I think the high respawn rate destroys a lot of the immersion in Dragon Age 2 and in the quest Blackpowder Courtesy (Act 2) it is an example of bad game design.
In an area, that contains poisonous gas the party is attacked by waves of humans, who take no damage from the gas and do not suffer the side effect of attacking everyone in sight. To make the quest worse it is not possible to close the barrels as fast as possible, because the party has to kill a wave before the next item, that is required to close the barrels, spawns.
The quest would make sense if the attackers were demons (poison immunity), if the party could close the barrels without required items and if every x seconds the gas would turn a party member for x seconds against the party.
-> Uninstall
Blackpowder Courtesy
Débuté par
Janko1200
, mars 17 2011 12:50
#1
Posté 17 mars 2011 - 12:50
#2
Posté 17 mars 2011 - 12:59
While it's not exactly an uninstall-worthy matter, I agree that it's tiresome sometimes.
Especially when you plan ahead. Let's say there is a scene, you start counting: three guards there, four there, I'll smash a cone of cold on these ones, a miasmic flask on them, then take to a bottleneck - but then bam, spawning and respawning.
An awful game design for an RPG, especially because of the very reason you mentioned: it breaks immersion.
When they jump off rooftops, I say it's okay. I don't like it, but it's okay. When a necromancer raises dead or summons deamons, it's a welcome addition to the fight.
But when enemy simply spawns on my back, out of nowhere, that's just dumb.
Especially when you plan ahead. Let's say there is a scene, you start counting: three guards there, four there, I'll smash a cone of cold on these ones, a miasmic flask on them, then take to a bottleneck - but then bam, spawning and respawning.
An awful game design for an RPG, especially because of the very reason you mentioned: it breaks immersion.
When they jump off rooftops, I say it's okay. I don't like it, but it's okay. When a necromancer raises dead or summons deamons, it's a welcome addition to the fight.
But when enemy simply spawns on my back, out of nowhere, that's just dumb.
#3
Posté 17 mars 2011 - 01:07
hawat333 wrote...
Especially when you plan ahead. Let's say there is a scene, you start counting: three guards there, four there, I'll smash a cone of cold on these ones, a miasmic flask on them, then take to a bottleneck - but then bam, spawning and respawning.
An awful game design for an RPG, especially because of the very reason you mentioned: it breaks immersion.
Yep, in most games i like planning ahead and avoiding friendly fire, but in Dragon Age 2 the respawn destroys the tactical part and now my immersion is destroyed, too.
#4
Posté 17 mars 2011 - 04:53
actually the say that the poison has mostly run it's course.
Infact what is that Avaline says?
“We won't be going made when we retch ourselves to death” a grim attempt at humour.
Infact what is that Avaline says?
“We won't be going made when we retch ourselves to death” a grim attempt at humour.





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