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DA 2 depth and difficulty


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#176
soteria

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How is that a puzzle?

I obviously didn't take time to solve the puzzle but I know I finished the fight in a couple of minutes.


It's the eyes. The first time you hit a face, it starts healing whatever enemy is in front of that face. The second time, when they appear to drip blood, they shoot out black stuff at any part members in front of that face. Also, an untouched face spawns a S&S warrior, blue eyes spawns a rogue, and bleeding eyes spawns a 2h warrior.

Understanding how it works allows you to avoid the more troublesome effects and enemies in that fight. IMO, killing a rogue while in front of an active face is extremely annoying, so I set myself up to either fight in front of a dead face or hit an active one twice in a row to avoid the effects.

#177
Lukertin

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soteria wrote...

How is that a puzzle?
I obviously didn't take time to solve the puzzle but I know I finished the fight in a couple of minutes.

It's the eyes. The first time you hit a face, it starts healing whatever enemy is in front of that face. The second time, when they appear to drip blood, they shoot out black stuff at any part members in front of that face. Also, an untouched face spawns a S&S warrior, blue eyes spawns a rogue, and bleeding eyes spawns a 2h warrior.
Understanding how it works allows you to avoid the more troublesome effects and enemies in that fight. IMO, killing a rogue while in front of an active face is extremely annoying, so I set myself up to either fight in front of a dead face or hit an active one twice in a row to avoid the effects.


Really?  I just realized I had to attack the anvil spawn thingies to do dmg to the face-boss, while having to control every single party member because they would all re-aggro to the face boss and attack it for 0 dmg.  But this is a good point to make.  In an RPG, this fight will always be the same.  In an FPS, the players will always take a different route on the map, and always hide in different corners; and in RTS, seeing your opponent put down a building could mean one thing, or something else entirely.  You just never know.  And so I question the ability of a static game mechanic to really challenge players the way more dynamic games can challenge their players.

Modifié par Lukertin, 27 novembre 2010 - 08:45 .


#178
Leonia

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Huh, I did that fight solely with my archer rogue while the rest of my party stood by the entrance to the room and watched her. Didn't think there was really a puzzle, just activate the anvils when needed, pop a potion if I got careless, run back to safety, get my bow out and start shooting, rinse and repeat.  I don't think I ever had to fight the enemies the eyes spawned, just shot at the eyes until the face turned, hit the anvil, and went on with it.

Modifié par leonia42, 27 novembre 2010 - 09:38 .


#179
soteria

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Lukertin wrote...

Really? I just realized I had to attack the anvil spawn thingies to do dmg to the face-boss, while having to control every single party member because they would all re-aggro to the face boss and attack it for 0 dmg.

leonia42 wrote...

Huh, I did that fight solely with my archer rogue while the rest of my party stood by the entrance to the room and watched her. Didn't think there was really a puzzle, just activate the anvils when needed, pop a potion if I got careless, run back to safety, get my bow out and start shooting, rinse and repeat. I don't think I ever had to fight the enemies the eyes spawned, just shot at the eyes until the face turned, hit the anvil, and went on with it.


To me, this is the tragic part about the way DA:O could be trivialized in so many ways. I feel like Bioware really tried to put a lot of depth (and love) into this new system they designed, and as players we basically totally bypassed it. On one end, the "hardcore" players learn the rules well enough to dominate the game. On the other end, the "casual" players either don't care about the combat at all or they never bother to learn because they're playing on easy. On both extremes, the details get missed, and I think that's tragic, really. We missed the trees for the forest.

But this is a good point to make. In an RPG, this fight will always be the same. In an FPS, the players will always take a different route on the map, and always hide in different corners; and in RTS, seeing your opponent put down a building could mean one thing, or something else entirely. You just never know. And so I question the ability of a static game mechanic to really challenge players the way more dynamic games can challenge their players.


I don't know. You ever play Frogger? Or, to move away from video games, you play any sports? The basketball hoop never moves, but it's a remarkable person who can consistently land a 3-point shot. I think it's certainly possible for a static mechanic to be challenging and remain challenging for some time, but possibly not in an environment that allows you to manipulate time. It would be one thing if you could pause the game and just look/think, but being able to issue commands while paused totally eliminates a certain challenge. Whether that challenge is interesting or fun is another question.

#180
Sir JK

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Even if the rotating faces aren't particularly difficult they are one of the few fights that requires an alternate approach, albeit just a small one. Same thing with the gas chamber, where you either have to shut off the gas or lure the golems to the doorway and fight them there, and Caridin/Branka, where you have to activate the lyrium deposits before they do. The fade also have elements of this.

Perhaps that's a good approach if one want to make the game more challenging. Make tactics matter more on a whole and the attributes/equipment less? Make the fights demand more player input and perhaps that you actually have to execute your plans as well as plan them? Put less stock in attributes, passive abilities and bought talents and more in simple things like positioning, reaction to changing circumstances and puzzle solving.

EDIT: Soteria. While the basketball analogy isn't bad, I don't think the ability to manipulate time is the only cause. Another one is the logistical part of the game. Inventory management and stat-allocation matters a great deal more than many active decisions does. There is really only one approach to most situations and the success of that approach is pre-determined (by you). There is a tactical level, but it is to a extent eclipsed by the number allocation. Couple together with the ability to manipulate time is perhaps what causes the problem.

Modifié par Sir JK, 27 novembre 2010 - 10:14 .


#181
Nighteye2

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ErichHartmann wrote...

In Exile wrote...
Those features all suck. It just turns the game into a long series of traps. Every encounter is an incredible challange until you see the trick, and then it's trivial.

Of course most games becomes "trivial" once you know all the tricks.  I'm more interested in a challenge for the first run through.  DAO didn't really make me rage at any point.   

You can get a challenge if you go to Orzammar first, playing on Nightmare. I did when I wanted Oghren in my party throughout the rest of the game. :)

(after the deep roads it still gets far too easy, though)

#182
Qset

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Lukertin wrote...

I think some of the issues here is that in an RPG the gameplay is always going to be you (person) vs computer (AI). Battles are hard because a) your player characters don't have much hp, or don't do much damage, while B) the computer AI characters have lots of hp, or do more damage. And as far as I can tell, the majority of enemy mobs in the majority of games don't do things like heal each other, or work in tandem (at the very least, not like a human would direct them). So once you, as a player, get a rhythm down, the difficulty of an arbitrary fight ends up being related how the fight is scaled to your characters' levels and not much else.

This contrasts with other games, like FPS, where players with the exact same weapons/stats/etc. can do a 1v5 and the outnumbered person can still win--A similar fight carried out under the mechanics of an RPG would basically be impossible. And compared to an RTS, the game's difficulty lies entirely in the skill of your opponent, which essentially allows for infinite degrees of difficulty for the average player--whereas in the RPG the 'difficulty' is static in that the same AI is controlling pretty much every battle. So in other games, difficulty is determined by the abilities/uses/strategies of the other player, and not a list of 'predictable' commands given by the computer AI that controls enemies with increased durability.

In the end P v. PC difficulty, I think, is a silly distinction to make. I play RPGs primarily for their story, not their ability to challenge my ability to play a computer game. The level of creativity, intelligence, and understanding to win at other games normally far exceeds the challenge any RPG could throw. Mere example is in an RPG, if you fail a battle, you try again. You try until you find something that works, and once you find that something, it's done. Every subsequent time you face a similar situation, you do the same thing to win. In a RTS, if you fail against your opponent's strategy, you try and execute a strategy that works against your opponent's. And you can still lose.


excellent analysis

#183
They call me a SpaceCowboy

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leonia42 wrote...

Huh, I did that fight solely with my archer rogue while the rest of my party stood by the entrance to the room and watched her. Didn't think there was really a puzzle, just activate the anvils when needed, pop a potion if I got careless, run back to safety, get my bow out and start shooting, rinse and repeat.  I don't think I ever had to fight the enemies the eyes spawned, just shot at the eyes until the face turned, hit the anvil, and went on with it.


Heh, I ran around like an idiot trying to kill each ghost, hitting the anvils when they lit up. Each of my party members would finish the enemy they were on adn then start hitting different sides of the centre block with the faces.

I didn't understand how this fight works til I watched a youtube vid of it. Image IPB

#184
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Someone earlier in this thread was talking about how 'perfect' Baldurs Gate was.. Well thats pretty subjective.



I liked it, but I gave up playing my preferred class, a mage, because I kept getting one shotted by random mob archers at the start of the game. Rerolld a fighter and finished the game.



I'm all for accessability if it means my chosen character is able to survive his or her first level.

#185
AuraofMana

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ErichHartmann wrote...

FellowerOfOdin wrote...

Expect it to be easier than Dragon Age : Origins as the game will be highly adjusted to mainstream gaming.


Easy is relative.  There is nothing "hardcore" about early BioWare games.  I beat Baldur's Gate I & II with little trouble.    


To beat BG I & II, you have to understand the basic mechanics of the game. One of the most basic concepts you have to understand is how to counter enemy spellcasters such as different schools of magic you should be countering (i.e., death spells really dominate, but high saves and/or spell immunity (necromancy) makes it easy).
This is not how Dragon Age worked. The mechanics aren't as complex, and I can easily steamroll through the game without knowing how my attributes work or what different spells do.

This is one of the few reasons that, while Dragon Age is one of the best RPG's ever made, it is not on the same level as BG II. To this day I still don't know why it is called the spiritual successor of BG II because other than the pantaloons, this game reminds me nothing of it.

Shinian2 wrote...

Someone earlier in this thread was talking about how 'perfect' Baldurs Gate was.. Well thats pretty subjective.

I
liked it, but I gave up playing my preferred class, a mage, because I
kept getting one shotted by random mob archers at the start of the game.
Rerolld a fighter and finished the game.

I'm all for accessability if it means my chosen character is able to survive his or her first level.


Then you didn't approach the problem in a different way. Getting someone else to tank the damage or using spells such as Protection from Normal Missiles or Stoneskin easily circumvent that problem. Your inability to play a character class to cover its weakness with its strength doesn't count as a legit reason.
The reason why you find using a Fighter easy to beat the game is because when compared to a class like Mage, there is a lot less complexity in a Fighter. You run in and click to win. If you actually understand the mechanics of the game, a Mage is far more powerful than the Fighter.

Modifié par AuraofMana, 27 novembre 2010 - 01:28 .


#186
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AuraofMana wrote...

Then you didn't approach the problem in a different way. Getting someone else to tank the damage or using spells such as Protection from Normal Missiles or Stoneskin easily circumvent that problem. Your inability to play a character class to cover its weakness with its strength doesn't count as a legit reason.
The reason why you find using a Fighter easy to beat the game is because when compared to a class like Mage, there is a lot less complexity in a Fighter. You run in and click to win. If you actually understand the mechanics of the game, a Mage is far more powerful than the Fighter.


Did you play Baldur's Gate? Silly question, I know. I'm sure you did. It's been a while but I'm pretty sure no matter what I did the mobs targetted my PC, because of the storyline. EDIT: and I'm sure my only other party member, Imoen, would ahve made an excellent tank. Image IPB

In any case, you  make some bizarre assumptions. I play mages in almost every game I play. I said that in my post. I know how powerful they eventually are.

The reason I played a fighter was because he had more hitpoints, not because the game play was easier.

And it doesn't count as a legit reason for what, exactly? Give me a break, it was 10 years ago.. :P

Modifié par Shinian2, 27 novembre 2010 - 01:45 .


#187
Sir JK

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AuraofMana: That is both the Baldur's Gate (I and II) main strength and main weakness I think. The spell system is fairly complex, with a myriad of varied options that do all sorts of thing, and much of the difficulty of the game comes from making sure you have the right spell ready at the right time and understanding the mechanics behind it.

Simply put: A steep learning curve (the mechanics) followed by a primarily logistical challenge.



That's also Baldur's Gates (and indeed, D&Ds) primary weakness though. The challenge is so intimately tied to the spellcasters. In fact... all of it lie in the spellcasting system. The D&D crpgs does this a bit better than the tabletop game (or so I've understood) but the entire difficulty provided stands and falls with the numerous options provided by the spellbooks. Remove that from the equation and the same game would be trivial (or impossible depending on if you actually accomodate from this).



But the Dragon Age series does not work that way. There are cooldowns and realtime as opposed to once-per.turn spellcasting and turns. The system relies on the renewable resource mana instead of limited spellslots. The rogue and the warrior have abilities as well. A lot fewer spells overall, particularly utility and control spells.

The primary flaw of the system is that, it revolves around the "vancian" spellcasting system so that once removed it becomes painfully clear that there was almost nothing there beyond it. There is no tactics in the classic crpg system beyond the "right power/ability/spell at the right time". Everything is else is there to provide some tools to provide for this (such as tanks occupying the target until the spell is ready or rogues wittling down weak opponents so a spell won't have to be wasted on them).

#188
mopotter

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slimgrin wrote...

David Gaider wrote...
So the assumption is, evidently, that the more hardcore someone is the smarter they are? And the people who don't want a difficult game are therefore either average or dumb? 


Well to be perfectly honest, I think that is a valid assumption David, especially if you throw dedication into the mix. 

* Casual gamers are free to send me hateful pm's.


Edit: Thats funny, I didn't even read StingingVelvet, who brought up the subject of dedication before I did. 


Dedication -  "devoted to a particular purpose or cause"   How much time do you need to devote to a game to be dedicated?  Yesterday I started playing around 8 am and stopped for lunch and dinner, continued to play until 10:30 pm.  I get up 2 hours early to play before I go to work and, if it's a new game, will play for 3 or 4 hours when I get home.  (My husband is very understanding).  

I think I'm a dedicated player.  I'm also a casual player who plays on casual or normal, once in a blue moon I'll play on hard.  The games I choose to play are fun.  I really can't imagine playing any game that I don't consider fun, which I think I remember someone mentioning that they don't play games for fun.  

 I like having different choices from easy to nightmare (which I never play).  I really don't think whether or not someone plays on casual or nightmare has any thing to do with their intelligence,

#189
Nighteye2

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Lukertin wrote...

I think some of the issues here is that in an RPG the gameplay is always going to be you (person) vs computer (AI). Battles are hard because a) your player characters don't have much hp, or don't do much damage, while B) the computer AI characters have lots of hp, or do more damage. And as far as I can tell, the majority of enemy mobs in the majority of games don't do things like heal each other, or work in tandem (at the very least, not like a human would direct them). So once you, as a player, get a rhythm down, the difficulty of an arbitrary fight ends up being related how the fight is scaled to your characters' levels and not much else.


I think that's overly simplified. A lot can be emulated with relatively simple AI scripts, in the format DA:O used for the followers/tactics. Also, there are other ways to scale the difficulty besides HP and damage. You can also add more and different types of enemies to encounters, place more traps in ambushes or even use more elaborate/agressive AI scripts on higher difficulty settings.

#190
AuraofMana

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Shinian2 wrote...

Did you play Baldur's Gate? Silly question, I know. I'm sure you did. It's been a while but I'm pretty sure no matter what I did the mobs targetted my PC, because of the storyline. EDIT: and I'm sure my only other party member, Imoen, would ahve made an excellent tank. Image IPB

In any case, you  make some bizarre assumptions. I play mages in almost every game I play. I said that in my post. I know how powerful they eventually are.

The reason I played a fighter was because he had more hitpoints, not because the game play was easier.

And it doesn't count as a legit reason for what, exactly? Give me a break, it was 10 years ago.. :P

I have never had a problem getting targeted in the first dungeon or the entire game for that matter. You should have had Minsc and Jaheira by that point if you rescued them and have Minsc tank. Hell, I even beat BG2 solo once as a Mage, and the first dungeon was of no trouble.


Sir JK wrote...
AuraofMana: That is both the Baldur's Gate
(I and II) main strength and main weakness I think. The spell system is
fairly complex, with a myriad of varied options that do all sorts of
thing, and much of the difficulty of the game comes from making sure you
have the right spell ready at the right time and understanding the
mechanics behind it.
Simply put: A steep learning curve (the mechanics) followed by a primarily logistical challenge.

To be honest, the system was a lot more complex, but there is a difference between complexity and complication. The system looks daunting at first, but if you read the spell description it ends up being pretty easy to understand. While there are a degree of having the right spells at the right time, there is much leniency behind that. There is never a point in the game where you need a specific spell, or even a Mage, to go through. Having the right weapons in your arsenal makes the game easier, but it is not required.

Sir JK wrote...That's
also Baldur's Gates (and indeed, D&Ds) primary weakness though. The
challenge is so intimately tied to the spellcasters. In fact... all of
it lie in the spellcasting system. The D&D crpgs does this a bit
better than the tabletop game (or so I've understood) but the entire
difficulty provided stands and falls with the numerous options provided
by the spellbooks. Remove that from the equation and the same game would
be trivial (or impossible depending on if you actually accomodate from
this).


That's somewhat a weird statement, since spellcasters are a huge part of the game and an essential part of it; of course it would affect the game much. Now, the thing about spellcasters is that they are much more complicated to play than someone who depends on physical damage (Fighters, Rogues, Rangers, etc.) There is never a doubt in that. The result of that is powerful enemies would usually contain spellcasters of some sort (but usually in a mixed party), and powerful bosses can usually cast spells. This adds more complexity to the challenge, as there are many ways to beat down a spellcaster. A powerful boss with pure physical damage, however, is very linear and would offer only a few different approaches for the player.

Dragon Age circumvents this by having warriors and rogues be complex (although not at the level of the Mages) by having active abilities. While this alleviates some issues, the lack of complexity in the spell system made the game very easy. I'll elaborate on this:

The thing about BG II's spellcasting is that it is complex (a lot more complex than Dragon Age). There are a ton of spells and most of them have interesting and varied effects. There are a ton of attributes on a character (different saves, for example) and randomness is a bigger factor. This creates a dynamic gameplay where scenarios are seldomly the same. Some might argue this is too much.

However, this allows for more uniqueness in each character. In BG II, most boss fights with suitable difficulty (i.e., your character isn't cheesing or overleveled) offer different challenges and require different solutions. Spellcasting comes to mind where enemies would be layered with defenses and require you to act accordingly. Enemies would also use different abilities and require you to deal with them accordingly. This is completely untrue in Dragon Age. While there are a certain difference to enemies, there are fewer approaches and solutions.

A typical scenario of a Dragon Age player is that someone would discover a way to play his party within a few hours, if not earlier, and stick to it the entire game, and very rarely does he or she need to change that gameplay according to the situation. What exacerbates this is that your character will find some sort of combat role very early on and stick to it for the rest of the game. A Warrior in Dragon Age will either become DPS or tank and never change the role (unless, say this is the only Warrior you have early game and you want to build him/her to be DPS, but for now you'll tank due to lack of alternatives). This is completely untrue in BG II because a Fighter can easily switch roles depending on gear, formation set up, and party changes (i.e. Clerics uses more healing spells and defense buffing spells as opposed to damage buffing spells). The fact that Fighters lack the active skills Warriors do in Dragon Age contributes to this too.

One thing I have discovered is that the difficulty in Dragon Age is a joke. I realized because of the lack of complexity in the magic system, layers of defenses do not exist, and as such, I can approach every single fight with the same solution: CC. CCing is somewhat useful in BG II, but usually requires you to beat the enemies' saves and protection spells. Besides a few skills, there are no defenses to this in Dragon Age, and thus the gameplay become very simple. This also works with nuking. One of the infamous example is the Virulent Walking Bomb. There is simply so few defenses against it and enemies will drop like flies. By carefully aggroing your enemies, you can easily kill the boss with the AOE effects.

The lowered complexity of spellcasting in Dragon Age is made a bit more interesting in the spell combos, but there are too few and besides one or two, do not add any new gameplay aspect that would otherwise increase the complexity.

Sir JK wrote...But the Dragon Age series does not work that way. There
are cooldowns and realtime as opposed to once-per.turn spellcasting and
turns. The system relies on the renewable resource mana instead of
limited spellslots. The rogue and the warrior have abilities as well. A
lot fewer spells overall, particularly utility and control spells.

The
primary flaw of the system is that, it revolves around the "vancian"
spellcasting system so that once removed it becomes painfully clear that
there was almost nothing there beyond it. There is no tactics in the
classic crpg system beyond the "right power/ability/spell at the right
time". Everything is else is there to provide some tools to provide for
this (such as tanks occupying the target until the spell is ready or
rogues wittling down weak opponents so a spell won't have to be wasted
on them).

To be honest, a mana system is a lot better than the system DND has from a gameplay perspective. In fact, I like the mana system more. I also agree that classes like Warriors and Rogues should have as many active abilities as casters do (something Dragon Age improves, but still doesn't reach. Remember how in DA:O you can max out all the skills you want on a Warrior and still have points left over?) Having less spells is also a good thing if the complexity is either kept or reduced without affecting gameplay, something Dragon Age does not manage.

Another problem with Dragon Age is that... well we all know Bioware is terrible at balancing classes. Balancing isn't as huge of a problem in SP games as do in MP (which gets me worried about TOR). However, because Bioware had been restricted to the DND system (which is a good thing, tbh...) in the past, there wasn't that much problem. As soon as Bioware ventures out and makes its own IP (ME and DA), the balancing is horrendous. Look at Mass Effect, the adept is completely OP. ME2 fares somewhat better but suffers from different balancing problems. Dragon Age has OP Mage characters where things like CCing, among other things, equals easy victory, even on Nightmare. This escalates in Awakening where everyone dominates.  Then Bioware tries to provide a challenge in Golems of Amgarrak and it becomes one of the hardest fights. There is never a middle ground where there should be an approriate challenge. This feeds to the the depth and difficulty problem these games suffer from.

Simply put, Bioware doesn't like the restrictions DND puts in its games, but at the same time cannot design a gameplay system to match the balance and complexity that is DND (DND has been out there for a while and played by many, so this is reasonable, but doesn't make the problem go away). While Bioware is known for its storylines, balancing games is not Bioware's strong point, and stepping away from DND has shown this very clearly. I am hoping this problem doesn't escalate to the point where it makes the game unbearable. The next step in Mass Effectifying Dragon Age 2 further lowers the complexity which doesn't bode well. For me, Bioware's latest ventures (this, lack of support and patching, Awakening) has me troubled.

Modifié par AuraofMana, 27 novembre 2010 - 03:48 .


#191
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AuraofMana wrote...

Shinian2 wrote...

Did you play Baldur's Gate? Silly question, I know. I'm sure you did. It's been a while but I'm pretty sure no matter what I did the mobs targetted my PC, because of the storyline. EDIT: and I'm sure my only other party member, Imoen, would ahve made an excellent tank. Image IPB

In any case, you  make some bizarre assumptions. I play mages in almost every game I play. I said that in my post. I know how powerful they eventually are.

The reason I played a fighter was because he had more hitpoints, not because the game play was easier.

And it doesn't count as a legit reason for what, exactly? Give me a break, it was 10 years ago.. :P

I have never had a problem getting targeted in the first dungeon or the entire game for that matter. You should have had Minsc and Jaheira by that point if you rescued them and have Minsc tank. Hell, I even beat BG2 solo once as a Mage, and the first dungeon was of no trouble.


I said Baldur's Gate, not BG2.. different games, donchaknow. Image IPB

Also, what happend was I was walking through the first open area after picking up Imoen and got sniped before I had even seen the mob. There was no opportunity to tank even if I had a tank with me.

Modifié par Shinian2, 27 novembre 2010 - 03:50 .


#192
mopotter

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slimgrin wrote...

leonia42 wrote...

You have an interesting definition of turn-based gameplay. I was also unaware that turn-based means something cannot be hardcore. But I have yet to hear a definitive defintion of what hardcore actually means.


Hard. It means something is hard.

But if we want to fudge this definition, why don't we all go play the Sims?


Anytime someone has a problem with other people, they bring up the sims (not just this post).  

There is nothing wrong with the sims.  There are a lot of talented people out there making hair,  furniture and mods for the sims including gun mods.  There are a lot of people out there making hair, clothing, furniture and weapon mods for rpg games like DA and FallOut and I saw a "Snake" nude mod when I was looking up mods.

Sims is what it is, a fishtank.  Has nothing to do with whether or not one likes other game types.  <sigh>  Get so tired of defending my sims obsession.

Hard - at dictionary.com  there are 59 definitions for the word hard. 41 adjectives;  9 adverbs; 3 nouns  and 5 idioms.    Hard can be gotten through eventually.  I occasionally play on hard but not till I've played on casual and normal for 5 or 6 times.    I hate games that will take 10 or 15 plays before you can beat the battle.   As long as DA2 has different choices I'll be satisfied.  

I'm inclined to think that even if BioWare had a setting that was impossible for 4 out of 5 players, that 5th player would manage to finish it and complain that it wasn't impossible.     Depth of the story and the characters is far more important to me than the difficulty, as long as there is more than one difficulty choice.  

#193
KalDurenik

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AuraofMana wrote...

Shinian2 wrote...

Did you play Baldur's Gate? Silly question, I know. I'm sure you did. It's been a while but I'm pretty sure no matter what I did the mobs targetted my PC, because of the storyline. EDIT: and I'm sure my only other party member, Imoen, would ahve made an excellent tank. Image IPB

In any case, you  make some bizarre assumptions. I play mages in almost every game I play. I said that in my post. I know how powerful they eventually are.

The reason I played a fighter was because he had more hitpoints, not because the game play was easier.

And it doesn't count as a legit reason for what, exactly? Give me a break, it was 10 years ago.. :P

I have never had a problem getting targeted in the first dungeon or the entire game for that matter. You should have had Minsc and Jaheira by that point if you rescued them and have Minsc tank. Hell, I even beat BG2 solo once as a Mage, and the first dungeon was of no trouble.


Sir JK wrote...
AuraofMana: That is both the Baldur's Gate
(I and II) main strength and main weakness I think. The spell system is
fairly complex, with a myriad of varied options that do all sorts of
thing, and much of the difficulty of the game comes from making sure you
have the right spell ready at the right time and understanding the
mechanics behind it.
Simply put: A steep learning curve (the mechanics) followed by a primarily logistical challenge.

To be honest, the system was a lot more complex, but there is a difference between complexity and complication. The system looks daunting at first, but if you read the spell description it ends up being pretty easy to understand. While there are a degree of having the right spells at the right time, there is much leniency behind that. There is never a point in the game where you need a specific spell, or even a Mage, to go through. Having the right weapons in your arsenal makes the game easier, but it is not required.

Sir JK wrote...That's
also Baldur's Gates (and indeed, D&Ds) primary weakness though. The
challenge is so intimately tied to the spellcasters. In fact... all of
it lie in the spellcasting system. The D&D crpgs does this a bit
better than the tabletop game (or so I've understood) but the entire
difficulty provided stands and falls with the numerous options provided
by the spellbooks. Remove that from the equation and the same game would
be trivial (or impossible depending on if you actually accomodate from
this).


That's somewhat a weird statement, since spellcasters are a huge part of the game and an essential part of it; of course it would affect the game much. Now, the thing about spellcasters is that they are much more complicated to play than someone who depends on physical damage (Fighters, Rogues, Rangers, etc.) There is never a doubt in that. The result of that is powerful enemies would usually contain spellcasters of some sort (but usually in a mixed party), and powerful bosses can usually cast spells. This adds more complexity to the challenge, as there are many ways to beat down a spellcaster. A powerful boss with pure physical damage, however, is very linear and would offer only a few different approaches for the player.

Dragon Age circumvents this by having warriors and rogues be complex (although not at the level of the Mages) by having active abilities. While this alleviates some issues, the lack of complexity in the spell system made the game very easy. I'll elaborate on this:

The thing about BG II's spellcasting is that it is complex (a lot more complex than Dragon Age). There are a ton of spells and most of them have interesting and varied effects. There are a ton of attributes on a character (different saves, for example) and randomness is a bigger factor. This creates a dynamic gameplay where scenarios are seldomly the same. Some might argue this is too much.

However, this allows for more uniqueness in each character. In BG II, most boss fights with suitable difficulty (i.e., your character isn't cheesing or overleveled) offer different challenges and require different solutions. Spellcasting comes to mind where enemies would be layered with defenses and require you to act accordingly. Enemies would also use different abilities and require you to deal with them accordingly. This is completely untrue in Dragon Age. While there are a certain difference to enemies, there are fewer approaches and solutions.

A typical scenario of a Dragon Age player is that someone would discover a way to play his party within a few hours, if not earlier, and stick to it the entire game, and very rarely does he or she need to change that gameplay according to the situation. What exacerbates this is that your character will find some sort of combat role very early on and stick to it for the rest of the game. A Warrior in Dragon Age will either become DPS or tank and never change the role (unless, say this is the only Warrior you have early game and you want to build him/her to be DPS, but for now you'll tank due to lack of alternatives). This is completely untrue in BG II because a Fighter can easily switch roles depending on gear, formation set up, and party changes (i.e. Clerics uses more healing spells and defense buffing spells as opposed to damage buffing spells). The fact that Fighters lack the active skills Warriors do in Dragon Age contributes to this too.

One thing I have discovered is that the difficulty in Dragon Age is a joke. I realized because of the lack of complexity in the magic system, layers of defenses do not exist, and as such, I can approach every single fight with the same solution: CC. CCing is somewhat useful in BG II, but usually requires you to beat the enemies' saves and protection spells. Besides a few skills, there are no defenses to this in Dragon Age, and thus the gameplay become very simple. This also works with nuking. One of the infamous example is the Virulent Walking Bomb. There is simply so few defenses against it and enemies will drop like flies. By carefully aggroing your enemies, you can easily kill the boss with the AOE effects.

The lowered complexity of spellcasting in Dragon Age is made a bit more interesting in the spell combos, but there are too few and besides one or two, do not add any new gameplay aspect that would otherwise increase the complexity.

Sir JK wrote...But the Dragon Age series does not work that way. There
are cooldowns and realtime as opposed to once-per.turn spellcasting and
turns. The system relies on the renewable resource mana instead of
limited spellslots. The rogue and the warrior have abilities as well. A
lot fewer spells overall, particularly utility and control spells.

The
primary flaw of the system is that, it revolves around the "vancian"
spellcasting system so that once removed it becomes painfully clear that
there was almost nothing there beyond it. There is no tactics in the
classic crpg system beyond the "right power/ability/spell at the right
time". Everything is else is there to provide some tools to provide for
this (such as tanks occupying the target until the spell is ready or
rogues wittling down weak opponents so a spell won't have to be wasted
on them).

To be honest, a mana system is a lot better than the system DND has from a gameplay perspective. In fact, I like the mana system more. I also agree that classes like Warriors and Rogues should have as many active abilities as casters do (something Dragon Age improves, but still doesn't reach. Remember how in DA:O you can max out all the skills you want on a Warrior and still have points left over?) Having less spells is also a good thing if the complexity is either kept or reduced without affecting gameplay, something Dragon Age does not manage.

Another problem with Dragon Age is that... well we all know Bioware is terrible at balancing classes. Balancing isn't as huge of a problem in SP games as do in MP (which gets me worried about TOR). However, because Bioware had been restricted to the DND system (which is a good thing, tbh...) in the past, there wasn't that much problem. As soon as Bioware ventures out and makes its own IP (ME and DA), the balancing is horrendous. Look at Mass Effect, the adept is completely OP. ME2 fares somewhat better but suffers from different balancing problems. Dragon Age has OP Mage characters where things like CCing, among other things, equals easy victory, even on Nightmare. This escalates in Awakening where everyone dominates.  Then Bioware tries to provide a challenge in Golems of Amgarrak and it becomes one of the hardest fights. There is never a middle ground where there should be an approriate challenge. This feeds to the the depth and difficulty problem these games suffer from.

Simply put, Bioware doesn't like the restrictions DND puts in its games, but at the same time cannot design a gameplay system to match the balance and complexity that is DND (DND has been out there for a while and played by many, so this is reasonable, but doesn't make the problem go away). While Bioware is known for its storylines, balancing games is not Bioware's strong point, and stepping away from DND has shown this very clearly. I am hoping this problem doesn't escalate to the point where it makes the game unbearable. The next step in Mass Effectifying Dragon Age 2 further lowers the complexity which doesn't bode well. For me, Bioware's latest ventures (this, lack of support and patching, Awakening) has me troubled.


Sadly i think you hit the nail. When Bioware try to create their own thing they fail... Balance, complexity and combat dpeth. Sure there is story... story story story... But what about the other parts?

I dont think we will ever see another complex game system from Bioware. And no im not saying its because of "dumb or stupid" people. I just dont think the people at Bioware have the imagination to knock DND down.

And yes im also worried about TOR... Bioware is not known for their AI or Balance...

#194
AuraofMana

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Shinian2 wrote...
I said Baldur's Gate, not BG2.. different games, donchaknow. Image IPB

Also, what happend was I was walking through the first open area after picking up Imoen and got sniped before I had even seen the mob. There was no opportunity to tank even if I had a tank with me.

Okay, well my solo Mage character was imported from BG1 so it's obviously doable. I never did try soloing though since BG1 isn't really a great game TBH. It was filled with a bunch of random locations with random people I didn't care about giving random quests that were not interesting... and then I get a bunch of random NPC's that join my party that I don't care about (except Minsc, who is awesome). I didn't like it the first time and only finished it years later because of BG II.

mopotter wrote...
Hard - at
dictionary.com  there are 59 definitions for the word hard. 41
adjectives;  9 adverbs; 3 nouns  and 5 idioms.    Hard can be gotten
through eventually.  I occasionally play on hard but not till I've
played on casual and normal for 5 or 6 times.    I hate games that will
take 10 or 15 plays before you can beat the battle.   As long as DA2 has
different choices I'll be satisfied.

I'm inclined to think
that even if BioWare had a setting that was impossible for 4 out of 5
players, that 5th player would manage to finish it and complain that it
wasn't impossible.     Depth of the story and the characters is far more
important to me than the difficulty, as long as there is more than one
difficulty choice. 

That is some hyperbole right there. The games we are referencing do not require 10 - 15 plays before you can beat the battle. Even 5 - 6 may be too much.
I can't believe you are defending this. Anyone can see Dragon Age is so easy it's a joke even on Nightmare, thus the argument of difficulty options is pointless. In addition, the problem with the difficulty is the lack of complexity, and by raising stats and enemy numbers can only do so much. While storytelling is important, the lack of difficulty will ruin the entire experience if it reaches a critical level.

Modifié par AuraofMana, 27 novembre 2010 - 05:24 .


#195
evilhouseboat

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Bioware focuses on story. While games require a good balance of gameplay, graphics, etc, they value being able to tell a good story.



Since game development is restricted by funding and time, each development team needs to focus on what they believe makes a good game.



While someone may think a game is simple, to someone else, the details could take away from the story-telling or immersion.




#196
AuraofMana

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evilhouseboat wrote...

Bioware focuses on story. While games require a good balance of gameplay, graphics, etc, they value being able to tell a good story.

Since game development is restricted by funding and time, each development team needs to focus on what they believe makes a good game.

While someone may think a game is simple, to someone else, the details could take away from the story-telling or immersion.

For me, one of the major selling point for Bioware games, beside the story, is the combat-oriented gameplay. This is why I don't like JRPG's since most of them have hours of cinematics (and the terrible stories don't help) and the combat isn't very interesting. With combat that lacks challenges it'll ruin that selling point.

#197
Qset

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AuraofMana wrote...

One thing I have discovered is that the difficulty in Dragon Age is a joke. I realized because of the lack of complexity in the magic system, layers of defenses do not exist, and as such, I can approach every single fight with the same solution: CC. CCing is somewhat useful in BG II, but usually requires you to beat the enemies' saves and protection spells. Besides a few skills, there are no defenses to this in Dragon Age, and thus the gameplay become very simple. This also works with nuking. One of the infamous example is the Virulent Walking Bomb. There is simply so few defenses against it and enemies will drop like flies. By carefully aggroing your enemies, you can easily kill the boss with the AOE effects.


excellent post AuraofMana, I cut the quote back a bit for the threads sake but agree with all your well explained points. This section above where you highlight the cc is key for me. Many folks say mages are overpowered for their nuking in DAO and 2-3 mage party rule - well they do of course but its the abundance of cc accessible by mages that makes the game easy not the nuking skills directly  - there are just so many cc options on separate cooldowns. Sure more mages make it even more easy but a single mage can have half a dozen single/multiple target cc skills that work and are very rarely resisted by mid game that controlling a fight is trivial. The Ser Cau fight is easy with even just a single mage in party even on nightmare for this very reason - far too much available cc that always seems to work and if one spell does rarely fail, there are another 5 there to use instead instantly.

I did hear that combined skill cooldowns are being looked at for DA2 as well as combined pot cooldowns - can't find the dev quote right now though. This should make the game harder in my opinion

#198
evilhouseboat

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AuraofMana wrote...

evilhouseboat wrote...

Bioware focuses on story. While games require a good balance of gameplay, graphics, etc, they value being able to tell a good story.

Since game development is restricted by funding and time, each development team needs to focus on what they believe makes a good game.

While someone may think a game is simple, to someone else, the details could take away from the story-telling or immersion.

For me, one of the major selling point for Bioware games, beside the story, is the combat-oriented gameplay. This is why I don't like JRPG's since most of them have hours of cinematics (and the terrible stories don't help) and the combat isn't very interesting. With combat that lacks challenges it'll ruin that selling point.


I agree, since I enjoyed the combat in DA:O a lot!
From what I've read it sounds like the combat will be a lot more intense.

It seems combat in DA2 will have more options, like character move, but the character you control requires more attention.

#199
Nighteye2

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Qset wrote...

AuraofMana wrote...

One thing I have discovered is that the difficulty in Dragon Age is a joke. I realized because of the lack of complexity in the magic system, layers of defenses do not exist, and as such, I can approach every single fight with the same solution: CC. CCing is somewhat useful in BG II, but usually requires you to beat the enemies' saves and protection spells. Besides a few skills, there are no defenses to this in Dragon Age, and thus the gameplay become very simple. This also works with nuking. One of the infamous example is the Virulent Walking Bomb. There is simply so few defenses against it and enemies will drop like flies. By carefully aggroing your enemies, you can easily kill the boss with the AOE effects.


excellent post AuraofMana, I cut the quote back a bit for the threads sake but agree with all your well explained points. This section above where you highlight the cc is key for me. Many folks say mages are overpowered for their nuking in DAO and 2-3 mage party rule - well they do of course but its the abundance of cc accessible by mages that makes the game easy not the nuking skills directly  - there are just so many cc options on separate cooldowns. Sure more mages make it even more easy but a single mage can have half a dozen single/multiple target cc skills that work and are very rarely resisted by mid game that controlling a fight is trivial. The Ser Cau fight is easy with even just a single mage in party even on nightmare for this very reason - far too much available cc that always seems to work and if one spell does rarely fail, there are another 5 there to use instead instantly.

I did hear that combined skill cooldowns are being looked at for DA2 as well as combined pot cooldowns - can't find the dev quote right now though. This should make the game harder in my opinion


It would have been better if they'd stuck with the original idea of potions providing a regen bonus, rather than being insta-heal. >_>

#200
Qset

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Nighteye2 wrote...

Qset wrote...

AuraofMana wrote...

One thing I have discovered is that the difficulty in Dragon Age is a joke. I realized because of the lack of complexity in the magic system, layers of defenses do not exist, and as such, I can approach every single fight with the same solution: CC. CCing is somewhat useful in BG II, but usually requires you to beat the enemies' saves and protection spells. Besides a few skills, there are no defenses to this in Dragon Age, and thus the gameplay become very simple. This also works with nuking. One of the infamous example is the Virulent Walking Bomb. There is simply so few defenses against it and enemies will drop like flies. By carefully aggroing your enemies, you can easily kill the boss with the AOE effects.


excellent post AuraofMana, I cut the quote back a bit for the threads sake but agree with all your well explained points. This section above where you highlight the cc is key for me. Many folks say mages are overpowered for their nuking in DAO and 2-3 mage party rule - well they do of course but its the abundance of cc accessible by mages that makes the game easy not the nuking skills directly  - there are just so many cc options on separate cooldowns. Sure more mages make it even more easy but a single mage can have half a dozen single/multiple target cc skills that work and are very rarely resisted by mid game that controlling a fight is trivial. The Ser Cau fight is easy with even just a single mage in party even on nightmare for this very reason - far too much available cc that always seems to work and if one spell does rarely fail, there are another 5 there to use instead instantly.

I did hear that combined skill cooldowns are being looked at for DA2 as well as combined pot cooldowns - can't find the dev quote right now though. This should make the game harder in my opinion


It would have been better if they'd stuck with the original idea of potions providing a regen bonus, rather than being insta-heal. >_>



yes true - they should have stuck with that - maybe altered the potion behaviour depending on the difficulty setting

The other issue with the cc in DAO was that a lot of it also did damage and much was party friendly.

I also saw a dev quote that said FF was only on nightmare so we will probably find that combined cooldowns on cc spells and potion use will be completely negated by that fact that all dmg spells will be party friendly on all difficulties bar nightmare :) - cc spam will be replaced by dmg spam Image IPB