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Simple roleplaying fact! (mages)


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#26
EricHVela

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_Loc_N_lol_ wrote...

To people wo keep bringing lore into a gameplay
discussion, I'll just remind them that grey wardens are supposed to be
super-awesome fighters (you get to hear it just about everywhere you
run), though most of them can't cast spells.

... awesome fighters against the darkspawn, and the Grey Wardens have faded into legend for many people, so their testimonies are inaccurate.

Modifié par ReggarBlane, 16 novembre 2009 - 05:49 .


#27
Relshar

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Put resist equipment on your meleers and hex the enemies fighting them with an Affliction Hex. Then Fireball them. You have firebalms and icebalms that add to your resists as well.

My rogue had the Wades Drakescale armour and could survive fireball after fireball attack without taking damage. With maxed out survival skills as well he was hardly knocked down. Those small increases to physical resists realy helped.

#28
EricHVela

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Let's not forget what the Grey Wardens say about themselves, which goes against what most of the others think in the game. There is essentially only one advantage they have, and still, they insist on the allies upholding their ends of the bargains to fight. "It's what the Grey Wardens do." The lore still stands with mages being the only ones who could ever march into "Heaven" as mentioned in many places in-game.

#29
Schyzm

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ReggarBlane wrote...

Let's not forget what the Grey Wardens say about themselves, which goes against what most of the others think in the game. There is essentially only one advantage they have, and still, they insist on the allies upholding their ends of the bargains to fight. "It's what the Grey Wardens do." The lore still stands with mages being the only ones who could ever march into "Heaven" as mentioned in many places in-game.


there's no reason to create, broken, and boring game mechanics that trivialize combat and ruin the excitement of the story just because a few people think that some bits of lore mean mages should be insanely overpowered.  that just makes zero sense on so many levels.  

#30
Haexpane

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Kalcalan wrote...

Haexpane wrote...

oblivionenss wrote...

It is the DM that has made the lore, and it is also DM that has decided that mages is powerful but has drawbacks, like friendlyfire,. The Dm is in this case Bioware, and It is always ALWAYS the DM that has the last word, in P & P atleast and it should be so in computer RPGs to, sure the players could come with bug reports but not gamebreaking changes and balance suggestions, wich is not needed in a single player game like this or in a P & P cause there you test the system before you play with it, if you dont you are just a bad DM.

But if Bioware thinks it is fit to change something in the game more to their liking we cant stop them, but it is most rant threads out there now, and you could see this one as one to if you like.

And one more thing, the Darkspawns have alot of mages because........their powers arent from the world where Ferelden is in.


Wrong, the DM is bound by the rulebook.  Allowing DMs to change the rules is bogus nerd nonsense.

The bottom line is if mages don't need STR or DEX but can use STR or Dex gear w/ AM skills, why have any tanks at all?


"bound by the rulebook"?

Sorry but that is a very reductive take on pen and paper RPG. I've played many games and I can tell you that if you start worrying about the rules so much that it actually stifles or restricts your imagination in any way you are probably not having fun anymore.

Remember what Gary Gygax used to say: "The secret we should never let the gamemasters know is that they don't need any rules."



That's the same school of thought behind Twighlight Fan Fiction.

THe idea that "fans know better than the writers" has been given it's chance.  Portal and Counterstrike are some of the only "Fan art" projects to ever make it.

The idea that "i know better than the 30 people who made this rulebook and lore" is almost always proven false.

When you play basketball do you allow double drible and travel because it's "More fun"?  Rules exist  in games because they have been tested and researched.   Fans are not bound by consumer criticisms.   IF they really knew better, they'd make their own rulebook and it would be a top seller.

That's just a pipe dream, the reality is 99.9% of fan art and fan projects blow high chunks of garbage.

#31
EricHVela

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Schyzm wrote...

there's no reason to create, broken, and boring game mechanics that trivialize combat and ruin the excitement of the story just because a few people think that some bits of lore mean mages should be insanely overpowered.  that just makes zero sense on so many levels.

To you maybe, but then, why not play the game the way you want? Do you have to use mages and max them out to be tanks? You have options that you can control for now.

Me? My mages stay home when they can. I just plain don't like 'em.

#32
oblivionenss

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_Loc_N_lol_ wrote...

The only thing that binds the DM is the enjoyment of the players. Which means that if enough people complain that the (gross) imbalance is ruining a part of the fun, they should eventually acknowledge it and react accordingly...

Player-controlled warriors and rogues need a bit of extra oomph. And I don't mean moar damage, but mostly more versatile abilities, and most of all the ability to actually use them (I'm looking at you, depleted stamina gauge).

To people who keep bringing lore into a gameplay discussion, I'll just remind them that grey wardens are supposed to be super-awesome fighters (you get to hear it just about everywhere you run), even though most of them can't cast spells.


Grey wardens arent any special except that they can hear/sense the dark spawns so they must still  gain the combat experience. :wizard:

#33
addiction21

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waffles and waffles (shhhhh its a secret)

Modifié par addiction21, 16 novembre 2009 - 06:42 .


#34
oblivionenss

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addiction21 wrote...

oblivionenss wrote...

_Loc_N_lol_ wrote...

The only thing that binds the DM is the enjoyment of the players. Which means that if enough people complain that the (gross) imbalance is ruining a part of the fun, they should eventually acknowledge it and react accordingly...

Player-controlled warriors and rogues need a bit of extra oomph. And I don't mean moar damage, but mostly more versatile abilities, and most of all the ability to actually use them (I'm looking at you, depleted stamina gauge).

To people who keep bringing lore into a gameplay discussion, I'll just remind them that grey wardens are supposed to be super-awesome fighters (you get to hear it just about everywhere you run), even though most of them can't cast spells.


Grey wardens arent any special except that they can hear/sense the dark spawns so they must still  gain the combat experience. :wizard:


Theres another thing they are needed for in a blight but thats a spoiler so shhhhhhhhhhhhhhhhhh


Guess why I didnt mention it then?? *sheeesh*

#35
Schyzm

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ReggarBlane wrote...

Schyzm wrote...

there's no reason to create, broken, and boring game mechanics that trivialize combat and ruin the excitement of the story just because a few people think that some bits of lore mean mages should be insanely overpowered.  that just makes zero sense on so many levels.

To you maybe, but then, why not play the game the way you want? Do you have to use mages and max them out to be tanks? You have options that you can control for now.

Me? My mages stay home when they can. I just plain don't like 'em.


I want deep and satisfying combat that is complex and interesting and leaves me with choices that I have to make based on knowledge.  dragon age is just "bring mages, blow everything up."  you could of course not do that, but then you're intentionally doing something dumb in the hopes that it might make the game harder.  Everything goes downhill the minute you have to be an intentional retard because the combat mechanics of the game are so broken its a joke.

also the super old stale rpg trope of warriors=terrible, mages=gods is pretty offensive to me in 2009.  

#36
Cowboy_christo

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I dont mind mage being a bit more powerfull than rogue or warrrior but the arcane warrior ruin one of my best roleplay. Ive often played a warrior/mage in baldur's gate or w/e is close to that in many other RPGs. Id like to play an arcane warrior w/o the feel of being ****ing retardly powerfull.

#37
Haexpane

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Yes arcane warrior nullifies the need for a real warrior. Probably the most broken sub class of all time?



Magic pow and will are now STR/DEX?



Maybe warriors should get a subclass, Warrior Arcane where STR / DEX now count as will/magic and give them spells



Heck give it to rogues too... screw it make the entire game nothing but Magic casting plate wearing broken toons :)

#38
Brigonos

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So, taking a bunch of mages makes the game less fun for you? Maybe you could just take less mages.



My party has Wynne as a healbot. My party doesn't use any fancy crowd control or cheesy immunity spells. My party has no blood mages or arcane warriors. They are not overpowered in my game because they just aren't used.



Things I don't enjoy using do not get used. I like to hit things with a sword until they fall down. I'm sure I could unleash magical destruction and dominate every encounter 30 seconds faster if I went mage-heavy. But, I'm having fun doing what I'm doing.



Mages aren't overpowered if you don't use them.

#39
Kalcalan

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Haexpane wrote...

Kalcalan wrote...

Haexpane wrote...

oblivionenss wrote...

It is the DM that has made the lore, and it is also DM that has decided that mages is powerful but has drawbacks, like friendlyfire,. The Dm is in this case Bioware, and It is always ALWAYS the DM that has the last word, in P & P atleast and it should be so in computer RPGs to, sure the players could come with bug reports but not gamebreaking changes and balance suggestions, wich is not needed in a single player game like this or in a P & P cause there you test the system before you play with it, if you dont you are just a bad DM.

But if Bioware thinks it is fit to change something in the game more to their liking we cant stop them, but it is most rant threads out there now, and you could see this one as one to if you like.

And one more thing, the Darkspawns have alot of mages because........their powers arent from the world where Ferelden is in.


Wrong, the DM is bound by the rulebook.  Allowing DMs to change the rules is bogus nerd nonsense.

The bottom line is if mages don't need STR or DEX but can use STR or Dex gear w/ AM skills, why have any tanks at all?


"bound by the rulebook"?

Sorry but that is a very reductive take on pen and paper RPG. I've played many games and I can tell you that if you start worrying about the rules so much that it actually stifles or restricts your imagination in any way you are probably not having fun anymore.

Remember what Gary Gygax used to say: "The secret we should never let the gamemasters know is that they don't need any rules."



That's the same school of thought behind Twighlight Fan Fiction.

THe idea that "fans know better than the writers" has been given it's chance.  Portal and Counterstrike are some of the only "Fan art" projects to ever make it.

The idea that "i know better than the 30 people who made this rulebook and lore" is almost always proven false.

When you play basketball do you allow double drible and travel because it's "More fun"?  Rules exist  in games because they have been tested and researched.   Fans are not bound by consumer criticisms.   IF they really knew better, they'd make their own rulebook and it would be a top seller.

That's just a pipe dream, the reality is 99.9% of fan art and fan projects blow high chunks of garbage.


I don't get why you're quoting my post since your reply doesn't even respond to what I've posted. ;)

RPGs are not meant to be played one way. Any DM worth his salt has a set of house rules that may be more or less complicated or comprehensive than what the rulebook provides. I use the verb provide because that is what rulebooks do, they provide a Game Master (or Dungeon Master) with options. Rules are not meant to be Holy Scripture.

An RPG is about imagination and storytelling, the rules are just a means to an end, nothing more. DA is a perfect example of fine storytelling in a CRPG.

I believe that house rules are a good thing in pnp RPGs and that mods can be as useful when it comes to a CRPG. By the way, games are patched all the time because of bugs or issues that need rebalancing. Would you consider a patch to be wrong because it changed the rules of the game? 

By the way, no offense but your comparisons are not adequate. Fan fiction and basketball don't have much in common (even less in common with role playing games). But if we were to take your comparison one notch ahead we'd have to say that rugby was invented by people who weren't opposed to house rules.

Anyway, I guess we'll have to agree to disagree.

So, taking a bunch of mages makes the game less fun for you? Maybe you could just take less mages.


What the man said. :bandit:

#40
kroosaydur

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who ****ing cares what the goddamned lore says its a game and should be balanced as a game

#41
Schyzm

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kroosaydur wrote...

who ****ing cares what the goddamned lore says its a game and should be balanced as a game


yes enough of these incredibly low expectations.  

#42
Wolff Laarcen

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kroosaydur wrote...
who ****ing cares what the goddamned lore says its a game and should be balanced as a game

While not worded very well, this is a good point.

A game should be balanced around gameplay, not lore.  Story, Roleplaying and 'immersion' aside, the gameplay experience is the primary faccet of any game: mechanics, features, synergy, responsiveness of control and depth for example.  Ignoring these essential areas then just saying 'its because of Lore!' only makes for a bad game.

#43
oblivionenss

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kroosaydur wrote...

who ****ing cares what the goddamned lore says its a game and should be balanced as a game


I do, it is the lore that sets the prerequist for the story ahead of you.

Lets say for example, making an extreme example:

Neverwinter is getting obliterated 5 years before the main story, and, suddenly you begin in Neverwinter 5 years after.

It how it feels if the lore doesnt make any sense of the actual world.

Modifié par oblivionenss, 16 novembre 2009 - 09:28 .


#44
scyld

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I love mages. LOVE them. I always role a mage no matter what. Of course, my main is a mage and I am having tremendous fun with him. In general, I think DAO is a wonderful game, and possibly my favorite RPG up to now (even with its flaws).



That said, I think it would have made the game better if warriors and rogues had more sorts of abilities than they do. It would be nice if my rogues could do something more than slash enemies with his dual swords in different sorts of ways or stun them for about one second every 25 seconds (assuming they don't burst through their tiny stamina pool by then). It would be nice if my warriors could do something more than slash enemies with their swords in more different ways or make them attack them/not attack them or bash them with a shield 3 different ways.



Yeah, Bioware is the GM, but that doesn't mean that they shouldn't be called out on ways the game could be improved.







As for friendly fire... without it, mage AoE would just be stupidly ridiculous. It makes it actually require some tactics and intelligent character placement to use effectively without killing off your own party.

#45
Marek_Kail

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kroosaydur wrote...

who ****ing cares what the goddamned lore says its a game and should be balanced as a game


Maybe I'm confused, but where does it say in any game that You have to be balanced?

Seriously. 

You may want balance, but what game has ever truly given balance and not become boring, homogenized, or both?


I believe you have com up with your own meta-Lore for all games.

#46
kroosaydur

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there have been many games were a certain class or something is supposed to be really powerful but in the actual game this usually never determines how powerful the class is. and it shouldnt.




#47
Schyzm

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scyld wrote...

I love mages. LOVE them. I always role a mage no matter what. Of course, my main is a mage and I am having tremendous fun with him. In general, I think DAO is a wonderful game, and possibly my favorite RPG up to now (even with its flaws).

That said, I think it would have made the game better if warriors and rogues had more sorts of abilities than they do. It would be nice if my rogues could do something more than slash enemies with his dual swords in different sorts of ways or stun them for about one second every 25 seconds (assuming they don't burst through their tiny stamina pool by then). It would be nice if my warriors could do something more than slash enemies with their swords in more different ways or make them attack them/not attack them or bash them with a shield 3 different ways.

Yeah, Bioware is the GM, but that doesn't mean that they shouldn't be called out on ways the game could be improved.



As for friendly fire... without it, mage AoE would just be stupidly ridiculous. It makes it actually require some tactics and intelligent character placement to use effectively without killing off your own party.


alistairs abilities:
hit someone w/ shield once
hit someone w/ shield twice
hit someone w/ shield three....oh wait outta stamina.

#48
EricHVela

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If you choose to play easy, then you face the consequences of that choice whether desired or not. They have an easy mode as an option and apparently in more ways than one. Playing as a mage I suppose is one of them.

If this was a multiplayer competition, then yes. They would need to do something, but it's not. It's your choices and your choices alone that determine how easy their game is to play.

If you think that the availability of a choice to make things less fun for you is the same as you choosing it and making it less fun, then you have an issue of your own willpower.

It's like the person who keeps their thumb on the previous page of a CYOA book, kept turning back when they didn't like the outcome and then complains that it was too easy.

The choice is yours. The option is simply there. Shoot yourself in the foot or put that cannon away.

#49
scyld

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Schyzm wrote...


alistairs abilities:
hit someone w/ shield once
hit someone w/ shield twice
hit someone w/ shield three....oh wait outta stamina.



For me, it's more like:

keep Threaten on
Taunt
hit someone with shield once
hit someone with shield tw... oh out of stamina

#50
Schyzm

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ReggarBlane wrote...

If you choose to play easy, then you face the consequences of that choice whether desired or not. They have an easy mode as an option and apparently in more ways than one. Playing as a mage I suppose is one of them.
If this was a multiplayer competition, then yes. They would need to do something, but it's not. It's your choices and your choices alone that determine how easy their game is to play.
If you think that the availability of a choice to make things less fun for you is the same as you choosing it and making it less fun, then you have an issue of your own willpower.
It's like the person who keeps their thumb on the previous page of a CYOA book, kept turning back when they didn't like the outcome and then complains that it was too easy.
The choice is yours. The option is simply there. Shoot yourself in the foot or put that cannon away.


this argument is tired and old and needs to be killed.  balance matters in single player games, because the integrity of the game experience matters.  a large number of players greatly enjoy being clever in combat, thinking about what swords to equip or spells to get or armor to wear.  If your combat model is a flaming train wreck then that becomes a very unsatisfying experience.  "oh look I was clever, oh look I'm now insanely overpowered."  It takes away all meaning, excitement and danger from the game.  What you're suggesting is essentially "play like a ****** so the broken game mechanics become modestly harder."   but ppl don't want to play like idiots, they want an engrossing and challenging game.