Upsettingshorts wrote...
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.
I always had someone with a shield in my party. And I shield-bashed like crazy. I was quite satisfied with the results.
*shrug*
Where some people lamented "I activate an ability but then had to wait" as in "my mage started casting a powerful spell but, being a powerful spell, it took longer to cast and therefore it didn't hit the enemy right where I targeted" and "I activated my powerful archery ability but my stupid archer had the gall to AIM and line up his shot for a few moments before releasing" -
I took that as the cost of those abilities, and tactically I adjusted for how long they took to activate. Aim the long to cast spell AHEAD of where the enemies are running (like leading fire with a gun on a moving target, eh?) - or activate any longer-to-execute ability with timing so that it hits when needed.
Is that a better or worse game mechanic than "hitting a button and something awesome happens"? I think it's a matter of taste. I prefer the way it was than the way it looks to be now. Opinions vary...
but I liked bigger spells taking longer to cast and longer to recharge. I liked the effort it took to
knock someone down with a shield requiring the attacker to refind his or her bearings before being able to attack again.
If the delays on abilities were not the intent of the designers for DA:O, then it WAS a fault with the game. If they had MEANT for spells to auto-fire, even big ones, but somehow the coding was screwed up and therefore the big spells somehow took longer, that's an issue. I seriously doubt that was the case.
I think the DA2 dev team (at least some people, like perhaps Mr. Laidlaw) didn't like that kind of gameplay. And probably their focus groups didn't like that kind of gameplay overall. And those two, if true, combined to them changing it to "hit a button and something awesome happens."
It's not my preferred way to play. I don't mind time delays on big spells.
I never once, never once for a second, had the thought cross my mind "Alistair just knocked that guy down with his shield... why the heck hasn't he jumped on top of the guy and started wailing with his sword while the enemy was on his back?!?" - seriously. It never crossed my mind. And, honestly, it doesn't sound terribly appealing to me now. Deliberate, slow, methodical combat over (IMO) fake-looking, anime-fantasy style super-ninja-dragonball combat anytime.
What is under the hood (how I control the characters) looks like it's fairly similar. I'm glad for that.
What the combat looks like is not very similar at all. That's (from how I interpret the marketing and many of Mr. Laidlaw's comments) what they wanted to change - how it looked, and how fast-paced it would seem.
That look? I don't like it. Regardless of the underlying mechanics.
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That said, just one fan here. My opinion is no more important than any other fan's, and I accept that I seem to be in the minority on it.
I'm also in the minority of buying Still Life (something like 250,000 copies sold worldwide?) but not buying Uncharted 2 (over 3 million I believe?) -
I really don't care what gaming aspects are preferred by more people. I'll personally look for things that fit me best, regardless of how many "gamers" like or dislike said things.
I'll be enjoying DA2 (I expect to, anyway) despite the combat and art style as opposed to because of it, I wager at this point.
Modifié par MerinTB, 05 janvier 2011 - 03:47 .