Icy Magebane wrote...
taine wrote...
Luke Barrett wrote...
- use a wave dynamic sparingly, it was almost clockwork that every encounter came in waves and this simply was not fun; in relation to that, more fights that consist of harder (and fewer) enemies
This I think should be the main point of emphasis. For one, there was too much combat in DA2. Secondly, most of that combat was pointless filler (random thugs in the streets, waves of spiders or corpses, etc.). Most of them were not particularly challenging -- particularly as the game progressed. -- and began to feel repetitive. In general, smaller set battles, less HP for everyone, and the reintroduction of being able to miss would be a good start I think. Waves are not inherently bad, but they are an artificial challenge and strip any strategy from the combat.
If devs are reading this, please do not reduce the amount of combat. There wasn't enough combat, especially in Act 3!!! I'm not paying money to watch an interactive movie, I'm interested in a video game, and that means killing creatures.
You seem like you already know what you're going to do with waves, so I'll just skip that part... just... don't listen to this guy. Combat is a good thing.
And no offense to the guy that posted this... just had to make my voice heard that I totally disagree.
Don't worry, I'm not offended, I just totally disagree with you right back. And from peoples' responses it seems than I am not entirely alone in this sentiment.
The point I was trying to make is that the extreme glut of combat in DA2 means that there is really no chance to role play a situation beyond "RAARRRRGH I KILL YOU" or "I shall kill you now with great righteousness" or "Snark snark, prepare to die!". There's absolutely nothing wrong with having combat in a game, and a good fight is a critical part of any RPG. But am I the only person who still remembers Fallout, where you could actually *talk your way out of* the final boss fight or -- even better -- just nuke the whole damned place?
All the endless combat (I can think of one situation in the entire game where you can avoid a fight) just makes the game more linear, one-dimensional, and sometimes repetitive. I'm not saying take out all combat, I'm saying make it more impactful, and allow for some choice.
Also, Act III was almost entirely combat. I'm beginning to think you're somehow being ironic. Or at least I kind of hope so.
Luke Barrett wrote...
To reiterate: when I said they will still use waves in the future I meant that they will not be removed outright. We're going to take all this information in to account going forward and hopefully that will encourage design to greatly lessen the use of this type of encounter in favor of something else.
To shift gears a bit, I would like to clarify that I'm not dogmatically against waves of enemies. I just think you should only have them where they make sense, and in places where you can plan for them. Other people have already explained this better than I could.
One further nitpick concerning design: I think it would be better if cues were not taken from MMOs in terms of combat design. A lot of the mechanics in those games rely on every PC being a living, thinking person able to react quickly. It's just not realistic to expect the same level of control from the AI, no matter how advanced, and the controls/camera of DA2 are just not good enough to allow for micromanagement without excessive frustration.
Modifié par taine, 08 avril 2011 - 12:46 .