jairohhh wrote...
Character creation in other RPGs- Elf-Dwarf-human-gnome-orc etc (very good)
For someone calling themselves hardcore PC gamer you must not have played many rpgs. Plenty restrict race and character.
jairohhh wrote...
Character creation in other RPGs- Elf-Dwarf-human-gnome-orc etc (very good)
Modifié par IRMcGhee, 30 décembre 2010 - 09:48 .
Maybe it's just the logs I've been exposed to, but I've never found them very useful actually during the actual coarse of a game. One that actually gave you the calculations, let you make actual informed decisions about your statistical choices I would very much support however.crimzontearz wrote...
of course
that requires the damn formulas
TheMadCat wrote...
Dave of Canada wrote...
People don't mind an opposing opinion when it's a real (instead of incorrect) opposing opinion and voiced correctly.
How can an opinion be incorrect?
Modifié par Doveberry, 30 décembre 2010 - 09:53 .
Ziggeh wrote...
Maybe it's just the logs I've been exposed to, but I've never found them very useful actually during the actual coarse of a game. One that actually gave you the calculations, let you make actual informed decisions about your statistical choices I would very much support however.crimzontearz wrote...
of course
that requires the damn formulas
Maconbar wrote...
What is a hardcore rpg gamer?
Modifié par Ziggeh, 30 décembre 2010 - 10:07 .
Sacrificial tactics have worked well in every BioWare game since they stopped letting characters die.In Exile wrote...
Unless you want that character to draw in all the aggro. Even without the force field exploit, sacrifical tactics worked very well in DA:O (especially with the dragon plate armour that was highly resistant to fire).
Sylvius the Mad wrote...
Sacrificial tactics have worked well in every BioWare game since they stopped letting characters die.
Even in KotOR it was often helpful to send Canderous charging it to do damage, draw fire, and die, thus allowing the rest of the party to survive for longer and get the job done.
That's what pausing is for.PsychoBlonde wrote...
Me, I'd rather have the visual/auditory clues because I can't read 10 lines of text in a quarter of a second.
Sylvius the Mad wrote...
And yes, I do pause that often. And that's not going to change, regardless of whether there's a log. I like the pace of combat more when I pause all the time, so I'd like more information available to me when I do.
I was referring to sacrificing a party member for any reason, but recall that KotOR did have both Grenades and Mines, plus Force Storm. But Force Storm didn't have friendly fire. I don't recall if mines or grenades did.In Exile wrote...
Not really. KoTOR lacked significant AoE.
Sylvius the Mad wrote...
I was referring to sacrificing a party member for any reason, but recall that KotOR did have both Grenades and Mines, plus Force Storm. But Force Storm didn't have friendly fire. I don't recall if mines or grenades did.
Me too. I fear I'll end up double-clicking the pause button to advance the action incrementally so I can survey the action.In Exile wrote...
As an aside, this is something I'm quite worried for re: DA2. With the sped up combat, it may make pausing after a 'turn' (which we can say is any one individual character action) much harder physically.
I used grenades extensively against Bendak (because I refused to advance beyond level 4 on Taris, and grenade damage didn't scale), but that was a one-on-one fight.In Exile wrote...
I think both did, but I found neither particularly useful (beyond the extreme Malak killing of anihilation).
Sylvius the Mad wrote...
Me too. I fear I'll end up double-clicking the pause button to advance the action incrementally so I can survey the action.
I used grenades extensively against Bendak (because I refused to advance beyond level 4 on Taris, and grenade damage didn't scale), but that was a one-on-one fight.
In Exile wrote...
The problem with the combat video is that the player is using pause in a way I never would. He picks out actions for all four and then has a scene play out. I don't play this way. I pause for one character, pick an action, pause, and move to the other character.
So I can't say how the game would really feel because of the dramatic difference in playstyle.
You can't really say that until you play it. It could be as tactical as DA:O, but designing the game around an inferior camera (and presumably because of that without friendly fire) is not a good start. DA:O was not a highly tactical game, so it can definately be matched, but friendly fire was probably the most tactical part to it. I'm concerned you might just play through the game spamming your most powerful abilities kind of like KotOR which had extremely simple combat. It was still a very enjoyable game of course.IrishSpectre257 wrote...
You could play DA:O without pausing as well. The improved gameplay just makes that a more viable option. The game can still be just as tactical as DA:O.
soteria wrote...
I don't think that's really going to make a difference. I could be wrong, but I don't think the combat will be that hard to follow once we're used to it. It's a matter of seeing past the illusion, the animation.
Guest_DSerpa_*
In Exile wrote...
That's my concern. If the combat actually is faster, pausing will be harder.
Sylvius the Mad wrote...
This will make it even harder to spec out a party as you see fit. The tactical options in DA2 are now severely limited when compared to DAO - I'd suggest this is a bigger change than anything we saw between ME and ME2.
Modifié par Amioran, 30 décembre 2010 - 11:31 .
Schneidend wrote...
As far as I know, only attack speeds have been speed up. The characters still move at the same speed.
Amioran wrote...
Sylvius the Mad wrote...
This will make it even harder to spec out a party as you see fit. The tactical options in DA2 are now severely limited when compared to DAO - I'd suggest this is a bigger change than anything we saw between ME and ME2.
For how I see it they are making these changes to have more personalized individuals, instead of generic archetypes that you define.
Both approaches have advantages and disavantages. You can like one more than another, but you should consider the benefits this approach give, namely:
- More gameplay balance (it is much easier to balance a gameplay when you have setted parameters, and one of the issue of DAO - and many other rpgs, either systems as dnd that have been around for years and years, was just this balance)
- Related: no very bad parties or impossible runs that can destroy the balance if you are not cautious or expert
- Characters that feel more like real persons instead of a general archetype that you create yourself (I think this is the fundamental difference and what Bioware approach is aiming too, this in turns brings a lot of structural changes both in gameplay and story). This point brings some sub advantages and disavantages in itself, but nothing is univoque here.
- A different form of customization, characterized more by how the individual is utilized instead on how it is equipped
- More sinergy between skills (related to point 1 and 2) since devs can, again, balance those to work in a presetted manner instead of having to consider all possibilities (that's impossible by itself and so it willl always create an imbalance sowhere, see, again, dnd or similar).
The drawbacks you know already, I think, so no need to elencate them. Anyway, this is to show that I don't think what you say is correct: i.e. that this type of approach is inherently worser than the other.