thegreateski wrote...
They were hanging from the ceiling.Sarevok Anchev wrote...
lol!
I just fought against Lyrium smugglers in caves and the reinforcements used the jump animation (!!! INSIDE A CAVE!!! .... WITH A CEILING!!!)
. . . . . .
****, that's not any better is it?
Enemies spawn out of nowhere ... seriously?
#101
Guest_Trust_*
Posté 20 mars 2011 - 12:47
Guest_Trust_*
#102
Posté 20 mars 2011 - 12:52
segatakai wrote...
Very annoying when you think you have a tough battle under control and BAM; your mage/archer in the back is surrounded and close to death. Takes away alot from planning and being tactical with placements.
Really, I find that with waves that I need to be more careful with placement. I need to be sure that my tank can support the mages. In terms of planning I can't just frontload all my rotations.
#103
Posté 20 mars 2011 - 10:49
thegreateski wrote...
They were hanging from the ceiling.Sarevok Anchev wrote...
lol!
I just fought against Lyrium smugglers in caves and the reinforcements used the jump animation (!!! INSIDE A CAVE!!! .... WITH A CEILING!!!)
. . . . . .
****, that's not any better is it?
...ehmm....
NO!<_<
Besides: Pc-Gamers are living through a worse nightmare, because we can change the camera-angle more easily;
so: i became paranoid and now am always looking at the ceiling to see for the next TELEPORT-SQUADRON coming out of nowhere !!!
In the film Matrix they said "They are behind the wall!"
In DA2 you say: "They are behind the ceiling!"
#104
Posté 20 mars 2011 - 01:50
You know what even worse than this? No aerial camera to spot them on sight!
I hate it when I have to get my eyes close to look for tiny red dots on the mini map. And yes, I find enemies teleporting out of nowhere very annoying. Shades, demons or spiders I can understand, but not humans or qnaries popping out from thin air. In some fights archers even spawned in the same room corners my mages were standing (seriously?), or came from the room which I've just passed and checked every corner of it.
#105
Posté 20 mars 2011 - 02:02
Whisky wrote...
Didn't read all the posts here but IMO, Bioware removed the isometric-detachable camera in order to hide the countless waves. They don't want us to see their flawed combat design.
You know what even worse than this? No aerial camera to spot them on sight!
I hate it when I have to get my eyes close to look for tiny red dots on the mini map. And yes, I find enemies teleporting out of nowhere very annoying. Shades, demons or spiders I can understand, but not humans or qnaries popping out from thin air. In some fights archers even spawned in the same room corners my mages were standing (seriously?), or came from the room which I've just passed and checked every corner of it.
The biggest irony is, that you can find a book in DA2 that states, even with Magic Teleportation is impossible...
#106
Posté 20 mars 2011 - 04:08
#107
Posté 20 mars 2011 - 09:13
Whisky wrote...
What, really? I can swear enemy mages and seerabas teleport ALL THE TIME!
Dunno ... maybe its just Invisibility
#108
Posté 20 mars 2011 - 09:31
#109
Posté 20 mars 2011 - 10:39
AlphaMaeko wrote...
Invisibility, my ass. When they "become invisible", they become immune to all damage, even if you have lightning raining down from the sky in a 10 meter spread where they used to be.
*irony mode ON*
...hmm...
maybe its "Greater Invisibility of Invulnerability" °!
(
#110
Posté 20 mars 2011 - 10:52
Same here. Proof that DA2 was not just rushed, but also had some very bad design decisions too.Cody211282 wrote...
It was fine in the first game with just a few enemys doing it(spiders, demons) but now that it happens with every damn battle there is no point in even trying to for a battle plan, and for me it broke the combat and the immersion.
#111
Posté 20 mars 2011 - 11:01
A codex in the game says teleportation is impossible. It even said that some came close, but it took the sacrifice of thousands of slaves to accomplish and it was a disaster.Sarevok Anchev wrote...
Whisky wrote...
What, really? I can swear enemy mages and seerabas teleport ALL THE TIME!
Dunno ... maybe its just Invisibility
This reminds me of the early days of gaming, way back when games had 1/100 of the technical capabilities we have today yet they tried very hard to explain everything that happened in games in a logical manner. Today everyone is busy making realistic game engines to perfection, only to have all that immersion they are trying to achieve ruined by some silly gameplay mechanics.
#112
Posté 21 mars 2011 - 12:10
#113
Posté 21 mars 2011 - 12:17
#114
Posté 21 mars 2011 - 12:18
This sums it up.60DollarsWasted wrote...
But it's not done fairly, it's not done logically, and it's done way too often.
Though I'll add : and there is FAR TOO MANY fights and enemies. 99 % of the Kirkwall population must be bandits/assassins/blood mages of some kind.
I must have seen five times more demons in the game than actual normal people...
#115
Posté 21 mars 2011 - 12:22
The entire strategic element of the game is broken when you try to position your archers and healers, only to have them killed instantly when 7 shades spawn around them.
It's unfair and uncalled for.
Modifié par niQboy, 21 mars 2011 - 12:23 .
#116
Posté 21 mars 2011 - 12:29
Akka le Vil wrote...
This sums it up.60DollarsWasted wrote...
But it's not done fairly, it's not done logically, and it's done way too often.
Though I'll add : and there is FAR TOO MANY fights and enemies. 99 % of the Kirkwall population must be bandits/assassins/blood mages of some kind.
I must have seen five times more demons in the game than actual normal people...
Well there is theory and its very likely true that 95% of Kirkwall population lives on rooftops
ALL mages that are not your companions are blood mages
this is HUGE step back extremely cheap way to make game longer and more difficult
#117
Posté 21 mars 2011 - 01:13
slugfm wrote...
The reason they do enemies in waves is because Xbox 360 can't handle more then that. It's just more consolization.
Doesn't have anything do to with the engine or anything right?
#118
Posté 21 mars 2011 - 01:19
Are they going to fix this somehow, or even tone it down a little or just something.
They haven't commented on this, have they?
#119
Posté 21 mars 2011 - 01:39
#120
Posté 21 mars 2011 - 04:14
#121
Posté 21 mars 2011 - 04:17
#122
Posté 21 mars 2011 - 08:22
I suppose they'll say it's an artistic take on the fighting.Galad22 wrote...
I would really like to hear something from Bioware about this, they must know that this is fairly hated.
Are they going to fix this somehow, or even tone it down a little or just something.
They haven't commented on this, have they?
#123
Posté 21 mars 2011 - 03:51
Whisky wrote...
Andraste's holy ass! I found something new! This evening I reached the part where Merrill came with me to Sundermount to fix her mirror. On the way up the hills, what I saw is UN-BE-LIE-VA-BLE: Spiders dropped down from their invisible thread in the middle of the sky!
Maybeeeee there is a huge Web in the air, but you cant see it ?
#124
Posté 21 mars 2011 - 03:55
So you could see them coming instead of one appearing right ontop of Blondie, not notice, and he gets killed
#125
Posté 21 mars 2011 - 04:49
Galad22 wrote...
I would really like to hear something from Bioware about this, they must know that this is fairly hated.
Are they going to fix this somehow, or even tone it down a little or just something.
They haven't commented on this, have they?
There's nothing they can say. They can't tone it down either without shortening the game. The reason Origins didn't have this problem is that they spent a lot more time developing a LOT more areas. They had the room to populate all their maps with a sufficient number of encounters. In DA2 there are smaller areas and fewer encounters so... waves of enemies to make up the difference.
They can't easily change that.





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