Srsly, the worst part about DAO was easily the combat. Anyone who says this is not an improvement is just being silly and biased.
Modifié par boohead, 09 février 2011 - 11:21 .
Modifié par boohead, 09 février 2011 - 11:21 .
Martanek wrote...
Does anybody else think that DA2's combat speed is a little exaggerated? To me, it looks too cartoonish, almost ridiculous, particularly when compared to the first DA game. I mean, is it realistic to have a Rogue Hawke flying like a ninja all over the battlefield, a Warrior Hawke swinging his sword extremely fast like it is a kitchen knife and so on. Unlike Bioware, I do not believe that the combat needed to be sped up. It needed to be polished and improved in certain areas but why speed it up like that and make it look almost like an animated cartoon action hack'n slash game?
BTW: Have you seen the way Varrick with his crossbow moves (hops) around the battlefield in one of those combat videos? Comments please...
In one of the videos yesterday(maybe the Giantbomb one?) it showed the level-up screen for the rogue, and he moused over several of the abilities. One of them made it so that you got an automatic critical(or something similar) if you were attacking something that was focusing on someone else. It's not DAO's passive backstabbing, but it's pretty close.Sylvius the Mad wrote...
For example, we know that the backstabbing someone no longer requires you be behind him. You just need to be in range, and you'll automagically appear behind him for the attack.
There's no detail there. That makes positioning irrelevant for backstabbing.
DJBare wrote...
Not a good thing for those of us who prefer tactics.Daniteh wrote...
I mean we haven't played it yet, but it seems to me that the game will be alot more entertaining with less tactics and more DOING.
Martanek wrote...
Meltemph wrote...
"Cartoony" is not the same as "fantasy". What DA2 shows in combat is a supernatural RPG derivate of a Devil May Cry game. I really dislike any smell of cartoon in an RPG. But maybe I am getting old...
Just because you "say" it is, does not mean it is. Also, Devil May Cry was not cartoony, it was over the top. Hell Crouching Tiger Hidden Dragon had a crap ton of " supernatural" combat, and "cartoony" is not how I would describe it.
So how would you do describe it then?
That would be interesting. That moves the tactical complexity from positioning to target selection.Noviere wrote...
In one of the videos yesterday(maybe the Giantbomb one?) it showed the level-up screen for the rogue, and he moused over several of the abilities. One of them made it so that you got an automatic critical(or something similar) if you were attacking something that was focusing on someone else. It's not DAO's passive backstabbing, but it's pretty close.Sylvius the Mad wrote...
For example, we know that the backstabbing someone no longer requires you be behind him. You just need to be in range, and you'll automagically appear behind him for the attack.
There's no detail there. That makes positioning irrelevant for backstabbing.
Beyond being stylised, it's also implausible.Meltemph wrote...
Styalized. Different strokes for different folks.
Beyond being stylised, it's also implausible.
That, I think, is why people complain.
Modifié par Meltemph, 10 février 2011 - 12:02 .
Brockololly wrote...
I'm more or less ok with mages looking over the top, since you know, they have magic and stuff. But the warrior and rogue animations look far too floaty and lacking in any weight or "oomph."
Modifié par Fidget6, 10 février 2011 - 12:05 .
Modifié par Fidget6, 10 février 2011 - 12:07 .
You mean the messy killshots? I disabled those.Meltemph wrote...
Well, half the weapon animations that killed darkspawn was just as implausible to me if people are going that route. I mean, to me it is a weird time to "draw that line", considering how implausible things were in DAO.
DAO would have been alright, I think, if they'd shrunk the weapons by 20% (I still want to know why they didn't do that for DA2, given that their reason for making them so big in DAO went away).I guess if we were talking about Mount and Blade I could see where the complaint was coming from, I just don't see the "huge" change" in terms of believability.
Sylvius the Mad wrote...
You mean the messy killshots? I disabled those.Meltemph wrote...
Well, half the weapon animations that killed darkspawn was just as implausible to me if people are going that route. I mean, to me it is a weird time to "draw that line", considering how implausible things were in DAO.DAO would have been alright, I think, if they'd shrunk the weapons by 20% (I still want to know why they didn't do that for DA2, given that their reason for making them so big in DAO went away).I guess if we were talking about Mount and Blade I could see where the complaint was coming from, I just don't see the "huge" change" in terms of believability.
Make mages more fragile,or somehow dangerous to use.Kileyan wrote...
I know people hate the excuse that it is a fantasy world with magic to defend crazy melee moves and such.
But in a game that does include mages and magic, which can lay waste to enemies with storms of electric, ice and fire, what do you do with their more "realistic" melee counterparts? People want the moves to be toned down, no rains of arrows or flashy melee swings that hit 5 guys at once.
How does a game designer approach this, without just making it The Mage Ages, since mages are free to do anything outlandish, but everyone else must follow real world physics and some sort of realism?
Modifié par Livetaswim06, 10 février 2011 - 12:46 .
Sylvius the Mad wrote...
Make mages more fragile,or somehow dangerous to use.Kileyan wrote...
I know people hate the excuse that it is a fantasy world with magic to defend crazy melee moves and such.
But in a game that does include mages and magic, which can lay waste to enemies with storms of electric, ice and fire, what do you do with their more "realistic" melee counterparts? People want the moves to be toned down, no rains of arrows or flashy melee swings that hit 5 guys at once.
How does a game designer approach this, without just making it The Mage Ages, since mages are free to do anything outlandish, but everyone else must follow real world physics and some sort of realism?
Again, I point to Baldur's Gate. By the end of that game, characters were only level 7-9 (depending on class), so no one was overpowered, and while the mages were more powerful and more useful at the end, they were a lucky shot away from death for the first 2 levels. That's good balance.
Sylvius the Mad wrote...
(I still want to know why they didn't do that for DA2, given that their reason for making them so big in DAO went away).
So they have a second, entirely new justification that just happens to produce weapons that are exactly the same size?twincast wrote...
[*]Stylized Realism.
[*]Hot-Rod Samurai.[/list]Pick your expression; same difference.
This is why I didn't refer to D&D generally, but to Baldur's Gate, which had a shallower power curve and didn't produce god-like characters.Kileyan wrote...
Well the fragility could be focused on more, but I'm pretty sure that all game systems are done with the D&D game balance of being super weak for a few levels in return for becoming a god like character at later levels.
This is also relevant. I whole heartedly approve of eliminating on-the-fly spell selection.What really changed the idea of magic in computer games is having a full arsenal all the time. There is no choices or attrition.
Modifié par Sylvius the Mad, 10 février 2011 - 12:59 .
This is also relevant. I whole heartedly approve of eliminating on-the-fly spell selection.
Sylvius the Mad wrote...
So they have a second, entirely new justification that just happens to produce weapons that are exactly the same size?twincast wrote...
[*]Stylized Realism.
[*]Hot-Rod Samurai.[/list]Pick your expression; same difference.
I don't buy it.
Modifié par Meltemph, 10 février 2011 - 01:08 .
I'd suggest a reagent based system, where spells require what is effectively ammo. Bigger spells would require rarer ingredients, so you'd want to save those for when you needed themMelness wrote...
This is also relevant. I whole heartedly approve of eliminating on-the-fly spell selection.
I'm curious, what system would to implement in this one's place?