Upsettingshorts wrote...
http://social.biowar...ex/4715441&lf=8
Interesting, that would seem to answer the active dodging complaints at least in part would they not? It isn't one of my issues personally so I don't want to speak for them.
Okay, so I'm the guy who is just now responding belatedly to something that was said a day earlier, but I do recall having seen this quote before. I also believe I saw clarification indicating that it was only true for the PCs, not mobs. I firmly believe that it will be possible to move away from enemy attacks and successfully evade them that way. In addition, we've seen that the rogue has at least one evasion maneuver, which is only not a 'dodge' button because it presumably has a, um refractory period (I can't remember the official term for recharging powers).
And really, to play well in that 'Fight like a Spartan' context, it has to be possible to evade attacks by at least moving away from them. We know that console play was designed to be active and immediately gratifying- Hit button, kill the guy yesterday. Pausing play is meant to be entirely optional, not mandatory for success. If that's your baseline, then a couple things need to happen to make it play well.
-Difficulty has to be balanced around that assumption. If players end up getting crushed by playing without pausing, they are going to feel frustrated and not feel like a Spartan at all.
-Active play must be meaningful. If a player is hitting buttons to attack and approaching play from that beat 'em up perspective, then the game must have a rewarding difficulty curve and must feel as though the player's actions have a tangible effect on the results. That's partly being delivered on with the 'See results immediately' initiative and banishing the feeling of behind the scenes die-rolling. But movement must be meaningful as well. If a player uses the evade skill as a rogue, hy must be able to successfully avoid an opponent's attacks by doing so at the right time. If that same player moves away just as an Ogre's fists slam down, then again, hys skill in doing so should be validated by not taking damage. Failing this, there will be no reason to maneuver on the field. Instead, the player will be left to repeatedly press the attack button while standing still. This would get old quick and wouldn't feel exciting at all, not would it present much room for player skill growth.
Given those two assumptions (and sure, they are assumptions, but I think they are pretty reasonable ones), then "pause-issue orders-unpause" players are probably going to need to play on a higher difficulty setting to address the first point and are going to need to 'time' their orders to address the second. Because of the immediacy required by point 2, if players are really going to micromanage their NPCs to have them evading attacks as well, then I wonder if even more pausing than usual might not be required. In the Infinite Engine and NWN games, there were hidden 'rounds' taking place in the background of play, so really, it was only necessary to pause once each round to issue reactive commands. I wonder how this is all going to play out on the PC. How will that kind of play feel in DA2? Will I just end up playing actively after all?
In Fallout 3, I used VATS virtually exclusively, falling back under cover and occasionally plinking while my action points recovered. In New Vegas, with improved Iron Sights and VATS damage immunity virtually eradicated, I don't use VATS at all. At this point, I expect my play to change in DA2 as well.
Oh, and Troeg's Mad Elf is my drink of choice around this time of the year.
Modifié par Vylan Antagonist, 10 décembre 2010 - 04:56 .