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Disappointed with DA:O


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#76
Velz

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horang wrote...

Velz wrote...
What you suggest would still boil combat down to simply doing the same thing every match to combat what you propose. All yorue doing is proposing a different obstacle to what we have now.

Currently battles go like this: Crowd control the mage, or any orange/yellow named mobs. Single target DPS till all are dead. Set ehaler to heal and buff.

Combat wouldnt change at all with your suggestion. You'd still have to crowd control the mage so they dont heal or place magic shields, youd still have to crowd control the orange or yellow named mob. The only thing you might have to do would be dispell a shield a mage placed on another mob.

It's like I said there's only so many means to an end and no amount of extra actions they gave to mobs would ever change the fact that combat will boil down to the same exact flow. Crowd control, and single target DPS. That is the fundamental nature of combat.


In a way yes, I am proposing different obstacles.  At the moment there are essentially no obstacles- there shouldn't be one set of two skills that works virtually every time.   Make me at least think about what kind of creatures I'm fighting before clicking unpause.  I was suggesting that the mages buff up their allies prior to battle.  Have normal creatures that are immune to certain types of CC and/or DPS while being vulnerable to spell/skill combinations.  For example, have many varieties of the combos such as petrify/stonefist except have them only work against certain limited types of creatures- this would add an extra facet for collecting scrolls and books that detail these kind of twists.   At the moment there’s no need for CCing any 'grey' character including mages- Petrify/Stonefist works on virtually all of em.  Have creatures that will reincarnate unless you use a specific form of damage etc. There are plenty of ways to add spice to what is at the moment rather one-track combat.


The problem is that everything you listed can still be countered with crowd control/single target DPS no matter what different kind of stuff they can toss at you so combat would STILL boil down to repeating patterns just different patterns for a few different mob groupings.

There's always a chance that an enemy will resist forcefield. As for grey mobs, i can easily pummel one down with single target DPS just as fast as it takes me to petrify/stonefist anyways.  Grey mobs are grey for a reason -- they suck and are there as a distraction and easy XP. I see no reason why theyd not go down fast via any means.

If mages buffed their party prior to battle with shields and whatnot, you'd have a milion people whining that the game is too ahrd because they HAVE to have certain spells to counter this and get through the game and I have to say that's one complaint I'd agree with.

The combat right now is fine for I'm betting to be a vast majority of people playing the game. There's always going to be people like yourself complaining it's not this or it's not that, and who fail to see the big picture.

Modifié par Velz, 16 novembre 2009 - 12:30 .


#77
micheal001

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Alot of ppl have a different idea what is considered too be an rpg or a high fantasy rpg and a dark fantsy rpg. DAO is a tough call there are aspects of the game that is rpg such as story line and the use of magic and dragons plus setting. But a better question too ask is DAO a dark fantasy for me the answer is no. Dark fantasy for me is a cross with Dante's inferno and NWN.

But what happens is that Bioware starts off with 30 people working for them all with different back grounds and most with no gaming experience. As the produce uber games the company grows too 500 ppl working for them. From that point the focus for rpg's and most games become automated and liner. The personal touch and creative juice becomes lost and expenses begin too rise and games have too pumped out. These type of games tend too be linear with more cut-scenes and limited re-play.

In DAO we see this you can pick any race you wish but the game play will be the same the begining and ending will be different too make up for the repetitive linear game play.

The example of a good rpg is a game called The Witcher. Its a small gaming company that has put a personal touch on the game as Bioware had done with there earlyer games.

#78
horang

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Velz wrote...

The problem is that everything you listed can still be countered with crowd control/single target DPS no matter what different kind of stuff they can toss at you so combat would STILL boil down to repeating patterns just different patterns for a few different mob groupings.

There's always a chance that an enemy will resist forcefield. As for grey mobs, i can easily pummel one down with single target DPS just as fast as it takes me to petrify/stonefist anyways.  Grey mobs are grey for a reason -- they suck and are there as a distraction and easy XP. I see no reason why theyd not go down fast via any means.

If mages buffed their party prior to battle with shields and whatnot, you'd have a milion people whining that the game is too ahrd because they HAVE to have certain spells to counter this and get through the game and I have to say that's one complaint I'd agree with.

The combat right now is fine for I'm betting to be a vast majority of people playing the game. There's always going to be people like yourself complaining it's not this or it's not that, and who fail to see the big picture.


Well a few rotating patterns is better than one continuous one.  If they gave each creature type a different AI/skillset/technique then it would at least keep things fresher even if there would be some repetition.  Unfortunatly, the "grey" guys make up the vast majority of creatures in the game.  Its common to see 4-5 rooms of them with the occasional yellow sprinkled in between each minor/major boss.  I suppose what I am saying is that I would like the combat to pose something of an intellectual challenge for the player as opposed to just a statistical grind.  Of course the majority of players want something more casual- thats what the easy/normal settings are for.  I would like to see the nighmare difficulty require a player to discover the optimal tactics (such as spell selection and positioning) for any given battle and have those optimal tactics change up to reflect different groupings of enemies.  While I certainly spend a lot of time pausing and unpausing during the battle, I'm not a min/maxer player (my character still doesnt have a helmet or any armor beyond the stuff found in the early wildlands at level 10).  Yet I'm finding Nightmare lacking in challenge which is surprising because I usually find those type of difficulty levels prohibitively hard in other games.  

Modifié par horang, 16 novembre 2009 - 01:49 .