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New leaked gameplay


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#201
crimzontearz

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My Mistake wrote...

crimzontearz wrote...

people do realize that half the spells and talents in DAO were redundant right? Less but more useful/differentiated spells and skills sounds good


how many force fields does a mage need? so i agree with this post.


and how many paralisys spells?

#202
upsettingshorts

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Honestly I think people reading into the overall difficulty of the game by what seems like the equivalent of killing Darkspawn in the Kocari Wilds is one of the main reasons these threads get locked.

Certain things you can extrapolate from this video, logically - animations, mechanics, GUI, (limited) art style, how the conversation wheel works, etc.

Difficulty is not really one of those things.  It's a single engagement, likely on easy, and no video I've seen yet looks like it's being recorded by a veteran DA:O player.  Certainly not one who approaches the game the way a PC DA:O player would.

Modifié par Upsettingshorts, 07 novembre 2010 - 05:17 .


#203
ErichHartmann

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Xeper84 wrote...

That makes me really sad! Sounds like it will not be needed on pc if it's only needed on a console to place a aoe spell.
less need for pausing indicates a easier game and less tactical gameplay, that was the only thing i liked about DA:O combat. In this DNA(ge) with nearly only casual game releases it had some depth seems those days are over :unsure:


That's hardly true considering DAO is easy to begin with.  Also, play Demon Souls on the PS3 and tell me how far you get.   

Modifié par ErichHartmann, 07 novembre 2010 - 05:17 .


#204
crimzontearz

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Upsettingshorts wrote...

Honestly I think people reading into the overall difficulty of the game by what seems like the equivalent of killing Darkspawn in the Kocari Wilds is one of the main reasons these threads get locked.

Certain things you can extrapolate from this video, logically - animations, mechanics, GUI, (limited) art style, how the conversation wheel works, etc.

Difficulty is not really one of those things.  It's a single engagement, likely on easy, and no video I've seen yet looks like it's being recorded by a veteran DA:O player.


please..... next thing you know broklolly will be here asking again for a proper gameplay walkthrough

#205
Marionetten

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Upsettingshorts wrote...

VATS is a system for utilizing RPG-dice-roll mechanics in what is a twitch game with shooter mechanics

DA:2 is not twitch.

Implying that Fallout 3's normal gameplay does not operate on dice rolls or RPG mechanics.

Which would be incorrect.

#206
In Exile

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Upsettingshorts wrote...

Honestly I think people reading into the overall difficulty of the game by what seems like the equivalent of killing Darkspawn in the Kocari Wilds is one of the main reasons these threads get locked.


The thing is, these darkspawn look pretty hard to kill. Whoever is playing this game is just kitting and spamming the basic attack. I'd bet any amount that the encounter was intended to work as a cooperative moment were you swap between party members to stack damage spells and heal via potions.

I don't even think this sort of gameplay is possible on the PC since we are keeping point and click.

#207
upsettingshorts

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Marionetten wrote...
Implying that Fallout 3's normal gameplay does not operate on dice rolls or RPG mechanics.

Which would be incorrect.


Without VATS, aim your gun a meter to the left of your target.  Pull the trigger.  

#208
vocab

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The game play looks like total dog****. smh Bioware.

#209
Marionetten

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Upsettingshorts wrote...

Marionetten wrote...
Implying that Fallout 3's normal gameplay does not operate on dice rolls or RPG mechanics.

Which would be incorrect.


Without VATS, aim your gun a meter to the left of your target. Pull the trigger.

Then hope for a critical hit decided by a dice roll heavily influenced by your stats.

#210
ErichHartmann

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Upsettingshorts wrote...

Marionetten wrote...
Implying that Fallout 3's normal gameplay does not operate on dice rolls or RPG mechanics.

Which would be incorrect.


Without VATS, aim your gun a meter to the left of your target.  Pull the trigger.  


I more or less play New Vegas like a FPS.  VATS is just a waste of time. :D

#211
crimzontearz

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Upsettingshorts wrote...

Marionetten wrote...
Implying that Fallout 3's normal gameplay does not operate on dice rolls or RPG mechanics.

Which would be incorrect.


Without VATS, aim your gun a meter to the left of your target.  Pull the trigger.  


pull the trigger, fire shot....shot can STILL miss, remember the fiasco with the railgun-freeaiming bug

#212
tmp7704

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crimzontearz wrote...

please..... next thing you know broklolly will be here asking again for a proper gameplay walkthrough

I support this notion.

do eeeeet.

Posted Image

#213
In Exile

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Also, you can see a dramatic switch in how the game handles when it switches to just Hawke and Bethany (with Hawke as the 2-handed sword warrior) in the exaggerated portion. You can even see how much longer the HP bar is for exaggeration Hawke versus dead Hawke in the other TV.

#214
Brockololly

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I just find it funny that this thread will get locked down and the video disowned as not being indicative of DA2, and yet during Gamescom you had the ho-hum webcam showing even blurrier gameplay footage.

On cue: Just show some PC gameplay, BioWare- really, the excuses are getting old at this point. If the game is good enough to be shown to thousands of convention goers, why not show some stuff to us poor slobs?

Modifié par Brockololly, 07 novembre 2010 - 05:22 .


#215
upsettingshorts

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Marionetten wrote...
Then hope for a critical hit decided by a dice roll heavily influenced by your stats.


No, sorry, you won't hit the target.  That's why it's a twitch game in normal mode.  It's influenced by stats, of course, your Small Guns (Guns in FNV) stat effects accuracy and damage, but you still gotta aim. 

In "pure" RPGs, aiming and firing is abstracted.  It is out of the player's hands.  VATS doesn't require aiming, it does it for you and calculates your chances of success based on your attributes and skills.  

Fallout 2 was like that, and used action points in a similar way.  Except you and your enemies traded turns in what was essentially 2D VATS.

That being said, I used VATS a lot in Fallout 3 and almost never in FNV.  FNV is a much better shooter (Iron sights!), and I didn't need to.

Modifié par Upsettingshorts, 07 novembre 2010 - 05:23 .


#216
FedericoV

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-Semper- wrote...

FedericoV wrote...

Yep, the game has less need of pausing and it's more actiony, but the pause is still a nice and usefull feature.


and that's my biggest fear. i absolutely love micromanagement and constantly pausing my game, but only if it's needed. within the classical rpg this was essential and now it seems to be just a bonus without much sense.


Honestly, I like pausing/micro when it's rewarding, the result is fun and it does not kill the flow of the game (and the only games where pure pause and play gameplay has really worked so far are the IE games).

But for a pause & play system to work, you need a turn based system running underneath. If the actions of the party and the mobs are not synchronized, like DA:O... it slowly becomes a mess of pausing for trivial actions that kills the flow of the game and are not even rewarding most of the times (because of the lack of responsiveness pointed out by Laidlaw many times).

You lost time moving your rogue or your mage in the right position... only that all the time you have lost planning your actions is futile since the situation is completely changed and you need to react in real time. How many times have you meet a situation like that in DA:O? I face it many times so I really do not get all that talk about tactics in DA:O. At the end the only usefull tactics in DA:O were skill combos and they mostly reduced the combat to something very trivial.

So, my point in short: if there is not a turn system that rules the lenght of actions and if the actions in combat are not synchronized (I mean, like the IE games) then I prefer less pausing and less micromanagement.

Modifié par FedericoV, 07 novembre 2010 - 05:26 .


#217
In Exile

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Brockololly wrote...

I just find it funny that this thread will get locked down and the video disowned as not being indicative of DA2, and yet during Gamescom you had the ho-hum webcam showing even blurrier gameplay footage.

On cue: Just show some PC gameplay, BioWare- really, its getting old at this point.


But you can totally see how the PC will handle, just so long as we assume that Bioware isn't lying about point & click. The camera won't zoom out more than this. We won't be able to combo, and all our movement will be point & click or WASD. There will be no autoattack. Space will still pause. 

#218
Khayness

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Brockololly wrote...

On cue: Just show some PC gameplay, BioWare- really, the excuses are getting old at this point.


PC gamers are not part of the community! :wizard:

#219
My Mistake

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looks like half the BW community isnt over Morrigan yet?

#220
Marionetten

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Upsettingshorts wrote...

Marionetten wrote...
Then hope for a critical hit decided by a dice roll heavily influenced by your stats.


No, sorry, you won't hit the target.  That's why it's a twitch game in normal mode.  It's influenced by stats, of course, your Small Guns (Guns in FNV) stat effects accuracy and damage, but you still gotta aim. 

In "pure" RPGs, aiming and firing is abstracted.  It is out of the player's hands.  VATS doesn't require aiming, it does it for you and calculates your chances of success based on your attributes and skills.  

Fallout 2 was like that, and used action points in a similar way.  Except you and your enemies traded turns in what was essentially 2D VATS.

That being said, I used VATS a lot in Fallout 3 and almost never in FNV.  FNV is a much better shooter, and I didn't need to.

And this is different from placing your area of effect spell to the left of the hurlock instead of on him how exactly?

I never argued that Fallout 3 didn't feature twitch elements. I argued that Fallout 3 operated on RPG mechanics and dice rolls. Which it does.

#221
slimgrin

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Khayness wrote...

Brockololly wrote...

On cue: Just show some PC gameplay, BioWare- really, the excuses are getting old at this point.


PC gamers are not part of the community! :wizard:


Meh, this poor slob is going to quit hanging on every bit of info and go play Origins. We'll get to see pc gameplay before release at any rate.

#222
Gavinthelocust

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Looking great, combat is smooth and flowing rather than the stiffness of DAO. You can actually run now and it doesn't take a second for your character to hit something once, warrior moves looks kinda ridiculous but as long as it's enjoyable I'm okay with it.

#223
crimzontearz

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FedericoV wrote...

-Semper- wrote...

FedericoV wrote...

Yep, the game has less need of pausing and it's more actiony, but the pause is still a nice and usefull feature.


and that's my biggest fear. i absolutely love micromanagement and constantly pausing my game, but only if it's needed. within the classical rpg this was essential and now it seems to be just a bonus without much sense.


Honestly, I like pausing/micro when it's rewarding, the result is fun and it does not kill the flow of the game (and the only games where pure pause and play gameplay has really worked so far are the IE games).

But for a pause & play system to work, you need a turn based system running underneath. If the actions of the party and the mobs are not synchronized, like DA:O... it slowly becomes a mess of pausing for trivial actions that kills the flow of the game and are not even rewarding most of the times (because of the lack of responsiveness pointed out by Laidlaw many times).

You lost time moving your rogue or your mage in the right position... only that all the time you have lost planning your actions is futile since the situation is completely changed and you need to react in real time. How many times have you meet a situation like that in DA:O? I face it many times so I really do not get all that talk about tactics in DA:O. At the end the only usefull tactics in DA:O were skill combos and they mostly reduced the combat to something very trivial.

So, my point in short: if there is not a turn system that rules the lenght of actions are if the actions of the party are not synchronized (I mean, like the IE games) then I prefer less pausing and less micromanagement.



not to mention pausing and issuing orders was often not working right because the game took too much time executing or plain did NOT execute

#224
Brockololly

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In Exile wrote...
But you can totally see how the PC will handle, just so long as we assume that Bioware isn't lying about point & click. The camera won't zoom out more than this. We won't be able to combo, and all our movement will be point & click or WASD. There will be no autoattack. Space will still pause.


I don't care- thats the 360 version. I won't play the 360 version. If I play DA2, it would be on the PC. Thus, I'd like to see the PC with the PC's GUI, with the tacttical camera and hopefully with the PC's better textures and all that.

In Exile wrote...
The camera won't zoom out more than this.


They've said it would with the new Tactical camera, as that still will not be on the consoles. SO if the tactical camera can't zoom out any farther than the up tight OTS view they've been showing, no matter how free it might be, thats a problem.

In Exile wrote...
There will be no autoattack.


Again, no, they've stated that PC will be only autoattack.

Modifié par Brockololly, 07 novembre 2010 - 05:48 .


#225
-Semper-

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In Exile wrote...

Well, did you use tactics in DA:O? People say that with a good tactics loadout, you didn't need to pause except for boses. I woudn't know since I never use tactics, but if it's the same case in DA2, would it matter?


no. as said i love to pilot my puppets - pausing, planning, directing, unpausing and so on^^