Waves of enemies makes this game fail
#151
Posté 14 mars 2011 - 07:58
#152
Posté 14 mars 2011 - 08:19
Can't the enemies just sometimes be stronger and fewer, us against them, our tactics and skill against theirs? It would feel much more real and immersive.
Reinforcements should be a special event, not an everytime thing.
Modifié par Neversleeping, 14 mars 2011 - 08:31 .
#153
Posté 14 mars 2011 - 08:47
#154
Posté 14 mars 2011 - 08:50
It sucked all the fun out of nightmare for me.
It really feels like a cheap way to lenghten the game. Some battle having waves, I can understand. But all of them?
#155
Posté 14 mars 2011 - 08:52
if you had 4 people with
large health bars that you could just taunt endlessly and keep them
only attacking your tank for the whole time. It would just turn into a
game of tennis where you alternate between taunting with the tank and
mind blasting with the mage.
Waves is not the only solution to the (non-existant) problem you describe.
Modifié par Neversleeping, 14 mars 2011 - 08:52 .
#156
Posté 14 mars 2011 - 09:00
#157
Posté 14 mars 2011 - 09:04
Modifié par Bachmors, 14 mars 2011 - 09:04 .
#158
Posté 14 mars 2011 - 09:20
Modifié par DeepRazor, 14 mars 2011 - 09:33 .
#159
Posté 14 mars 2011 - 09:26
Tankosaurus wrote...
I think about the time i beat the rock wraith on nightmare after a 25 minute fight I realized this game just isn't any fun anymore
Sounds like Nightmare has broken you, just like a good hardest difficulty with the name NIGHTMARE should...
#160
Posté 14 mars 2011 - 09:29
Having waves for 95% of the battles gets really old, tiring and predictable. If waves were only present for like 30% of those battles, I think it would have worked well and would have kept you on your toes. It would make the waves be meaningful and stressful, instead of predictable.
#161
Posté 14 mars 2011 - 09:33
#162
Posté 14 mars 2011 - 09:36
Having a set number of foes which are there immediately makes it ridiculously easy to control the fight. It was this single factor that ruined Origins nightmare. People can claim that waves aren't tactical, but sadly this is an excuse for those who lack the tactical awareness to be able to handle an evolving encounter over a predictable encounter.
But in the end I think the Dev's should take topics like this as a win... It wouldn't be nightmare if people weren't compelled to complain about it. A nightmare that doesn't invoke mass complaints is an ego stroking failure rather than a challenging test for those who want to push themselves and have to occasionally trial and error for the sake of making success feel all the more satisfying.
#163
Posté 14 mars 2011 - 09:37
SorrowAndJoy7 wrote...
Tankosaurus wrote...
I think about the time i beat the rock wraith on nightmare after a 25 minute fight I realized this game just isn't any fun anymore
Sounds like Nightmare has broken you, just like a good hardest difficulty with the name NIGHTMARE should...
Yeah, that's kinda the point of nightmare. If you don't want to spend 25 minutes fighting the rock wraith, maybe you should play on an easier setting.
I've been playing on hard my whole time. I'm at 37 hours, toward the end of Act II, and the rock wraith was the only fight I've had to do on Normal. It was such a ****
#164
Posté 14 mars 2011 - 09:38
#165
Posté 14 mars 2011 - 09:42
A wave can be a good thing in some case, but in the majority of case are 5 bandits with 30 men near to reinforce them... silly thing, and a bit stupid.
#166
Posté 14 mars 2011 - 09:47
ishmaeltheforsaken wrote...
SorrowAndJoy7 wrote...
Tankosaurus wrote...
I think about the time i beat the rock wraith on nightmare after a 25 minute fight I realized this game just isn't any fun anymore
Sounds like Nightmare has broken you, just like a good hardest difficulty with the name NIGHTMARE should...
Yeah, that's kinda the point of nightmare. If you don't want to spend 25 minutes fighting the rock wraith, maybe you should play on an easier setting.
I've been playing on hard my whole time. I'm at 37 hours, toward the end of Act II, and the rock wraith was the only fight I've had to do on Normal. It was such a ****
Yeah, honestly, not sure why anyone plays on nightmare other than a need for personal pride, hard typically challenges you just enough without going over the edge into frustration.
I LOVED the rock wraith on hard, it just took some time to learn when to burst with haste and other attacks. Not sure how I'm gonna cope with a certain event. Merrill is nice, but Heal is pretty awesome.
#167
Posté 14 mars 2011 - 09:53
TehMerc wrote...
Yeah, honestly, not sure why anyone plays on nightmare other than a need for personal pride, hard typically challenges you just enough without going over the edge into frustration.
I LOVED the rock wraith on hard, it just took some time to learn when to burst with haste and other attacks. Not sure how I'm gonna cope with a certain event. Merrill is nice, but Heal is pretty awesome.
I play on it cause I find it more challenging. It's not about pride, i'm not gonna go tweet or facebook or brag to friends about beating the game on nightmare... It just for me personally, makes 1. the game last longer which, i've waited over a year for this game so I want it to last as long as it can. 2. More fulfilling when I finally do get to the end.
#168
Posté 14 mars 2011 - 09:56
SorrowAndJoy7 wrote...
I play on it cause I find it more challenging. It's not about pride, i'm not gonna go tweet or facebook or brag to friends about beating the game on nightmare... It just for me personally, makes 1. the game last longer which, i've waited over a year for this game so I want it to last as long as it can. 2. More fulfilling when I finally do get to the end.
This. And it pisses me off when people come into threads like this and complain about the games not fun because it took so long to beat this boss on nightmare QQ.
#169
Posté 14 mars 2011 - 09:57
If those soldiers/mercs were on hand the whole time, then why did they wait until their boss' health reached a certain point before joining? Because surely just attacking your enemy in small, easily dispatched groups is a Great Idea.
If, on the other hand, the soldiers/mercs were elsewhere during the attack, how did they know their boss needed backup? Or have the qunari gotten around to inventing walkie-talkies now? Then again, maybe they were standing outside and heard the commotion... and then waited until the health was almost gone.
Waves in the deep roads crawling with darkspawn make more sense - they're just wandering around and they stumble across you. But hired mercs...? Sounds to me like someone isn't doing their job properly.
Enemy waves can make for more interesting fights if used sparingly in the game. The whole point of additional waves is that they force you to adapt. Change strategies. If every single fight guarantees more waves, that element is lost, and you find yourself using the same tactics over and over to deal with an issue that is as best, annoying, and at worst, makes people unwilling to finish the game. (No, really.)
Modifié par Karsciyin, 14 mars 2011 - 10:01 .
#170
Posté 14 mars 2011 - 10:12
#171
Posté 14 mars 2011 - 04:22
SorrowAndJoy7 wrote...
Tankosaurus wrote...
I think about the time i beat the rock wraith on nightmare after a 25 minute fight I realized this game just isn't any fun anymore
Sounds like Nightmare has broken you, just like a good hardest difficulty with the name NIGHTMARE should...
games shouldnt 'break' you. a well designed game is challenging and still fun, every game in the disgaea series comes to mind, as well as baldurs gate 2.
there are certain 'tricks' you can see developers use to make a game more difficult that doesnt really increase the amount of thought you have to put into the game. I've seen this game use a lot of them which is a tad disappointing.
#172
Posté 14 mars 2011 - 04:24
Ensgnblack wrote...
so you want it to require more strategy, but hate the strayegy required to face unknown foes in waves? waves give the enoucnters more depth. you have to not blow all your cd's at once and be ready for more
No, they're silly. There are several places where generic mob (no stealth, not assassins, etc) enemies appear IN THE MIDDLE OF YOUR PARTY.
I overlook them because I'm enjoying the game, but they're still absolutely pathetic game design.
#173
Posté 14 mars 2011 - 04:28
However I understand why they are in the game in the first place. With the now far faster combat and relatively strong skills fight without waves would last only a minute or two. So the waves are an essential part of the new combat mechanic.
Doesn't mean there aren't any other solutions to this.
#174
Posté 14 mars 2011 - 04:29
Tankosaurus wrote...
I realize this is like the umpteenth topic on this but I have to say something otherwise my frustration with trying to play this game on nightmare will spill out into real life.
Why oh god why are there waves of enemies in this game? it takes the tactical fun right out of the game because you cant plan ahead. It makes the game boil down to trial and error/load game bs. This is not challenging its just cheesy and frustrating.
I can live with spells getting nerfed because they needed to, I love the class tree changes and the item reworkings, but the waves just kill it for me, a definite step backwards.
Not to mention many "challenging" fights are decided in the first 10 seconds where if you can kill the main threat (mage/named character/assassin) then you might be able to make it out alive.
If i wanted to play devil may cry with medieval skins I would have bought Dante's Inferno
TL:DR op's a broken record, just had to say something otherwise brain bleed would ensue.
Mike Laidlaw:FIGHT LIKE A SPARTAN AND THINK LIKE A GENERAL.LOL
#175
Posté 14 mars 2011 - 04:33
More enemies = more buttons = more awesome





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