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Why do people dislike the new combat?


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#151
Xewaka

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ziggehunderslash wrote...

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.


It is easier to suspend my disbelief when movement is fluid, rather than a set of unconnected stillshots.

#152
Ziggeh

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Xewaka wrote...

It is easier to suspend my disbelief when movement is fluid, rather than a set of unconnected stillshots.

Absolutely, I'm questioning the assertion that DA:O didn't require any, and indeed that the DA2 animations negate any immersion. It just requires the modification of our approach.

Modifié par ziggehunderslash, 12 décembre 2010 - 03:17 .


#153
Xewaka

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ziggehunderslash wrote...

Xewaka wrote...

It is easier to suspend my disbelief when movement is fluid, rather than a set of unconnected stillshots.

Absolutely, I'm questioning the assertion that DA:O didn't require any, and indeed that the DA2 animations negate any immersion. It just requires the modification of our approach.


It is my perception that people are willing to give more leeway to specific skills that to the whole combat when suspending their disbelief. I think DA:2 combat animations will require not only a different approach, but will have a higher tax on our suspension of disbelief.

#154
Brockololly

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Xewaka wrote...

ziggehunderslash wrote...

Xewaka wrote...

It is easier to suspend my disbelief when movement is fluid, rather than a set of unconnected stillshots.

Absolutely, I'm questioning the assertion that DA:O didn't require any, and indeed that the DA2 animations negate any immersion. It just requires the modification of our approach.


It is my perception that people are willing to give more leeway to specific skills that to the whole combat when suspending their disbelief. I think DA:2 combat animations will require not only a different approach, but will have a higher tax on our suspension of disbelief.


I'm not a fan of the over the top animations but if at least if they looked fluid and smooth it would be easier to accept their supposed "awesomeness." I know they want it to look more like an action game and I'm fine with that.

Problem is, with those herky jerky frame skipping rogue animations, it looks like a poor action game IMO. Its all subjective to be sure, but I'd rather take Origins' more fluid animations and any chess like "shuffle" that apparently is the worst thing in the world, than having stop motion animation with missing frames and over the top effects on non mage combat.

Modifié par Brockololly, 12 décembre 2010 - 04:24 .


#155
Ziggeh

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Xewaka wrote...

I think DA:2 combat animations will require not only a different approach, but will have a higher tax on our suspension of disbelief.

That's what I mean by approach, you set the state of disbelief at the level of the fiction. I get why people are setting it to the level of a different fiction, and then having a hard time viewing this one, I'm doing it myself, but the issue isn't one inherent to the animations.

Modifié par ziggehunderslash, 12 décembre 2010 - 04:21 .


#156
slimgrin

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I take heart in the fact we are most likely viewing old builds. The animations may be improved in the final game.

*crosses fingers*

Modifié par slimgrin, 12 décembre 2010 - 04:13 .


#157
themageguy

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i like the fire attack animations hawke and bethany use in the rise trailer. Reminds me of ryu or dbz lol.

#158
Brockololly

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ziggehunderslash wrote...
That's what I mean by approach, you set the state of disbelief at the level of the fiction. I get why people are setting it to the level of a different fiction, and then having a hard time viewing this one, I'm doing it myself, but the issue isn't one inherent to the animations.


I think its that, taking the rogue as an example, its so disparate from what DAO established. The whole shtick behind DA in the build up was that it was a more grounded, low magic fantasy world. Thats where my expectations are set.

So if mages are doing crazy stuff, I can accept that. I can accept rogues or warriors doing crazy stuff, but only if its stuff that would seem conceivable for some person to do in th real world. Jumping 20 feet into the air and magically teleporting around with speed line ridden dash attacks doesn't jive with the world that the lore is trying to establish, in my view.

Origins had its share of goofy looking abilities as well, but even with something like the leap on to the Ogre kill, it was a rare event and didn't happen all the time, whereas it seems most of the abilities in DA2 are laden with goofy auras and effects, even something like shield defense has a big white aura thing (at least on one of the bootleg demo videos).

Modifié par Brockololly, 12 décembre 2010 - 04:32 .


#159
Addai

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Brockololly wrote...

ziggehunderslash wrote...
That's what I mean by approach, you set the state of disbelief at the level of the fiction. I get why people are setting it to the level of a different fiction, and then having a hard time viewing this one, I'm doing it myself, but the issue isn't one inherent to the animations.


I think its that, taking the rogue as an example, its so disparate from what DAO established. The whole shtick behind DA in the build up was that it was a more grounded, low magic fantasy world. Thats where my expectations are set.

Agreed, that's my main problem too.  As I said somewhere else, it's the aesthetic of the thing.  And since they've said they want DA2 to be even darker and grittier than DAO, anime backflips and flimsy outfits we can't change up for real armor clash with that stated goal.  In my mind, at least.

#160
PaddyMaxson

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It was unresponsive because of the way it worked, ok I agree unresponsive is not good, I agree  absolutely, as I played a lot of NWN, and NWN2, those are some unresponsive mother ****ers.

HOWEVER, the new combat just comes across as "action fest #99999" or "Like god of war.....but...." What I enjoyed about Dragon Age Origins, was I could crank the difficulty up to full, play a class that wasn't a mage and struggle. If I didn't pause an execute my plan properly, I was ****ed. I liked that I had to stop, think and strategise, sometimes mid fight because otherwise I was dead. The new Behind the scenes video says the devs strove to make characters work effectively together, but wasn't that already there when the right combination of abilities was needed to shut down hard targets ASAP?

DA:O was a lot of fun to anyone who ever picked up their first old school RPG and said "Goddamn, how do I ****ing WIN at this goddamn ****?!" Before learning that they had to play tactically.

And that's why I'm worried about the new combat, note that I'm not complaining yet because it could surprise me and be an awesome mix of what I want AND very action packed.

Modifié par PaddyMaxson, 12 décembre 2010 - 07:40 .


#161
TMZuk

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Brockololly wrote...

ziggehunderslash wrote...
That's what I mean by approach, you set the state of disbelief at the level of the fiction. I get why people are setting it to the level of a different fiction, and then having a hard time viewing this one, I'm doing it myself, but the issue isn't one inherent to the animations.


I think its that, taking the rogue as an example, its so disparate from what DAO established. The whole shtick behind DA in the build up was that it was a more grounded, low magic fantasy world. Thats where my expectations are set.

So if mages are doing crazy stuff, I can accept that. I can accept rogues or warriors doing crazy stuff, but only if its stuff that would seem conceivable for some person to do in th real world. Jumping 20 feet into the air and magically teleporting around with speed line ridden dash attacks doesn't jive with the world that the lore is trying to establish, in my view.

Origins had its share of goofy looking abilities as well, but even with something like the leap on to the Ogre kill, it was a rare event and didn't happen all the time, whereas it seems most of the abilities in DA2 are laden with goofy auras and effects, even something like shield defense has a big white aura thing (at least on one of the bootleg demo videos).


Very well put. Thankyou.

#162
Wulfram

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Brockololly wrote...

even something like shield defense has a big white aura thing (at least on one of the bootleg demo videos).


I'd guess the big white aura thing is there as the simplest way to show you what area is benefiting from the shield defense.

#163
biostarfan

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I enjoyed DAO combat a lot, and I played it on consoles. even though bioware get flack for the way they implemented the UI for the consoles, I enjoyed it, and am still enjoying since I'm on my fourth playthrough. the only thing that really agitated me was the unresponsiveness(am constantly tapping the x button, subconsciously pretending that I'm controlling the attacks in real time). dragon age 2 sounds like a dream.

#164
biostarfan

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Brockololly wrote...
So if mages are doing crazy stuff, I can accept that. I can accept rogues or warriors doing crazy stuff, but only if its stuff that would seem conceivable for some person to do in th real world. Jumping 20 feet into the air and magically teleporting around with speed line ridden dash attacks doesn't jive with the world.
Origins had its share of goofy looking abilities as well, but even with something like the leap on to the Ogre kill, it was a rare event and didn't happen all the time, whereas it seems most of the abilities in DA2 are laden with goofy auras and effects, even something like shield defense has a big white aura thing (at least on one of the bootleg demo videos).

I can agree with this... but obviously all the visual effects after all the evasion moves has to do with the limitations that come with animation. it could be more subtle with less flashy colors.