For Dragon Age 3, please don't use waves anymore
#276
Posté 08 avril 2011 - 01:17
#277
Posté 08 avril 2011 - 01:35
#278
Posté 08 avril 2011 - 01:36
I don't mind that there are waves, but rather the sheer number of enemies. If a thief guild is going to ambush a single target, are they really going to bring 8+ archers, 6+ sword and boards, and 2 assassins? Really? I realize it was done to try and make the game more exciting. Or something. In my opinion, all it does is break immersion and add annoyance.
So what then is the solution? Why not make the fights smaller, yet more engaging? Have enemy mages cast fireballs that will nearly one-shot kill your party if you don't stun them. Or, have an AoE protection shield that your own mage can throw up right before the fireball lands. Have enemy assassins prioritize your own mages, and making them immune to taunt. Have enemy archers perched up on hard-to-reach ledges.
Excitement comes from having to keep close attention to the battle. Adding wave after wave of random enemies is the easy, yet ineffective way to do this.
#279
Posté 08 avril 2011 - 07:16
Sylvius the Mad wrote...
Waves aren't the problem. Damaging the credibility of the setting is the problem. As implemented in DA2, waves do that. But that's by no means a necessary consequence of waves.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.
DAO has waves. The Broodmother encounter has waves. I don't recall anyone complaining about it.
And, in answer to your initial question, one of the problems with the way waves work in DA2 is that you can't implement a tactical plan. You can make moment-to-moment tactical decisions, but planning doesn't work because the disposition of your opposition isn't known to you (and you can't learn it even by scouting extensively).
Scouting worked wonderfully in DAO. You could scout ahead, see what was there, and plan for it. DA2 doesn't allow this at all.
I did forget the Broodmother fight in my original argument. However, the Broodmother fight made sense to have waves. Smack bang in the middle of the deep roads, the Darkspawn home, it would be like me running up to the queen and smacking her a few times with a baseball bat. I'm sure it would be the guards, then the police and then god knows who else I would have to deal with by doing that.
But virtually every fight was "waved". If I started a fight with a gang, in an alley, and some were on the ground, some up in a building looking down on the alley I was fighting the other gang members in, I very much doubt that they would wait for me to spank all their boys and then jump down :S
Boss fights excluded.
#280
Posté 08 avril 2011 - 07:41
#281
Posté 08 avril 2011 - 10:29
#282
Posté 08 avril 2011 - 11:56
Modifié par Persona, 08 avril 2011 - 11:58 .
#283
Posté 09 avril 2011 - 12:04
#284
Posté 09 avril 2011 - 12:31
I've found that boss fights were bloody easy compared to groups.
They need to do something with making a boss fight tougher. I played Spirit Healer and when I got aggro my Spirit Healer buff healed my Hawke back up to full health.
Although the High dragon fight was the toughest boss fight!
#285
Posté 09 avril 2011 - 01:33
At other times throughout the game enemies jumping in becomes boring and frustrating. Having a wave of enemies pop into a position that surrounds the party exposing your mages isn't much fun considering you have already developed threat control with warriors and rogues a minute before. Why use these strategies (i really liked the rogue threat managment abilities) when the enemy will 'game' the system and surround you anyway.
It definatly needs to be used in a contextual way (where enemies will flood through doors, from side streets etc) if you want to keep a significant amount of waves in random encounters and make it fun as it allows you to extend fights and keep the number of enemies on screen under control.
#286
Posté 09 avril 2011 - 01:40
BouncyFrag wrote...
Remember when Oghren waved to you when you reunite in Awakenings? Best 'wave' evar!
Yeah! Loved that part.
Like most say, waves are ok, if used correctly, in certain situations (like the redcliff night battle)
#287
Posté 09 avril 2011 - 03:55
Exploit the ever living hell out of them. In almost every single encounter in the entire damn game, you can initiate combat with the first group of enemies, *kite them back a room* and the subsequent waves will NEVER zone in on you until you go initiate combat with them. You can save in between waves doing this. You can defeat the most problematic (and boring) groups doing this technique. I started doing this in late Act 1 of my first play through and never looked back. It makes Nightmare mode almost as easy as Casual. Almost.
Hey, what else is one supposed to do when there's such lazy and problematic design?
#288
Posté 09 avril 2011 - 08:45
The waves keep things more frantic, and forces us to be on our toes in the combat. The complaints toward waves mostly consist of, "its stupid" anyway, and should not be so compelling.
Modifié par Riknas, 09 avril 2011 - 08:45 .
#289
Posté 09 avril 2011 - 08:46
#290
Posté 09 avril 2011 - 08:57
Modifié par Killer3000ad, 09 avril 2011 - 09:00 .
#291
Posté 09 avril 2011 - 09:06
This is how I feel about the issue. A blood mage conjuring forth demons in waves makes sense. Especially if you can bash him in the face to prevent the reinforcements. Templars backflipping from rooftops to descend upon you doesn't. I don't mind wave mechanics as long as they are used in a way that makes actual sense. Save them for more specific occasions instead of using them in every single encounter. And please, make it preventable.Sylvius the Mad wrote...
Waves aren't the problem. Damaging the credibility of the setting is the problem. As implemented in DA2, waves do that. But that's by no means a necessary consequence of waves.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.
DAO has waves. The Broodmother encounter has waves. I don't recall anyone complaining about it.
And, in answer to your initial question, one of the problems with the way waves work in DA2 is that you can't implement a tactical plan. You can make moment-to-moment tactical decisions, but planning doesn't work because the disposition of your opposition isn't known to you (and you can't learn it even by scouting extensively).
Scouting worked wonderfully in DAO. You could scout ahead, see what was there, and plan for it. DA2 doesn't allow this at all.
Modifié par Marionetten, 09 avril 2011 - 09:07 .
#292
Posté 10 avril 2011 - 02:16
Arken wrote...
Use waves only for special levels. EVERY FIGHT DOESN'T NEED WAVE DANG IT! Just saying...
Yep! I personally don't mind waves, but every damn time i venture into lowtown at night, no thank you!
#293
Posté 10 avril 2011 - 08:13
NKKKK wrote...
Guys this was an 18 month game, the only thing you can do is convince these jackals to take a longer time in their dev cycle. But I doubt that.
I doubt that DA II was an 18 months project. I may be wrong of course, but IMO I think they had around a year to create / build the game itself and NOT the theoretical stuff like the main plot, different direction of the sequel and in general their new ideas. I mean that Dragon Age Origins was a 6-7 years project, but they spend most of that time to create a unique fantasy world, build their own graphics engine and decide what kind of a RPG is going to be. Also, you have to wait some months after the release of your new franchise to decide if it's successful enough (sales-wise), to start working a sequel. No? The framed narrative of DA II was a "clever" idea to repeat the same areas x 3 times (3 acts). I just can't believe that a company like Bioware in 18 months, as you say, can't create more unique areas / dungeons / maps for a full game than the expansion of Origins (Awakening). The waves system in battles and the hordes of enemies was one more way to make the game longer with minimum effort.
#294
Posté 10 avril 2011 - 08:29
#295
Posté 11 avril 2011 - 09:40
Did somebody say my name?Firky wrote...
But, maybe mix it up a bit. Some fights without, some with. The Redcliffe battle in Origins seemed to employ reinforcements really well, on 2 fronts.
Modifié par Zeevico, 11 avril 2011 - 09:42 .
#296
Posté 11 avril 2011 - 04:42
What I'm currently writing as my personal report, given this feedback:
- enemies should not, under any circumstances, appear from thin air - I give exception to Spirits and other enemies which can come from the ground but perhaps some visual cue such as how skeletons are lying in bonepiles on the floor before the encounter starts.
- 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
One fight in Dragon Age 2 I thought handled waves well was when you meet the Kirkwall Guards holed up in the Wounded Coast and you repel attackers (though enough time to quick save between waves would be nice). Conversely, almost every other fight where enemies materialized right where my party was standing were not well handled (<=this happened a lot).
Modifié par Mikeuicus, 11 avril 2011 - 04:43 .
#297
Posté 11 avril 2011 - 05:13
Marionetten wrote...
This is how I feel about the issue. A blood mage conjuring forth demons in waves makes sense. Especially if you can bash him in the face to prevent the reinforcements. Templars backflipping from rooftops to descend upon you doesn't. I don't mind wave mechanics as long as they are used in a way that makes actual sense. Save them for more specific occasions instead of using them in every single encounter. And please, make it preventable.Sylvius the Mad wrote...
Waves aren't the problem. Damaging the credibility of the setting is the problem. As implemented in DA2, waves do that. But that's by no means a necessary consequence of waves.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.
DAO has waves. The Broodmother encounter has waves. I don't recall anyone complaining about it.
And, in answer to your initial question, one of the problems with the way waves work in DA2 is that you can't implement a tactical plan. You can make moment-to-moment tactical decisions, but planning doesn't work because the disposition of your opposition isn't known to you (and you can't learn it even by scouting extensively).
Scouting worked wonderfully in DAO. You could scout ahead, see what was there, and plan for it. DA2 doesn't allow this at all.
Just quoting to emphasize and make sure this doesn't get lost. While I understand the arguments in defense of SOME WAVES, I greatly prefer the way DAO did them, as opposed to the endless hordes of miscreants that inhabit Kirkwall. In addition, the summoning is fine too, except, PLEASE, please Bioware, can abominations STOP appearing out of the GROUND. You can't summon an abomination. You can turn into an abomination. You can ring an an abomination and have him hop on a bus and come over. They, however, do have corporeal bodies and as such are intrinsicly different than spirits and demons with said bodies.
#298
Posté 11 avril 2011 - 05:24
#299
Posté 11 avril 2011 - 05:25
I got really tired of the mercenary ninjas jumping out of windows etc. *every* time I fought in Kirkwall...but I'm not sure anything above has really characterized why some wavers are acceptable and others are not. Maybe it is just overuse of the mechanic...or maybe not.
#300
Posté 11 avril 2011 - 05:50
1 - no more waves on fights because that is just so laze way to make fights longer
2 - when you talk to someone dont make that all what you chose end to same conclusion
3 - can equipe team mates like did on origins
4 - more than 1 model to dungeons and rooms when you enter those
5 - if you can importan save game from previous game so there is real impact and not lame like on dragon age 2
6 - to get back origins fight style from the upper view
7 - for better love scenes i know that on america it is big taboo but on other country it is not so bad so maybe make cencored version to america and to other country same like what was it on first mass effect with good taste
Modifié par trancers3, 11 avril 2011 - 05:53 .





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