Aller au contenu

Photo

New Combat Video for DA2 discussion thread (No spoilers)


1012 réponses à ce sujet

#901
andar91

andar91
  • Members
  • 4 752 messages

Mike Laidlaw wrote...

adembroski11 wrote...

I will, however, say that the visual effects on sustained spells are very distracting... I'm not fond of conversing with someone in a cut scene and have him pay absolutely no heed to the fact that I'm standing on a glowing red pentagram and appear to be being attacked by a swarm of glowing purple butterflies.


No longer a problem. The effects are suppressed during explore and combat. I prefer to think of it as the mages "firing up" their buffs and auras automatically at the start of combat, since that's exactly what it looks like.

Rock armor...mmmm. There's nothing better at the start of a fight. It's...quite a bit cooler than just coloring you grey, these days.

Image IPBImage IPBRock Armor is cooler...Dispel Magic is more useful...if we can just keep you talking, we can learn a lot about what spells are in the game!

#902
Qset

Qset
  • Members
  • 151 messages

In Exile wrote...

The only question marks are the dalish elf (who at least partially flukes into the whole thing) and the noble dwarf (who does potentially distinguish in the proving).


off topic I know, but just adding to your point how Duncan chooses wisely. The Dalish Elf gets exposed to the taint during the Origin but survives outwardly unharmed although I think the clan leader mentions an illness I think, which is partly why Duncan chooses them, its a long while since I played that origin so my memory my be off. The Dwarf Noble fights through the Deep Roads after exile and stumbles across Duncan. So both of these also show some merit as potential wardens as the other Origins.

#903
Apollo Starflare

Apollo Starflare
  • Members
  • 3 096 messages

Mike Laidlaw wrote...

adembroski11 wrote...

I will, however, say that the visual effects on sustained spells are very distracting... I'm not fond of conversing with someone in a cut scene and have him pay absolutely no heed to the fact that I'm standing on a glowing red pentagram and appear to be being attacked by a swarm of glowing purple butterflies.


Rock armor...mmmm. There's nothing better at the start of a fight. It's...quite a bit cooler than just coloring you grey, these days.


Image IPB

#904
Alodar

Alodar
  • Members
  • 674 messages
I have to say, as a die hard Origins player, I loved the look of the game play.

I find the health bars a little more intrusive than the Origins style, but I think the information you can get from them in a glance is worth the change.

I really like the detailed spell descritptions and I think the fluid combat looked amazing.

I for one love the flourishes and I especially like the look of the mage attacks.

I can't wait to hear more about what spells are included, and I see that some of them have changed (glyph of Paralysis freezing up to three targets for instance) 

Thanks for all the effort you guys have put into the game and for staying true to your vision.

DA II looks awesome!

Alodar :)

#905
lunarknightmage

lunarknightmage
  • Members
  • 403 messages

Mike Laidlaw wrote...

adembroski11 wrote...

I will, however, say that the visual effects on sustained spells are very distracting... I'm not fond of conversing with someone in a cut scene and have him pay absolutely no heed to the fact that I'm standing on a glowing red pentagram and appear to be being attacked by a swarm of glowing purple butterflies.


No longer a problem. The effects are suppressed during explore and combat. I prefer to think of it as the mages "firing up" their buffs and auras automatically at the start of combat, since that's exactly what it looks like.

Rock armor...mmmm. There's nothing better at the start of a fight. It's...quite a bit cooler than just coloring you grey, these days.


I am glad to hear this, Mike!!

now.......if only you could hint if Arcane Warrior or Battle Mage is still in............Image IPB Image IPB

#906
Wikal

Wikal
  • Members
  • 213 messages
LOVE IT. One of my main problems with Origins combat is that it seemed a bit stilted. The mages shot the bolts in the same way every single time, and practically cast every single spell the same way- obviously, that has changed. It does seem a little frantic, but I guess while we're playing, our minds will be at the same pace. I really like what you've done with the animations and such.



I like the option of playing as either tactical or action, or a combination of the two. It'll make for some new interesting ways to play.



However, the UI is a little hard on the eyes. I prefer the old casting circle/cone- sharp, elegant vector tracing with a nice design. While I prefer the square's from origins, it does seem like a good idea to distinguish sustainables and activated. The health bar and character squares also look odd fro some reason- can't put my finger on it.

#907
icemonkeyjr

icemonkeyjr
  • Members
  • 3 messages
Extremely happy with the way the combat is coming along, As far as i can tell the only thing thats changed are the animation and model interaction (from horribly bland and boring to, button=Awesome)



They show 2 different "play styles" but as far as i can tell its just like playing origons without pausing? i mean its not free controll combat he was still clicking things, its not like devil may cry or anything?



i don't understand this "new" combat system if this isn't the case, i mean i love how it looks, just the 2 "different play styles" are no clear enough to me? anyone know what's different or is he just not pausing?

#908
andar91

andar91
  • Members
  • 4 752 messages

icemonkeyjr wrote...

Extremely happy with the way the combat is coming along, As far as i can tell the only thing thats changed are the animation and model interaction (from horribly bland and boring to, button=Awesome)

They show 2 different "play styles" but as far as i can tell its just like playing origons without pausing? i mean its not free controll combat he was still clicking things, its not like devil may cry or anything?

i don't understand this "new" combat system if this isn't the case, i mean i love how it looks, just the 2 "different play styles" are no clear enough to me? anyone know what's different or is he just not pausing?

Image IPBImage IPBHe was showing how you can play quickly without pausing and only controlling one character.  At higher difficulties, you can pause and issue specific orders if you want just like in Origins.  The difficulty differences were laid out in the Friendly Fire thread by Peter Thomas.

Basically, Mike was trying to address concerns by some that the game was becoming a "hack & slash" action game that required little thought.  What the video (and the new information from the Friendly Fire thread) says to me is that you don't have to play strategically on lower difficulties, but higher difficulties are more suited to it, and it will probably yield better results on all difficulties.  Basically, just like Origins.

Modifié par andar91, 20 décembre 2010 - 02:49 .


#909
Wissenschaft

Wissenschaft
  • Members
  • 1 607 messages

Sylvius the Mad wrote...

Maria Caliban wrote...

It's not like Starcraft where people watch replays of the game with commentary.

People do that?  Really?

Wow.


I do that.........in Korea people go to watch starcraft matchs live. Its a huge business. We jokingly refer to Starcraft as Korea's official national sport. Korea's air force even has an official team.

Modifié par Wissenschaft, 20 décembre 2010 - 02:52 .


#910
adembroski11

adembroski11
  • Members
  • 189 messages

Mike Laidlaw wrote...

adembroski11 wrote...

I will, however, say that the visual effects on sustained spells are very distracting... I'm not fond of conversing with someone in a cut scene and have him pay absolutely no heed to the fact that I'm standing on a glowing red pentagram and appear to be being attacked by a swarm of glowing purple butterflies.


No longer a problem. The effects are suppressed during explore and combat. I prefer to think of it as the mages "firing up" their buffs and auras automatically at the start of combat, since that's exactly what it looks like.

Rock armor...mmmm. There's nothing better at the start of a fight. It's...quite a bit cooler than just coloring you grey, these days.


Good to hear, thanks for the reply.

To the others who've responded to my post...

I was referring to Magic when I brought up LotRs... being fairly subtle and subdued, compared to the D&D tradition. Mr. Laidlaw had established a bit of a continuum from subdued magic/realistic melee to D&D magic/over-the-top combat. With Lord of the Rings, I was referring to the former, specifically the magic.

Every game seems to take the over-the-top route, and I'm interested in seeing someone do it differently. An Arthurian RPG, so to speak. Magic is subtle, not flashy, but still effective.

Modifié par adembroski11, 20 décembre 2010 - 02:58 .


#911
Wissenschaft

Wissenschaft
  • Members
  • 1 607 messages

don't understand this "new" combat system if this isn't the case, i mean i love how it looks, just the 2 "different play styles" are no clear enough to me? anyone know what's different or is he just not pausing?


I believe the main point of this video was just to refute all that people saying DA2 has turned into a God of War clone. The Video made it abundantly clear that the gameplay is nearly exactly the same as DA:O only its sped up.

Modifié par Wissenschaft, 20 décembre 2010 - 03:03 .


#912
wolfsite

wolfsite
  • Members
  • 5 780 messages

Mike Laidlaw wrote...

_KamiliuS_ wrote...
PS. Do you think BioWare team reads all our concerns, doubts - and laughs?


No, we don't. That would make us colossal dicks, and as a general rule, the Doctors don't employ dicks.

We do read them. We wish that, on occassion, we would receive the benefit of the doubt, instead of people leaping to the worst possible interpretation of everything, ever, but we also understand that people who enjoy something rarely post at all, or if they do, they post once. It's quite rare that anyone is prepared to "go to the mat" over something they enjoy, but if you're angry/feeling betrayed/having a bad day/whatever, you'll keep repeating your point in the hope that maybe it will change, or at the very least that you'll be vindicated when whatever has you angry doesn't change, and sucks.

And, of course, the other reason people often leap to the worst interpretation is to fish out facts from us. "Hey, if I say something incredibly inflammatory, maybe they'll post how it really works. Ha ha! That will show them." Sometimes it works, but often it works because we're prepared to talk about it anyway.

Regardless, reading forums is a good way to keep yourself grounded, and humble, and after you do it a while, you learn to ignore the stuff that's just ravening attacks or attempts to troll. What the trolls never realize is that they're spending more of their time trying to make people angry than people actually spend angry. It's pretty easy to dismiss annoyance, and on a more personal note working customer service at a major telecommunication company for 3 years has made me pretty zen about vitriol. Sometimes people just have bad days, and have to let loose, the key is to not take it home with you.


Okay I was just reading some of the backlog and honestly this is one of my favourite responses I have seen on this or any forum.

#913
Graunt

Graunt
  • Members
  • 1 444 messages

andar91 wrote...
Basically, Mike was trying to address concerns by some that the game was becoming a "hack & slash" action game that required little thought.  What the video (and the new information from the Friendly Fire thread) says to me is that you don't have to play strategically on lower difficulties, but higher difficulties are more suited to it, and it will probably yield better results on all difficulties.  Basically, just like Origins.


I'm not sure what the fuss is all about.  I've watched the video multiple times and I can honestly say I'm not impressed at all.  The UI is terrible, the casting circles are ugly (looks like a recolored Fable circle), the "flashy" animation is all over the place and very clunky/robot with Hawk at least like (I think people need to pay a lot closer attention to the actual frames of animation).  

Gameplay wise it looks 99% identical to Origins on Normal.  You don't need to pause the game at all on Normal, but you do on Nightmare, and it looks like Nightmare in DA2 will be the same boring pausefest Origins was due to friendly fire and akward AI.  Hit a button = see really jerky animations that drag out the fights to extend the game to cover up how short it would be otherwise.

I hope the game is still tweaked enough before release so that it's not just "more of the same redux and less story".  It was clearly designed purely with only consoles in mind this time around -- which is fine as long as it's actually fun.

Modifié par Graunt, 20 décembre 2010 - 03:55 .


#914
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 106 messages

In Exile wrote...

I don't think a combat oriented game can cater to a non-badass. Dragon Age certainly didn't cater to this. Every character was an elite.

I disagree that DAO was a combat-oriented game.  And the other thing, but I don't think DAO was combat-oriented.

#915
DialupToaster

DialupToaster
  • Members
  • 322 messages
Wow... I might be interested in the rouge for once. The gameplay/graphics look good but how is the story?

#916
upsettingshorts

upsettingshorts
  • Members
  • 13 950 messages

Sylvius the Mad wrote...

I disagree that DAO was a combat-oriented game.


Oh it's combat-oriented all right.  There's no nonviolent solution to any of the main quests.  There is no nonviolent or even nonlethal path to completion such as those that exist in say, Deus Ex or even Alpha Protocol.

I mean, if there was a way for example to sneak through the Deep Roads and reach Branka without running into any darkspawn, or negotiate with the cultists before you've killed dozens of them in Haven, or reach the parley with the Werewolves without fighting through wave after wave of them - then it might not be a combat oriented game.  But you couldn't, so it is.

Modifié par Upsettingshorts, 20 décembre 2010 - 07:12 .


#917
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 106 messages

Upsettingshorts wrote...

Oh it's combat-oriented all right.  There's no nonviolent solution to any of the main quests.

I don't think the main quest is all that important to the game, either.

The core of DAO, I think, is the structure of the game world and the disposition of the characters within it.  The main quest is simply part of the setting.

Also, given how repetitive DAO's combat is, I can't imagine anyone who thought the combat was the important bit actually enjoying the game.

#918
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 106 messages

Mike Laidlaw wrote...

No longer a problem. The effects are suppressed during explore and combat. I prefer to think of it as the mages "firing up" their buffs and auras automatically at the start of combat, since that's exactly what it looks like.

I'd still rather not have them visible during combat, as well (I suspect you meant conversation where you said combat), especially since I basically never had sustainables up outside of combat (starting combat with active sustainables was a waste of stamina).

#919
Sigil_Beguiler123

Sigil_Beguiler123
  • Members
  • 449 messages
The actual amount of content in the game though is definitely skewered towards combat. You spend more time killing things then anything else. I would love to see in DA2 and beyond a more Planescape: Torment approach but I can't see it being likely.

#920
upsettingshorts

upsettingshorts
  • Members
  • 13 950 messages

Sylvius the Mad wrote...

Also, given how repetitive DAO's combat is, I can't imagine anyone who thought the combat was the important bit actually enjoying the game.


I'm right with you on that one.

#921
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 106 messages

Sigil_Beguiler123 wrote...

The actual amount of content in the game though is definitely skewered towards combat. You spend more time killing things then anything else.

Yes, but there's no variety to it.  You just do the same things every time.  That's not gameplay.  That's just waiting.

#922
CHT87

CHT87
  • Members
  • 215 messages
So...no more action-oriented / controller-friendly combat for the PC version AND bad graphics?



*runstothenextfalloutshelter*

#923
w3rni

w3rni
  • Members
  • 97 messages
Combat looks nice but damn ;/ HUD is like from ten years old game, and I don't like it. I hope that BioWare will change this -_-

Modifié par w3rni, 20 décembre 2010 - 10:52 .


#924
Chromie

Chromie
  • Members
  • 9 881 messages
Combat was great buy like ^ said UIis ugly. Let's hope they fix it they never fixed ME2 UI I don't want another game with a horrid UI.

#925
FedericoV

FedericoV
  • Members
  • 1 860 messages

Sylvius the Mad wrote...

Upsettingshorts wrote...

Oh it's combat-oriented all right.  There's no nonviolent solution to any of the main quests.

I don't think the main quest is all that important to the game, either.

The core of DAO, I think, is the structure of the game world and the disposition of the characters within it.  The main quest is simply part of the setting.

Also, given how repetitive DAO's combat is, I can't imagine anyone who thought the combat was the important bit actually enjoying the game.


Infact the problem of DA:O was that the game was a combat oriented RPG with boring and repetitive combat. But the game was combat oriented: 70% of playing time is spent during combat and there is no peacefull solution for 90% of the quests. Just look at skills and abilities. There is only one dialogue skill and no social attribute (infact, in the P&P version of the game Charisma was reintroduced).