Freindly Fire Off - Do I really want to live in a world this stupid?
#26
Posté 02 mars 2011 - 10:31
Glancing strike on Nightmare = 1/10 of the damage
Glancing strike on Casual = 3/4 of the damage
Think that's one reason they didn't put it in as a toggle.
#27
Posté 02 mars 2011 - 10:32
Jungle_Rhino wrote...
Also I would like to request the rest of the community to join me in boycotting purchasing the game until such point that a Freindly Fire toggle is implemented.
Nope.
Regards,
Annie_Dear
#28
Posté 02 mars 2011 - 10:33
Jungle_Rhino wrote...
Sticky Controller wrote...
Friendly fire wasn't taken out (of lower difficulties) for lack of player understanding. If you have such a Dev comment...Well, you don't.
This is second hand and reposted from another forum but I have no reason to believe it has been fabricated:
DGaider on Bioboards wrote: Quote: Why can't it simply be a toggle?
Because it has a profound effect on the difficulty. Hence it being attached to the difficulty.
Or that, anyhow, is what I assume. Attaching things to toggles is great, but if someone flips that on and doesn't know that it will suddenly make their "Easy" game not quite so Easy anymore... well, that wouldn't be good.
Sorry but that just reads as 'people are stupid' to me.
Honestly I wouldn't be posting here if I wasn't passionate about CRPGs in general it just makes me sad to see this type of design decision made.
I have to admit...You have a point by it being read that way.
And I can understand you wanting friendly fire. I know tons of people that play with it on all the time, but you shouldn't let it get in the way of you enjoying the game. Don't boycott a game you've looked forward to because of such a small aspect.
#29
Posté 02 mars 2011 - 10:35
#30
Posté 02 mars 2011 - 10:36
Sticky Controller wrote...
Jungle_Rhino wrote...
Sticky Controller wrote...
Friendly fire wasn't taken out (of lower difficulties) for lack of player understanding. If you have such a Dev comment...Well, you don't.
This is second hand and reposted from another forum but I have no reason to believe it has been fabricated:
DGaider on Bioboards wrote: Quote: Why can't it simply be a toggle?
Because it has a profound effect on the difficulty. Hence it being attached to the difficulty.
Or that, anyhow, is what I assume. Attaching things to toggles is great, but if someone flips that on and doesn't know that it will suddenly make their "Easy" game not quite so Easy anymore... well, that wouldn't be good.
Sorry but that just reads as 'people are stupid' to me.
Honestly I wouldn't be posting here if I wasn't passionate about CRPGs in general it just makes me sad to see this type of design decision made.
I have to admit...You have a point by it being read that way.
And I can understand you wanting friendly fire. I know tons of people that play with it on all the time, but you shouldn't let it get in the way of you enjoying the game. Don't boycott a game you've looked forward to because of such a small aspect.
Basically what was implemented in normal difficulty (friendly fire) in older rpgs, are now considered to be so difficult for new players that its added to nightmare mode (only). I got to agree with the fellow. Devs think we are dumb.
#31
Posté 02 mars 2011 - 10:40
jooter wrote...
FF from normal attack of a two hander and s&s is automatically calculated as a glancing strike on your allies when it hit them.
Glancing strike on Nightmare = 1/10 of the damage
Glancing strike on Casual = 3/4 of the damage
Think that's one reason they didn't put it in as a toggle.
I admit that is an excellent reason not to have it on by default - but it is no reason to not have a toggle.
Anyhow, I've said my piece, I know this must have been gone over and I don't have anything to add that won't have been covered before. But if people don't tell the devs they are unhappy with something they won't know any better.
Still looking forward to the game will just need to wait for some type of mod or patch before I pick it up.
#32
Posté 02 mars 2011 - 10:40
D.Kain wrote...
So there was is a mod on Dragon age Nexus for DA:O. It's called spell shaping. Adds a talent that disables friendly fire for double mana cost ( aka trying to shape spells so that they avoid allies at specific places ) . Imo a great mod and a talent to consider for DA2.
This. Any mage who can shoot fireballs out of her palms can figure out how to target the enemy rather than everyone on the battlefield. The Mana X2 is a great concession, because arguably it would be harder than casting AoE spells willy-nilly.
#33
Posté 02 mars 2011 - 11:11
#34
Posté 02 mars 2011 - 11:14
#35
Posté 02 mars 2011 - 11:16
I hope there is a toggle or at least its active in everything above normal difficulty.
#36
Posté 02 mars 2011 - 11:18
#37
Posté 02 mars 2011 - 11:20
What has my mind boggling is that the OP WANTS friendly fire, but DOESN'T WANT to micromanage his party when Friendly fire forces you to control your other party members that much more because you have to get them propperly positioned to deal wit hthe friendly fire damage.
I can just see the tank and melee dps dropping like flies because people don't micromanage their parties and decide to chain lightning everything or unleash a devestating Rain of Arrows.
#38
Posté 02 mars 2011 - 11:24
Rawgrim wrote...
Basically what was implemented in normal difficulty (friendly fire) in older rpgs, are now considered to be so difficult for new players that its added to nightmare mode (only). I got to agree with the fellow. Devs think we are dumb.
Actually, they don't think we're stupid.
But, contrary to what you might believe about Dragon Age, just because it's a throwback to hardcore PC RPGs of the day doesn't mean it IS one, anymore. There is a different sense of what is 'acceptable' difficulty for the target audience, a much different sense then it was back in the days of Baldur's Gate or Fallout, when there was a much smaller, as previously stated, 'hardcore' audience.
It's similar to why not every FPS is Operation Flashpoint or ArmA or Rainbow Six (The first three R6's at least).
Though I do agree with the sentiments of the original poster, some of us DO prefer the added challenge of being aware of your party placement and such, others want to enjoy the journey.
Just give us a toggle that's OFF by default (except on higher difficulties) and everyone's happy; The people who want an extra challenge, and the 'idiots' like me who just want to enjoy the atmosphere, the story, and the dialogue.
Modifié par Zeroed55, 02 mars 2011 - 11:25 .
#39
Posté 02 mars 2011 - 11:30
No.Jungle_Rhino wrote...
Also I would like to request the rest of the community to join me in boycotting purchasing the game until such point that a Friendly Fire toggle is implemented.
#40
Posté 02 mars 2011 - 11:40
A camera following a single person around makes it clear that you're seeing things from their perspective, not literally in a first-person way, but it's a more cinematic way of placing you in their shoes. You see things from roughly their point of view while also seeing their actions, movements and appearance, so you simultaneously experience their point of view as well as personality and other traits tranferred by being able to see them (after all, in a first person perspective, you can't see yourself whereas in real life you can look down and see your body, possibly see your nose if you go cross-eyed, see your hair if it's long, etc).Rawgrim wrote...
By your logic, the game should have a first person view then. Since no generals have eyes floating 10 feet behind their backs to follow hisher body`s movement.
The point I was making with your "I'm a general" angle is that nothing could be further from the truth - that point of view implies a removed bystander, not the person at the forefront of battle. I'm not saying there shouldn't be such a point of view at all, but I just think that appreciating it because "it's like being a general" is a bit off the mark.
"Realistic" doesn't change by setting since it refers to proximity to this "setting"; reality. You've missed the point that you'll happily accept that a man can launch flaming balls from his hands but you can accept he can make it so it only harms hostile people. I see what you're going for with your point that it was implemented in DA:O but the point that it creates an inconcistency is way off: you could toggle it on and off in that game - this is after all what this whole thread is about - and so we may say that in The Free Marches area-of-effect spells only hit hostile people whereas in Ferelden an adventurer may cast the "Options Menu" spell and change reality to their will. Either that or it's just a game and things are obviously going to change between sequels; like the whole look of the world and peoples' faces and bodies, for example.Rawgrim wrote...
Magical fireballs, dragons and werewolves are realistic in the Dragon Age setting. If your mage tosses a fireball that explodes in a crowd of people, and certain people dont get hurt by the explosion, because they are friends with the caster, isn`t realistic. Especially since friendly fire was implemented in DA:O. Ergo, for no reason, fireballs and such works differently in The Free Marches, than it does in Ferelden.
Modifié par Teclo, 02 mars 2011 - 11:45 .
#41
Posté 02 mars 2011 - 11:45
#42
Posté 02 mars 2011 - 11:46
Jungle_Rhino wrote...
Please I implore you devs, consider implementing a Freindly Fire toggle in your first patch. People who are too stupid to utilise such a toggle probably won't figure out how to patch the game anyhow so I think this would be a win/win situation.
I suggest you try enabling nightmare mode on the demo, it quickly becomes quite clear why FF is only on nightmare.
#43
Posté 02 mars 2011 - 11:52
90% of their spells are AOE of so form or fashion
In DAO i did not play with friend fire on but in some situations guests were harmed by spells
It was the least fun part of the game where i was restricted to a few one shot spells or buffs
Because monsters just appear in ambush most often its not like you get a long run up to drop AOE spells outside of your melee fighters
But sure they could have put in a toggle but they didnt, and there are some really bigger problems they need to fix for 1.01
#44
Posté 02 mars 2011 - 11:56
While I certainly appreciate the invitation, I'll be too busy playing the game to join your protest.Jungle_Rhino wrote...
Also I would like to request the rest of the community to join me in boycotting purchasing the game until such point that a Freindly Fire toggle is implemented. I really do feel quite depressed that the devs view me, and the rest of the world as too stupid to make this decision ourselves.
#45
Posté 02 mars 2011 - 12:00
Buffy-Summers wrote...
Do you know how pointless primal and elemental mages are with Friendly Fire active
90% of their spells are AOE of so form or fashion
In DAO i did not play with friend fire on but in some situations guests were harmed by spells
It was the least fun part of the game where i was restricted to a few one shot spells or buffs
Because monsters just appear in ambush most often its not like you get a long run up to drop AOE spells outside of your melee fighters
But sure they could have put in a toggle but they didnt, and there are some really bigger problems they need to fix for 1.01
Mages wasn`t pointless in the BG games (wich dragon age aparantly is the spiritual successor to), and those games had Friendly Fire.
#46
Posté 02 mars 2011 - 12:00
Buffy-Summers wrote...
Do you know how pointless primal and elemental mages are with Friendly Fire active
They're about as useful. As long as we have the targeting reticule, as opposed to BG2 where I fireballed my companions.
#47
Posté 02 mars 2011 - 12:06
Teclo wrote...
Yes, because in real life generals hover 50 feet over the battlefield like some incredibly bossy bird. Also, you're meant to be Hawke, who's down their in the thick of it and barking out orders in the fury of battle, not some omnipotent sky god who psychically controls people from on high.Rawgrim wrote...
Makes you wonder about that "fight like a spartan and thing like a general" quote, they have been tossing around. No friendly fire, and no proper view of the battlefield. Yeah right. Makes me feel like a general...not.
Stupidest reasoning of the day.
This isn't about realism or how magic should work or whatever. Friendly fire is a game mechanic, a role-playing mainstay. Its main purpose is keep you on your toes, play strategically, play wisely, and not just whip up a fireball willy-nilly. Would that the case, any game loses fun in spades, and you might as well play casual.<_<
#48
Posté 02 mars 2011 - 12:11
#49
Posté 02 mars 2011 - 12:13
think of it, we could bomb ourselves and nothing would happen!
#50
Posté 02 mars 2011 - 12:13





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