game multiple times and will again. So...statistically I have made up for those who could not finish it.


Same same =)

#75
PsychoBlonde

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Lotion Soronnar wrote...

How to improve DAO?

Well, the first thing I'd remove all level requirements from everything. Level should NEVER be a prequisite for anything. Attributes should scale more sensibly (and attribute requirements for attributes should be more sensible). You should pretty much be able to equip any armor in the game from the start if your PC is buffed enough.


*scratch head* Gear in Da: O doesn't have level requirements on it.  Just stat requirements, and occasionally class requirements.