Happy about the changes in combat
#1
Posté 04 janvier 2011 - 04:11
As long as it is simply a rework of animation and a bit of a speed up in combat I’ll be pleased. Do I want this to become an action game? No. Do I want it to look pretty and have characters doing awesome things because they are awesome? Yes, yes I do.
So I for one thank the developers for the changes that I’ve seen so far.
#2
Posté 04 janvier 2011 - 04:15
#3
Posté 04 janvier 2011 - 04:19
Modifié par Eclipse_9990, 04 janvier 2011 - 04:19 .
#4
Posté 04 janvier 2011 - 04:43
Modifié par Wikal, 04 janvier 2011 - 04:43 .
#5
Posté 04 janvier 2011 - 04:50
I don't want to play something where combat is a series of flashy moves, shockwaves from jumps knock pople down, the whistlinig wind from my sword pushes enemies back, etc.
I'm still not sure whether that's what we're getting in DA2 or not. The combat I've seen approaches that at times. It's still something of a concern for me.
#6
Posté 04 janvier 2011 - 05:01
#7
Posté 04 janvier 2011 - 05:02
#8
Posté 04 janvier 2011 - 05:39
Where the art team loses me is with the rogue class's disappearing dashes and flamboyant flips. I am not too crazy about two-handed swords being twirled with one hand as if they are blades of shorter length either, or the low impact feeling revealed mage spells seem to have in video. Maybe hearing sound effects to go along with those rains of fire and spirit bolts would improve my opinion of the latter.
Origins was definitely lacking oomph in animation, and none of DA2's funky examples are deal breakers, but I think less would have been more. In any case, visuals are not as important as mechanics. What I care about is how combat plays.
Modifié par Seagloom, 04 janvier 2011 - 05:49 .
#9
Posté 04 janvier 2011 - 05:45
What I would have liked would be smaller two handed weapons though, the rest of the weapons look fine, as did they in Origins. But the combat as a whole looks great. Can't wait to try it.
#10
Posté 04 janvier 2011 - 05:46
#11
Posté 04 janvier 2011 - 06:58
#12
Posté 04 janvier 2011 - 07:03
Seagloom wrote...
Where the art team loses me is with the rogue class's disappearing dashes and flamboyant flips.
Good, I'm not alone. I feel better now. Safer.
Dragon Age supous to be dark fantasy with gloomy corrupted magic and normal people with normal and problematic equipment, no epic heroes with sword of gods +1000 to all stats in shineing demon armour +5000 who are jumping like monkey and spit same lame fireball like in every fantasy game with elves and stuff. It is hyperbole but you know what I mean, don't you?
#13
Posté 04 janvier 2011 - 07:07
I'm actually all in favor for differentiating the classes. Sure, I think the as a principle a warrior should probably be able to dual wield or use a bow, but then again, Dragon Age has warriors like that: Rogues. Rogues aren't just pick-pockets and thieves, they are warriors of a sort that fight dirty and acrobatic.ItsFreakinJesus wrote...
I'm happy that the animations are faster, but I'm not happy about my potential inability to give a mage a badass suit of armor and a sword, or a Rogue a bigass sword to stab people in the back with.
I might be bias since I always go for two handed weapons or weapon and shield, so dual wielding was never for me, but is it really that bad to have the label rogue while still being a warrior in the true sense of the word? Namely a person experienced in or capable of engaging in combat or warfare. Dragon Age rogues may fight more acrobatic and dirtier than a Dragon Age warrior, but they are still warriors.
Modifié par SandyWB, 04 janvier 2011 - 07:25 .
#14
Posté 04 janvier 2011 - 07:50
#15
Posté 04 janvier 2011 - 08:11
Good Cat wrote...
Good, I'm not alone. I feel better now. Safer.
Dragon Age supous to be dark fantasy with gloomy corrupted magic and normal people with normal and problematic equipment, no epic heroes with sword of gods +1000 to all stats in shineing demon armour +5000 who are jumping like monkey and spit same lame fireball like in every fantasy game with elves and stuff. It is hyperbole but you know what I mean, don't you?
It has less to do with whether or not I consider "Dragon Age" dark fantasy specifically than lower magic. What bothers me about the style change is I liked DA being a bit down to earth. Mages *could* be over-the-top in their portrayal, and magic gear was definitely too ubiquitous, but I never had the feeling I was playing D&D or an anime influenced RPG. I have no problems with that style, but I can find overly flashy combat everywhere else. Part of Origin's initial appeal to me was how different it was from most of what is out there nowadays.
#16
Posté 04 janvier 2011 - 08:18
Good Cat wrote...
Seagloom wrote...
Where the art team loses me is with the rogue class's disappearing dashes and flamboyant flips.
Good, I'm not alone. I feel better now. Safer.
Dragon Age supous to be dark fantasy with gloomy corrupted magic and normal people with normal and problematic equipment, no epic heroes with sword of gods +1000 to all stats in shineing demon armour +5000 who are jumping like monkey and spit same lame fireball like in every fantasy game with elves and stuff. It is hyperbole but you know what I mean, don't you?
Yup.
I don't mind faster combat thats more responsive. That sounds good. But when everyone has moves and attacks that are as visually over the top as mages, thats where you lose me. As others have said, I feel like BioWare overcorrected for Origins' occassionally sluggish animations and now everything looks like its trying too hard and as a result, everyone looks like they're somehow enchanted with magical super hero powers.
Mages looking over the top and magical is fine. Its just that the warriors and rogues look too floaty and weightless now and lack any heft and sense of "oomph" behind any of their attacks when they're moving so fast. DA2's combat look just looks like its trying too hard to look "cool" and as a result looks entirely derivative of every other dime a dozen action game out there. And not even a good action game like Arkham Asylum but more ho-hum ones.
Seagloom wrote...
It has less to do with whether or not I consider "Dragon Age" dark fantasy specifically than lower magic. What bothers me about the style change is I liked DA being a bit down to earth. Mages *could* be over-the-top in their portrayal, and magic gear was definitely too ubiquitous, but I never had the feeling I was playing D&D or an anime influenced RPG. I have no problems with that style, but I can find overly flashy combat everywhere else. Part of Origin's initial appeal to me was how different it was from most of what is out there nowadays.
Well put Seagloom.
When rogues and warriors have all these crazy auras and effects going on and moving at the speed of light, its hard for me to buy into the fact that the world is supposedly some low magic setting. Sure there is always a disconnect between gameplay and having a certain amount of stylization in combat, but it just seems like DA2 is going further down the over the top route Awakening started down rather than Origins. And like you said, having the combat look so over the top doesn't do much to make DA2 stand out in my view, but rather blend in with every other over the top action game.
Modifié par Brockololly, 04 janvier 2011 - 08:24 .
#17
Posté 04 janvier 2011 - 08:44
Over 300 hours of playing - I didn't feel the need for combat fixes really at all. Character building fixes, ability tree fixes, economy fixes, inventory fixes, sure... but combat I was quite fine with. Enjoyed, even.
But, as I said, I'll watch extra close this next time for "shuffling."
#18
Posté 04 janvier 2011 - 10:10
#19
Posté 05 janvier 2011 - 02:58
Good Cat wrote...
War, war never changes...
War has changed.
#20
Posté 05 janvier 2011 - 03:02
But Solid Snake told me that war has changed.Good Cat wrote...
War, war never changes...
#21
Posté 05 janvier 2011 - 03:04
Modifié par slimgrin, 05 janvier 2011 - 03:04 .
#22
Posté 05 janvier 2011 - 03:05
MerinTB wrote...
But, as I said, I'll watch extra close this next time for "shuffling."
A common and easy to look for example that the developers themselves have cited is Shield Bash.
Use it on an enemy, then instruct the character to follow up on that strike. By the time the character has struck a follow up blow, the enemy is back up again.
#23
Posté 05 janvier 2011 - 03:06
I think that's the point. They did it to trick the consoleslimgrin wrote...
I'm thrilled with the faster combat, not so much with the overall aesthetic choices. As many times as people say its not hack and slash, they've sure gone out of their way to mimic the look of it.
Modifié par Atakuma, 05 janvier 2011 - 03:07 .
#24
Posté 05 janvier 2011 - 03:06
+3,000 internetsGood Cat wrote...
War, war never changes...
#25
Guest_Ms. Lovey Dovey_*
Posté 05 janvier 2011 - 03:07
Guest_Ms. Lovey Dovey_*




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