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Enemies spawn out of nowhere ... seriously?


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#151
fn_outlaw

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PullThePin07 wrote...


So you would rather them have all 24 come at you at once? How else are you gonna change up combat?




How is it changing up combat when it happens everytime?  That's not a change, its a cheap attempt at challenge.

The few fights that don't have 'ambushers' are rediculously easy.

Here's an idea, make the enemies harder, instead of dying from winter's grasp, make them last through the entirety of the spell...at least...

Lastly, it's supposed to be an RPG, which means that many people will come in wanting to be immersed in a story.  As is with most RPG's.

Yes, magic is unrealistic, but that's not the point of immersion.  The game paints immersion.  When you're given the basic physics of a game, you accept that as canon.  When you're told that it can't happen, but someone does it anyway, it breaks immersion because the question arises..."why can't I teleport across the map?"

#152
Sidney

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Akka le Vil wrote...
I'm tired of this sh*t about countless waves of spawning out of thin air mob is "tactical", but then I remind myself that people enjoying beat-them-all are probably not the ones who actually have any kind of idea about what "tactical" means.


To be fair most do not spawn mid-air. Way too many do but usually they are rallying to the sounds of combat. I've always been bothered the the limited awareness of foes in castles/dungeons/keeps/mines. I'm slaughtering guards all over Arl Howe's castle. You'd think that'd make a lot of noise what with the banging on armor and screaming of the dying and wounded but oddly people in the next room never seem all that curious until I walk in.

#153
Bathead

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All I'm going to say is I personally have no problem with it. It's not that big a deal to me. I kind of enjoy it actually, but I can see how it would irritate some.

Modifié par Bathead, 21 mars 2011 - 11:36 .


#154
ihateea2

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Sidney wrote...
Pulling isn't "tactical"


Exploiting the situation to your advantage is tactical, no matter how you feel about it.  The game tries to set you up to be in a bad position at the start of a fight, so why not counter that?

These jack-in-the-box encounters are just ambushes set up for the player.  It's annoying to walk into the same trap over and over again.  Sometimes it's fun to be the one doing the ambushing for a change.

You're not on about this because it makes things less challenging, are you?  Come on, most of these fights are child's play anyway, they're designed to be winnable by mashing the same controller button over and over. 

#155
Sidney

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ihateea2 wrote...

Exploiting the situation to your advantage is tactical, no matter how you feel about it.  The game tries to set you up to be in a bad position at the start of a fight, so why not counter that?

These jack-in-the-box encounters are just ambushes set up for the player.  It's annoying to walk into the same trap over and over again.  Sometimes it's fun to be the one doing the ambushing for a change.

You're not on about this because it makes things less challenging, are you?  Come on, most of these fights are child's play anyway, they're designed to be winnable by mashing the same controller button over and over. 



I'd not mind ambushing people if it wasn't just a cheap exploit of the AI. If I could surprise my foes by skill and tactics then yes that'd be great. The lure n' kill isn't interesting because it is so easy.

I don't like the fact that every flippin' fight has the jack-n-the-box feel to it (good term BTW) because it no longer brings any shock. I know to save up mana/stamina because what I see isn't what I'm gonna get. It' be nice if it was 50-50 or 30-70 or something on the amushes so sometimes you'd be rearded for pouring mana out and others punished. It would create more uncertainity.

I like the theory that foes will come to you, to rally to the guns to use an old phrase but in the end the way it was implemented was really ham-handed all too often. I've never been that big a fan of combat in the DA series. It is more of a chore than a joy and the waves in every fight just turn the battles into more of an endurance test and the bosses are a excercise in tedium.

#156
Whisky

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Sidney wrote...

I'd not mind ambushing people if it wasn't just a cheap exploit of the AI. If I could surprise my foes by skill and tactics then yes that'd be great. The lure n' kill isn't interesting because it is so easy.


Just how is luring enemies to an ambush cheap exactly? When fighting, it's very important to flank, or not to let them flank you. Ambush has been used countless times in wars, that's very tactical and efficient way to preserve your troops. If you call retreating cheap, then what does that make spaming mobs in impossible places?

You stand at a corner in high town, leaving no opening, then some mobs jump down from a 30ft tall stone wall and gang you.
You're standing in the middle of the street in low town, thieves and slavers suddenly appeared around you (no tunnel or door around). If they called for reinforcements, how could they just teleport in a surround formation like that?

My thought: If enemies can mass teleport, I want that ability for my party.

#157
tybert7

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 Guys, I hate it too, but you are mostly missing the core reason it was done.

The consoles cannot handle more than a set number of enemies before they explode and reveal the ugly, anemic, crippled power they are working with.  And so waves of enemies are put in instead of larger more strategic encounters.  The crime was that in dragon age 2 this was carried over to the pc where such a restriction was not needed.

#158
Gatt9

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tybert7 wrote...

 Guys, I hate it too, but you are mostly missing the core reason it was done.

The consoles cannot handle more than a set number of enemies before they explode and reveal the ugly, anemic, crippled power they are working with.  And so waves of enemies are put in instead of larger more strategic encounters.  The crime was that in dragon age 2 this was carried over to the pc where such a restriction was not needed.


With all due respect,  if GTA and Saint's Row can render a few dozen NPCs at one time,  and Dead Rising can do an easy 50+ at one time,  then there's no reason why DA2 couldn't from a console perspective.  As DA2's graphics engine is pretty unimpressive,  I don't think the video subsystem would have issues.

It's much more likely it's an engine limitation.  I would imagine the original devs never thought that someone might actually make everything so weak that you'd need dozens on screen at one time.  So rather than try and fix the issue,  I'm guessing Bioware added another step to the combat portion...

If (waves > 0 && current_enemies == 0)
       spawnWave(getEnemyType(thisLocation));
else if(waves <= 0)
       break;

That way they could avoid any limitations built into the engine without having to rewrite the engine.

#159
TaHol

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I'm on my second playthrough and I play it on hard difficulty. What a nightmare! When there is a Big Boss-Villain to be slain, it has tons of health, and as long it is breathing, all kinds of crap keeps spawning around my poor party. It makes all tactics useless, exept one: focus on killing the big boss and if the minions around you kill your party and you before you killed the big thing, start over. I was thinking going back to normal, but I'm too stubborn. And every member of your party must be micromanaged, others they do whatever they want and are overall clueless.

I just hate this spawning-crap, I really hate it.

#160
DungeonLord

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Agreed with OP.

The level scaling is awful as well. Having street thugs still challenge you at level 20 seems ridiculous. You're "legendary" and they're still your equal, just like they were at level 5.

#161
Metalunatic

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Teleporting mages are the worst as its supposed to be plain impossible in the Dragon Age world.

#162
abaris

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I'm slaughtering guards all over Arl Howe's castle. You'd think that'd make a lot of noise what with the banging on armor and screaming of the dying and wounded but oddly people in the next room never seem all that curious until I walk in.


The arl Howe estate might be one of these instances where you're example doesn't apply. They are rallying there. Not each and every man in the castle, I give you that, but there's a great many coming at you at most encounters.

In my memory, this was one of the hardest fights in the game, yet with believable rallying.

#163
Akka le Vil

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Sidney wrote...

To be fair most do not spawn mid-air. Way too many do but usually they are rallying to the sounds of combat.

If they don't spawn mid-air, they spawn out of the ground. When you just cleaned a tunnel, and foes spawn litterally on your feet, it's both cheap, ridiculous and anti-immersive.

I've always been bothered the the limited awareness of foes in castles/dungeons/keeps/mines. I'm slaughtering guards all over Arl Howe's castle. You'd think that'd make a lot of noise what with the banging on armor and screaming of the dying and wounded but oddly people in the next room never seem all that curious until I walk in.

True, but that's yet another problem.

tybert7 wrote...

 Guys, I hate it too, but you are mostly missing the core reason it was done.

The
consoles cannot handle more than a set number of enemies before they
explode and reveal the ugly, anemic, crippled power they are working
with.  And so waves of enemies are put in instead of larger more
strategic encounters.  The crime was that in dragon age 2 this was
carried over to the pc where such a restriction was not needed.

Regardless of the technical limitations of the console, it's still stupid because of the sheer NUMBERS involved.
Blabla magic not realist blabla, but nevertheless, it's just downright ridiculous to have entire armies of foes everywhere all the time. It's immersive to encounter sometimes some bandits that attempt to trick and rob you. It's just arcade and dumb to have DOZENS of them on patrol in the night waving their weapons around, fully armored, and attacking everything in sight...

The body count of the game is just idiotic. And on top of that, many of the mooks that die by the score are supposed to be very rare and very powerful, yet we encounter and slaughter them everywhere.

#164
Akka le Vil

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DungeonLord wrote...

Agreed with OP.

The level scaling is awful as well. Having street thugs still challenge you at level 20 seems ridiculous. You're "legendary" and they're still your equal, just like they were at level 5.

God, don't make me start on this sh*t.
Though funnily enough, I hated it with a passion in DAO, but DA2 is SO MUCH "arcade" that I don't even notice the whole "level" principle anymore. It's seriously become completely useless, they could just as much remove it entirely and just give us some arbitrary number of skill points.

#165
Lord Mephisto

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This is one of the "features" of combat I dislike the most. It's incredibly cheap.

Instead of doing something new to make more interesting, challening and varied combat, they simply "added more stuff on top". After a couple of times, I remember feeling insulted. In 2011, you expect gameplay to be more advanced. I'm not saying that it needs to be incredibly complex to be fun, but invisible enemy spawns from above... Come on! That one was plain dumb and lazy!

Insta-butt-spawns = Fail

#166
Gawain Gehenna

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Even in our little NWN persistent world we used to put a spawn radius so no monster suddenly appeared on top of the character. It was such simple coding.

In Dragon Age 2 the creatures flat out just appear on top of you and rooftops don't explain it, as it happens indoors too.

My only other complaint is moral, why is it a good deed to go about assisting others with suicide? Lol bioware you are so empty with all the gay romance and assisted suicide.

I won't mention the repeat of maps. Anders and his tranquil husband are complaining they've been down that tunnel 100 times.

#167
Yggdrasil-Asia

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It's ridiculous ! They are popping out from nowhere, I just cleared a space, and I saw them appearing like ghost behind my character, and they were archers or warrior, no mage, no rogue, what the heck ?
I'm not against a good fight, but that is not logic the way they did that, this kind of ambush is cheated. Helloooooo?

EDIT: Oh my, it was an old post, (sorry) I dig it ;)

Modifié par Yggdrasil-Asia, 08 juin 2013 - 06:38 .