Why do people dislike the new combat?
#126
Posté 11 décembre 2010 - 06:33
#127
Posté 11 décembre 2010 - 02:34
Where is the battle sense? Where is the immersion when you have character that makes ridicolus moves that look like some crap anime ariund and when you have silly teleport effect ala naruto? It looks ridicolus and scream fake in evrymove.. It reminded much some teleport moves of the monk in diablo3 gameplay videdo... I prefear more slower fight with more realistical moves then no sense move with animation that are so fast and skip frames... This gameplay don't sounds responsive for me but only broken..but this is a minor thing if you see they are cutted down also roleplay elements... since this is not dragon age its a lot more a Dragon effect with naruto moves...
#128
Posté 11 décembre 2010 - 02:45
Monica83 wrote...
Why? Simple its look horrible...
... This gameplay don't sounds responsive for me but only broken...
Monica, from what I understand, you are one of the few of us who needn't rely on how it looks or sounds; You've already played it, correct?
#129
Posté 11 décembre 2010 - 02:46
#130
Posté 11 décembre 2010 - 02:48
biomag wrote...
Am I the only one who things it looks just like the original combat system from DA:O? It just took out the lag between clicking and performing the action. I don't see anything special about it. I really doubt the players would have noticed anything besides the new animations if Bioware wouldn't have made such a big stir about it.
no, you're not the only one;).
#131
Posté 11 décembre 2010 - 02:48
#132
Posté 11 décembre 2010 - 02:54
Monica83 wrote...
I played the demo at lucca comix and games...
federico and apollostarfire also played the game...and liked it, were they wrong then? no, they weren't and neither are you. there is no such thing as a universally liked game.
#133
Posté 11 décembre 2010 - 02:56
Monica83 wrote...
I played the demo at lucca comix and games...
So how did it feel? Did it play like an Action RPG? Were you able to move away from enemy attacks, then come back in with your own? Did it seem like your skill at moving and attacking with good timing mattered more than your character's stats?
#134
Posté 11 décembre 2010 - 02:56
Not that this is a huge point, because I essentially agree, it does seem a little odd right now, but marketing is a wooly business. Making judgements based on other campaigns is never going to work well. I suspect what they're doing is holding back the budget to hit do a huge blitz, while keeping a slow boil on people who are actively looking by drip feeding info.Brockololly wrote...
Its a moot point now, but its odd given how most other games coming out early next year have already had a good deal of material released and still, DA2 has next to nothing of substance out there.
#135
Posté 11 décembre 2010 - 02:59
nightcobra8928 wrote...
federico and apollostarfire also played the game...and liked it, were they wrong then? no, they weren't and neither are you. there is no such thing as a universally liked game.
To be fair, Federico disliked the combat gameplay in DA:O and greatly preferred the more action-oriented feel of DA2. That's heartening for people who wanted a more twitch-based style of play, but it doesn't really address how the game plays as a pause-based tactical game.
#136
Posté 11 décembre 2010 - 03:03
#137
Posté 11 décembre 2010 - 03:09
I don't have any major concerns about the gameplay itself, though I worry that all the emphasis on allowing people to get into close combat quickly will devalue ranged weapons. edit: I didn't think DA:O combat on the whole needed speeding up, but I've got a pause button so it shouldn't be a problem.
Modifié par Wulfram, 11 décembre 2010 - 03:10 .
#138
Posté 11 décembre 2010 - 03:17
About the teleport effect someone thinks are awesome because they ar an abstraction of a move.. Since i don't like abstraction in a combat situation make me laugh only... Just immagine that...
Darkspawns are coming
Rougue Hawke: Slash slash slash* *teleport* *from benhind:slash slash slash*
For me its something demential to see and reminds me the naruto teleport evading effect with the difference that the wooden log don't appear...
This things are ugly to see...
Someone thinks also that jumps in the sky and touch the sun to fallen down and cut your ennemy in two part is COOOOOOOOOOOOOWL!
Nah not for me.. its only a mindless stupid move
At the end i want see if mage can't teleport...
If they can't i make the most epic laugh ever
Modifié par Monica83, 11 décembre 2010 - 03:22 .
#139
Posté 11 décembre 2010 - 03:25
Vylan Antagonist wrote...
Monica83 wrote...
I played the demo at lucca comix and games...
So how did it feel? Did it play like an Action RPG? Were you able to move away from enemy attacks, then come back in with your own? Did it seem like your skill at moving and attacking with good timing mattered more than your character's stats?
I'll add my 50p too if you don't mind.
This is one thing that I keep trying to get across when the hack n slash threads pop up: The combat does not involve dodging, blocking or twitch style gameplay, you still engage the enemy and rely on your stats, abilities and items to defeat them. Tactics too, although in the demo we were obviously limited in options, I still found it important to set my tank into her stance and have my mage using the correct spells in order to more efficiently defeat the area's boss for instance.
The big difference is the responsivness, which can seem to make the combat handle differently until you get to grips with it and realise it really is just like Origins at it's core. Beyond the new animations, abilities, and responsive actions it plays (to me) very much like it's predecessor.
One last detail: Just to make it clear, you can move away from enemy attacks and have them miss now, but it isn't designed around that style of play. The only move available designed to some extent to play off this is the rogue's backflip which is handy for getting out of a tight spot, or in some cases surprising an enemy. If anything it'll be most noticable to those who like to kite enemies (which was possible in Origins too).
#140
Posté 11 décembre 2010 - 04:54
#141
Posté 11 décembre 2010 - 05:03
#142
Posté 11 décembre 2010 - 05:08
What is this wrote...
no but i've read the previews and they've all said the same thing.Conall Cameron wrote...
Have you played the FINAL version of the game yet? Do you know for a fact it's better?
More responsive and actually feels like you're playing the game rather than commanding you PC to attack.
Ohh... you mean that DA:O worked as an RPG where it is your character's skills that count, while you suspect DA2 will be like a shooter, utilizing you own skills?
While I suspect you are right, without knowing it, that is the -very- reason I don't like the new combat, combined with the fact that what I have seen so far looks utterly horrible. Fighters hitting multiple opponents with one swing, or having shimmering forcefields in front of their shields. Rogues doing ridiculous flips and rolls in the middle of combat. It looks like a ripoff off some decades old arcade game, such as Golden Axe, except it is 3D instead of 2D.
Modifié par TMZuk, 11 décembre 2010 - 05:13 .
#143
Posté 11 décembre 2010 - 07:14
DA:O felt like a real fantasy world, in that a world where there was magic, fantasy races, but still a strong core root of reality: racism, bloodshed, armies clashing, political intrigue. The combat, in ways, reflected that: all of the warriors moves were things I could conceivably see a warrior doing, in a realistic fantasy world. The rogue followed suit, and the mage gets to break reality by their nature.
In the previews for DA2, we see things such as a fighter jumping 20 feet and stabbing into an enemy. To me, that ridiculously over-the-top sort of combat is what I expect from testosterone fueled gorefests like God of War, but not of a realistic fantasy world. The reason the change in combat is -really- turning me off is how over-the-top and unnecessary it appears to be in the previews. They seem to be going for bad-ass superhero more than real, exceptional persons in a fantasy world.
That is not to say that the new combat is inherently bad, but it looks like it will ruin immersion for people like myself, and so I personally have no interest in DA2 because of that.
So, again, comes down to tastes and all that.
Modifié par Futancy, 11 décembre 2010 - 07:22 .
#144
Posté 11 décembre 2010 - 09:03
Conall Cameron wrote...
Have you played the FINAL version of the game yet? Do you know for a fact it's better than DA:O?
It wouldn't take much for it to be a vast improvement over the first game at all; which played like every single other top down/isometric RPG -- but worse, with some of the worst AI imaginable. I don't care about "immersion" if the actual gameplay sucks, and the gameplay of the first game often sucked. You either had to play it through pausefest or pull your hair out as your companions constantly did some of the dumbest things ever, even with a perfectly setup tactics list.
Modifié par Graunt, 11 décembre 2010 - 09:05 .
#145
Posté 12 décembre 2010 - 02:52
filetemo wrote...
the thing I dislike about the new combat is the apparent low framerate of animations shown in the footage. It looks clunky for the sake of looking cooler and faster. I also dislike the "flashing beams" that come out of your weapon when you strike with a special talent, it looks like those old shinobi games where a sword slash unleashed a fire wave with a crappy midi sound attached to it.
This, a world of this, plus unrealistic jumps and back-flips.
In a game that's supposed to be a realistic fantasy, stop motion animation combat takes me out of the game world. The devs have said that they're going after the Gods of War and Fable 3 fans, and this combat is the result.
Which is fine if you like that style of combat, sadly for me, I'm not a big fan of it.
#146
Posté 12 décembre 2010 - 03:06
Graunt wrote...
You either had to play it through pausefest or pull your hair out as your companions constantly did some of the dumbest things ever, even with a perfectly setup tactics list.
What makes you so sure that your tactics setup was perfect? They weren't working well, after all.
Also, you do know that some folks want the game to be a pausefest, right?
#147
Posté 12 décembre 2010 - 04:55
It seems to me that BioWare is making the same mistake Ubisoft is making with Splinter Cell:
Removing too many things, rather than adding new, good things.
People liked those things! That's why the game sold well! Origins was like the perfect repudiation of what has been happening to the RPG genre! It was almost defiantly tactical and cerebral, in a market where modern RPGs have been embracing third-person (and first-person) shooting and dispensing with tactics and thinking.
Add things.
Don't remove them.
#148
Posté 12 décembre 2010 - 01:23
...but that's a question about style, design and art and not the combat system itself. If you liked the way it worked at DA:O you will like it at DA2 too. It just doesn't mean that you will enjoy the presentation. I don't like what I have seen so far as I also wasn't impressed by the graphic style that looks to me too much like a comic, but well, that's the way it goes with different tastes.
#149
Posté 12 décembre 2010 - 01:42
If that is the definition of "dumbing down" so be it.
#150
Posté 12 décembre 2010 - 02:53
Realistic abilities such as "scattershot", "aura of pain", "captivating song" and "flicker".Futancy wrote...
DA:O felt like a real fantasy world, in that a world where there was magic, fantasy races, but still a strong core root of reality: racism, bloodshed, armies clashing, political intrigue. The combat, in ways, reflected that: all of the warriors moves were things I could conceivably see a warrior doing, in a realistic fantasy world. The rogue followed suit, and the mage gets to break reality by their nature.
Don't get me wrong, I think the animations seem fairly jarring with the previous experience, but lets not pretend we weren't suspending our disbelief to begin with.





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