Dragon Age 2 Demo feedback thread
#7001
Posté 26 février 2011 - 11:55
Altough I prefer the a more tactical team based combat ala BG/DAO, i would have no problem with action based gamplay. My problem with DA2 combat is that it tries to force the DAO into some console friendly framework. The result is some bizare hybrid of action and tactics.
What really pains me about this is how the game tries to hide lack via super flashy combat and instant rewards. There doesn´t seem s to be any substance behind all the fancy presentation. Just look at the two "bossfights" we got they played prettty much the same:
One boss dude whos only significant attribute an enormous amount of hitpoints plus never ending waves of clonetrooper. Was there any challenge? Was there any thing interesting about these enemies that would have requiered a diffrent approach? After playing three times through demo with every class, i dare say no. All the gameplay does is catering to the players ego, patting him on the head telling him how awesome he is.
#7002
Posté 26 février 2011 - 11:57
deadwood1919 wrote...
coastercheff wrote...
anyone else have truble beeting the second oger any hints
Depends what type you are playing. The mage will no doubt be alone at one point. Run away, and when the flame/ice comes back, hit the Ogre and run away again. Also, if your other characters die w/some spawn left, run and defeat them, and go back to the point where Aveline appeared. Your other chars will reappear w/full everything. Then all attack the Ogre. If warrior or rogue, defeat the spawn while protecting the mage. Use health on yourself and the other warr/rogue. The bow fighter works real well against the Ogre. Just never close within its range, and defeat the spawn first.
I am using a 2 handed weapon warrior
#7003
Posté 26 février 2011 - 11:58
deadwood1919 wrote...
coastercheff wrote...
anyone else have truble beeting the second oger any hints
Depends what type you are playing. The mage will no doubt be alone at one point. Run away, and when the flame/ice comes back, hit the Ogre and run away again. Also, if your other characters die w/some spawn left, run and defeat them, and go back to the point where Aveline appeared. Your other chars will reappear w/full everything. Then all attack the Ogre. If warrior or rogue, defeat the spawn while protecting the mage. Use health on yourself and the other warr/rogue. The bow fighter works real well against the Ogre. Just never close within its range, and defeat the spawn first.
Even without that, the Ogre is pretty sluggish. Even if you end up within its range it's possible to clear melee range before his attack lands, and his rock throw is so ridiculously slow the entire party can end up circling around to wail on him before he finishes tossiung the thing at a nondescript piece of terrain. The only really dangerous thing is his rush attack, but if you can't see that one coming you deserve to get hit by it.
The only real danger is the spawn, due to the camera swerving to the new targets so you can't tell what the Ogre is doing anymore for a few seconds.
#7004
Posté 26 février 2011 - 11:59
Aradace wrote...
Just curious but, did you ever actually play a Rogue in D&D? As to the "inferior platform" comment...Dont turn this into a console vs PC war. Seriously...it's a dead horse that doesnt need to be beaten anymore.
I don't see my comment any different than people complaining about FFXIII being severely gimped on 360 compared to PS3. Of course it was gimped!
Also of course I have. A 3.5 Rogue is nothing like a DA Rogue and by that, I would say a DA Rogue... isn't a Rogue.. Rogues aren't focused on combat. Yea they can pull it off, but they are primarily a face for information gathering, in addition to usually being the first face to hit the floor due to their poor AC and mechanics requiring them to stand in front of the large sized monster which can kill them in one full-attack action.
I'm not a fan of Rogues, but that is how I see a Rogue. I do NOT see a Rogue as doing wacky spinny things, having an endless supply of some kind of bombs, or combat proficiency to the level of DA2 where they are a literal meat grinder.
The DA2 Rogue seems to have some kind of "auto succeed on Tumble checks" passive also, which is just broken.
Modifié par Lennonkun, 27 février 2011 - 12:01 .
#7005
Posté 27 février 2011 - 12:00
Things I liked:
-The combat didn't seem much different from Origins except it was faster and more responsive. It was entertaining to watch, but I still felt like I had tactical control over everything, and auto-attacking looks a lot better than it does in Origins.
-I liked the part in High Town visually, and I liked the character models. Isabella's look is fantastic. I'm a guy and I noticed her more than the others anyway.
-The voice acting is slightly better than it is in Origins with lesser characters it seems, but it's hard to tell right now. I always felt in Origins NPC's often had crappy voice acting, but the main cast was fantastic.
-Adding voice to the character helps a lot, I'm not standing there looking like a mute kid when people talk to me. While I will miss being able to pick my race, I feel perhaps from a story point of view the voiced character will add more to it.
-I like how rogues and warriors leap/charge/run into battle to get there faster, it makes combat more fluid and none of that awkwardness of having to run to someone you just knocked back.
-It worked well and looked good on my computer, which isn't a piece of junk but isn't considered top of the line anymore either. It is getting on in its years.
-All the classes seem a lot more entertaining to play, I enjoyed playing with all of them
-Most of all it didn't feel stripped down like I was afraid it was going to be, and I'm honestly confused as to why people who have played the demo are saying it has been. The talent webs as opposed to the direct lines are an improvement to me, and I'm interested to see how the "Friend vs Rival" special webs are going to work.
Things I didn't like:
-The first part getting away from Lothering? What is up with the land? Is it supposed to be blighted? One would think the land wouldn't be that hurt just so fast and it looked ugly, the ground in particularly bothered me graphically. It was very...boring, but perhaps that was the intent Kirkwall's scenes looked much better.
-Sometimes when I pushed a button to cast a spell or perform a special move it didn't respond and I had to push it again, not sure why.
-Cutting midfight to a cut-scene with a hiccup, didn't like it, everytime it threw me off and it seemed to happen at different times, sort of weird.
-Not sure why, but the voices were REALLY quiet for me, I even tried modifying the audio options, it didn't help much.
-Do shields really add that much extra resilience? I think I had to heal Aveline maybe once on all my playthroughs, and the darkspawn with shields really needed A LOT more to down them.
I'm looking forward to purchasing Dragon Age 2 now for certain. I don't know why people are unhappy with it if they've played Origins, it seems to be a major improvement for the most part in almost every way.
#7006
Posté 27 février 2011 - 12:02
Amyante wrote...
deadwood1919 wrote...
coastercheff wrote...
anyone else have truble beeting the second oger any hints
Depends what type you are playing. The mage will no doubt be alone at one point. Run away, and when the flame/ice comes back, hit the Ogre and run away again. Also, if your other characters die w/some spawn left, run and defeat them, and go back to the point where Aveline appeared. Your other chars will reappear w/full everything. Then all attack the Ogre. If warrior or rogue, defeat the spawn while protecting the mage. Use health on yourself and the other warr/rogue. The bow fighter works real well against the Ogre. Just never close within its range, and defeat the spawn first.
Even without that, the Ogre is pretty sluggish. Even if you end up within its range it's possible to clear melee range before his attack lands, and his rock throw is so ridiculously slow the entire party can end up circling around to wail on him before he finishes tossiung the thing at a nondescript piece of terrain. The only really dangerous thing is his rush attack, but if you can't see that one coming you deserve to get hit by it.
The only real danger is the spawn, due to the camera swerving to the new targets so you can't tell what the Ogre is doing anymore for a few seconds.
On that note, Im actually glad that the enemies seem to have to obey the same rules the player does this time around. Using your ogre example, I hated the fact that in Origins as a Mage, if I cast an AoE spell in the Ogre's direction, that he could just casually walk out of the way at times. Where as in the same instance, if the Ogre even started his attacks anywhere in your vacinity (Rock Throw or otherwise) no matter what you did to avoid it, it ALWAYS hit you. At least with the new system in DA2, the enemies seem bound by the same "mechanics" as the player instead of the proverbial deck being stacked against you.
#7007
Posté 27 février 2011 - 12:03
Aradace wrote...
On that note, Im actually glad that the enemies seem to have to obey the same rules the player does this time around. Using your ogre example, I hated the fact that in Origins as a Mage, if I cast an AoE spell in the Ogre's direction, that he could just casually walk out of the way at times. Where as in the same instance, if the Ogre even started his attacks anywhere in your vacinity (Rock Throw or otherwise) no matter what you did to avoid it, it ALWAYS hit you. At least with the new system in DA2, the enemies seem bound by the same "mechanics" as the player instead of the proverbial deck being stacked against you.
This is largely correct, except for one thing. The enemies are still in DA:Os combat system.
#7008
Posté 27 février 2011 - 12:07
Aradace wrote...
Amyante wrote...
deadwood1919 wrote...
coastercheff wrote...
anyone else have truble beeting the second oger any hints
Depends what type you are playing. The mage will no doubt be alone at one point. Run away, and when the flame/ice comes back, hit the Ogre and run away again. Also, if your other characters die w/some spawn left, run and defeat them, and go back to the point where Aveline appeared. Your other chars will reappear w/full everything. Then all attack the Ogre. If warrior or rogue, defeat the spawn while protecting the mage. Use health on yourself and the other warr/rogue. The bow fighter works real well against the Ogre. Just never close within its range, and defeat the spawn first.
Even without that, the Ogre is pretty sluggish. Even if you end up within its range it's possible to clear melee range before his attack lands, and his rock throw is so ridiculously slow the entire party can end up circling around to wail on him before he finishes tossiung the thing at a nondescript piece of terrain. The only really dangerous thing is his rush attack, but if you can't see that one coming you deserve to get hit by it.
The only real danger is the spawn, due to the camera swerving to the new targets so you can't tell what the Ogre is doing anymore for a few seconds.
On that note, Im actually glad that the enemies seem to have to obey the same rules the player does this time around. Using your ogre example, I hated the fact that in Origins as a Mage, if I cast an AoE spell in the Ogre's direction, that he could just casually walk out of the way at times. Where as in the same instance, if the Ogre even started his attacks anywhere in your vacinity (Rock Throw or otherwise) no matter what you did to avoid it, it ALWAYS hit you. At least with the new system in DA2, the enemies seem bound by the same "mechanics" as the player instead of the proverbial deck being stacked against you.
Actually, it's quite possible to avoid Rock Throw as a mage or ranged fighter, you just need to start running when he pulls the thing out of the ground since the targeting is more accurate and the move has a bigger AoE. I've played on Hard (friend's aaccount so i don't have the trophy) and i know i've dodged that thing a couple of times.
Modifié par Amyante, 27 février 2011 - 12:08 .
#7009
Posté 27 février 2011 - 12:07
Lennonkun wrote...
Aradace wrote...
Just curious but, did you ever actually play a Rogue in D&D? As to the "inferior platform" comment...Dont turn this into a console vs PC war. Seriously...it's a dead horse that doesnt need to be beaten anymore.
I don't see my comment any different than people complaining about FFXIII being severely gimped on 360 compared to PS3. Of course it was gimped!
Also of course I have. A 3.5 Rogue is nothing like a DA Rogue and by that, I would say a DA Rogue... isn't a Rogue.. Rogues aren't focused on combat. Yea they can pull it off, but they are primarily a face for information gathering, in addition to usually being the first face to hit the floor due to their poor AC and mechanics requiring them to stand in front of the large sized monster which can kill them in one full-attack action.
I'm not a fan of Rogues, but that is how I see a Rogue. I do NOT see a Rogue as doing wacky spinny things, having an endless supply of some kind of bombs, or combat proficiency to the level of DA2 where they are a literal meat grinder.
The DA2 Rogue seems to have some kind of "auto succeed on Tumble checks" passive also, which is just broken.
Then you and I play completely different versions of the Rogue (and I daresay Ive been just as successful with my style of play as yours). Because for me, I always, ALWAYS utilized my sneak skill in combat whenever possible (albiet at some penalties) and when I couldnt utilize that, I was as flamboyant as possible with some of my actions in combat. (again, I dare to say to just as much success as the way YOU play a rogue). The point is this: The rogue is many things to many people. To some, yourself included, it's a kind of "spy" or "intelligence" gatherer. To others, its more of a "ninja-esque" or "tumbler" kind of combatant. And according to DA2, it seems BW is more in line to agree with the latter examples than the former.
@amyante - Fair enough, but I couldnt help but notice the wording. Being how you've dodged it a "couple" of times. A couple of times out of how many thrown at you precisely? lol
Modifié par Aradace, 27 février 2011 - 12:08 .
#7010
Posté 27 février 2011 - 12:10
#7011
Posté 27 février 2011 - 12:10
Aradace wrote...
Lennonkun wrote...
Aradace wrote...
Just curious but, did you ever actually play a Rogue in D&D? As to the "inferior platform" comment...Dont turn this into a console vs PC war. Seriously...it's a dead horse that doesnt need to be beaten anymore.
I don't see my comment any different than people complaining about FFXIII being severely gimped on 360 compared to PS3. Of course it was gimped!
Also of course I have. A 3.5 Rogue is nothing like a DA Rogue and by that, I would say a DA Rogue... isn't a Rogue.. Rogues aren't focused on combat. Yea they can pull it off, but they are primarily a face for information gathering, in addition to usually being the first face to hit the floor due to their poor AC and mechanics requiring them to stand in front of the large sized monster which can kill them in one full-attack action.
I'm not a fan of Rogues, but that is how I see a Rogue. I do NOT see a Rogue as doing wacky spinny things, having an endless supply of some kind of bombs, or combat proficiency to the level of DA2 where they are a literal meat grinder.
The DA2 Rogue seems to have some kind of "auto succeed on Tumble checks" passive also, which is just broken.
Then you and I play completely different versions of the Rogue (and I daresay Ive been just as successful with my style of play as yours). Because for me, I always, ALWAYS utilized my sneak skill in combat whenever possible (albiet at some penalties) and when I couldnt utilize that, I was as flamboyant as possible with some of my actions in combat. (again, I dare to say to just as much success as the way YOU play a rogue). The point is this: The rogue is many things to many people. To some, yourself included, it's a kind of "spy" or "intelligence" gatherer. To others, its more of a "ninja-esque" or "tumbler" kind of combatant. And according to DA2, it seems BW is more in line to agree with the latter examples than the former.
@amyante - Fair enough, but I couldnt help but notice the wording. Being how you've dodged it a "couple" of times. A couple of times out of how many thrown at you precisely? lol
This, OMG this!
#7012
Posté 27 février 2011 - 12:12
#7013
Posté 27 février 2011 - 12:14
Amyante wrote...
@aradace Not that many, the Ogre was generally more occupied with Alastair trying to stab him. I won't say it always missed me, but once i got the timing down (and didn't run myself too close to a wall to still get hit) i managed to not have my mage die in that battle, which is all i wanted really.
Fair enough. I still personally like it better this time around but different strokes for different folks on that regard I suppose lol.
#7014
Posté 27 février 2011 - 12:17
#7015
Posté 27 février 2011 - 12:23
Amyante wrote...
Indeed... I like my Rogue as a stealthy disabler, setting and/or disabling traps without the AI realizing i'm in the area. The kind that, when the enemies are fighting my frontline Warriors, they feel something stab them between the shoulder blades repeatedly. Cartwheeling is more something i'd have the Bard do in D&D using Perform checks, if the party needs some extra coin for renting rooms in the local tavern.
Right. Which means anyone complaining that the DA2 rogue ISNT a rogue is pretty mistaken. Just because it doesnt happen to fit the type of rogue you like to play, doesnt make it not a rogue. On that note, my cat is telling me it's time for bed so time for this old man to wrack out lol.
Modifié par Aradace, 27 février 2011 - 12:45 .
#7016
Posté 27 février 2011 - 12:41
Also thers so mutch loading in the demo (but thats fix in the full game right ?)
Modifié par Rhjh20, 27 février 2011 - 12:43 .
#7017
Posté 27 février 2011 - 12:45
sorry comp lag out and it double post sorry
Modifié par Oasis_JS, 27 février 2011 - 12:47 .
#7018
Posté 27 février 2011 - 12:46
Rhjh20 wrote...
Why are the subtitels on the top of the screen and not the bottom ?
Also thers so mutch loading in the demo (but thats fix in the full game right ?)
for sure! XD that demo was like running on the test floor for cons liek a while ago. thats not he copy. there is a 30min game play of the full game .and u can tell loadings are bettter
#7019
Posté 27 février 2011 - 12:48
The hobbling along during combat in DA:O was a real pain in the butt. Oh, the bad guys are all the way over there, and I'm all the way over here, with no cover between us, and I get to slowly jog in their direction as they get several free shots/spells at me. Yay for running!
#7020
Posté 27 février 2011 - 01:18
The game crashed when I played as a rogue so I restarted as a mage. I could not bare looking at the animations the mage did when using the normal attack and I closed the game. It felt ridiculous seeing the mage doing overly pretentious moves when using the staff.
I very much want to get into this game, for I believe there is more to it than surreal combat, so I have to give myself some time to prepare for a completely different game that I previously expected.
#7021
Posté 27 février 2011 - 01:23
I think its pretty impossible to speculate on how bad or otherwise the plot might be based on such a tiny fragment which is obviously designed to primarily show off the combat, likewise I don't see how we can form much of an opinion on the 'choices' aspect of the game when the demo shows none of that particular aspect of the game. I'll still happily keep my pre-order and am looking forward to March 11!
#7022
Posté 27 février 2011 - 01:28
I found DA:O combat quite fun. I actually didn't mind having to tell my characters where to and then they would run there, which leads me to my main criticism: The new combat entry moves are a little over the top considering the number of enemies you typically fight at once. Having that happen all the time is more distracting to me (so far) than the "shuffle" as people call it.
#7023
Posté 27 février 2011 - 01:42
Javanaut wrote...
- F1, F2 didn't work to switch between characters. F3 and F4 did. Curious...
- Did anyone else find the tactics options a little lacking?
- For example, there was no Self / Health < 25% / use item / Health Poultice. Although this was only a demo, and the locked inventory may have had something to do with that.
- Also, I would set up Aveline to taunt and it would almost never execute beyond the first time. Even when trying several different tactics options. I constantly had to switch to her and manually use Taunt, as the tactics never seemed to do what I told it to do. She never seemed to use Shield Bash either. So activated abilities were a bit problematic.
- Tactics DID work on sustained abilities however, so that's good.
- In addition, I expected the 'Tank' behavior would make Aveline be the first to charge into battle, but instead she seemed 'leashed' to my character. My plan is usually to hang back and wait for the tank to run in and taunt before going into the battle with my character (Hawke in this case). Instead Aveline would just stand near Hawke and not engage. Again I would have to swich over to her and do it manually. Switching to Aggressive seemed to help a little, but if that's the case, then why have Tank behavior? What makes it different from Aggressive? Tooltips for the different behaviors would have been helpful from a demo approach so that we, as the players, can see what's different from DAO.
- I will just have to take a wait and see approach. Again I understand that this is just a demo and I'm sure a lot of these issues are already addressed in the finished product. I don't like to micromanage my party members as I feel that it takes me out of the game. I set up tactics so I can focus on what my character does. Which brings me to my next concern...
Odd, my F keys all worked. I also noticed, and was very pleased, that 1-6 work for the conversation wheel. 1-3 for Right side, top to bottom, 4-6 for left side top to bottom.
As for Tactics, I suspect the code for them was not fully in the demo. When I started messing with the Tactics, I had all sorts of issues getting the screens to update or flow from one to the next. That combined with the lack of inventory viewing, and the way they chopped up the demo from different areas of the game, makes me think they really weren't trying to provide anything but the tactics and equipment they specifically assigned. Imagine how much larger the demo would need to be for that, and while it would be nice, it doesn't really accomplish much.
As for Aveline handing back, that's odd. For me, if I didn't hurry into combat, I'd be the last one there. As soon as the auto pause activated and I hit spacebar, my help would take off and I had to keep up. So I think that may have been an oddity of the demo being not the whole game. I also saw people talking about needing to use the mouse key to fight, but auto attack was always on for me, so I didn't get why some people had that issue.
Seems to me the Demo is just that, and it's more of a sampling of some of the skills across several levels of play, without giving anything crucial away from the story and plot. Maybe it would have been nice to make the demo the first hour of the game, but I like how they let us taste some lvl 1 and some lvl 7 action.
#7024
Posté 27 février 2011 - 01:46
#7025
Posté 27 février 2011 - 01:51
Modifié par Appolo90, 27 février 2011 - 01:51 .





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