For Dragon Age 3, please don't use waves anymore
#326
Posté 09 mai 2011 - 03:11
#327
Posté 09 mai 2011 - 03:29
Modifié par Realmzmaster, 09 mai 2011 - 03:29 .
#328
Posté 09 mai 2011 - 11:53
Luke Barrett wrote...
Thanks for the responses everyone! I suspect (and this is purely speculative) that the wave-type system will stay in the franchise going forward but we're certainly always looking for feedback and ways too improve.
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
does that sound like an accurate assessment of what you would like to see?
(and yes, this is just summarized. My reports are much more long-winded and full of linguistic wizardy)
One thing to add is how enemies spawn unseen from alleys behind you, especially the encounters with thugs and pretender guards throughout Kirkwall. "Hey I just walked through an empty alleyway, now a whole army just appears behind me." Not fun.
And yes, 99% of the encounters in DA2 consist of waves. Not fun at all. Use it when it makes sense. Also keep the waves, if used, to a sensible number, too many fights in DA2 devolved into surviving 3-4 waves of enemies, eg, the Pretender guard base.
#329
Posté 09 mai 2011 - 03:19
I liked DA2, but it was not really at the standard Bioware has set for themselves with awesome games like NWN(1/2) and DA:O
Modifié par Gisle Aune, 09 mai 2011 - 03:19 .
#330
Posté 09 mai 2011 - 10:54
Luke Barrett wrote...
Just out of curiosity, is the wave issue more problematic due to the enemies appearing from thin air or simply because you don't know how many more are coming and can't properly position yourself?
Neither
It's problematic because it's trying to "trick" the player into thinking a lot of action is happening, when what ends up happening is the party standing in place while things spawn and attack them.
Why is that problematic? It breaks immersion, hard.
HOWEVER, not everyone agrees. People play Call of Duty and don't complain. Personally when I first saw this in a burning house in COD3 (enemies keep spawning inside a house that is on fire, and you can't enter th house, you can only shoot into the windows" it jars the player, basically forcing you to look behind the curtain.
Respawning enemies has become the Wizard of Oz, with the curtain half open exposing the mechanic instead of immersing the player into the game
#331
Posté 09 mai 2011 - 10:57
Luke Barrett wrote...
Thanks for the responses everyone! I suspect (and this is purely speculative) that the wave-type system will stay in the franchise going forward but we're certainly always looking for feedback and ways too improve.
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
does that sound like an accurate assessment of what you would like to see?
(and yes, this is just summarized. My reports are much more long-winded and full of linguistic wizardy)
But WHY is the wave system staing "going forward"? I think we know the answer, but I'd rather hear it from Bioware.
#332
Posté 09 mai 2011 - 11:00
#333
Posté 09 mai 2011 - 11:07
More content less waves. I am not saying get rid of them completely, just use them when they make sense and not spawning from thin air *cough* spiders *cough, cough*
#334
Posté 09 mai 2011 - 11:08
Tigress M wrote...
I'm in the mix it up crowd. I like being ambushed, so to speak, once in awhile, but I also like seeing a group of baddies off in the distance and pulling out my trusty bow or staff and picking them off one by one. I sorely missed the latter in DA2.
I'm the same way as you. But will have to admit that IMHO bioware took to many of our choices away in DA2 right from the start. I.e only can run a human male or female. Warrior's can't dual weapon or use bows. Not to mention the the decent stuff in the game for which little there is isn't gotten till almost the very end where it's pretty much useless by this time. And the DLC's for which we were given were mediocre. Unlike DA2 where you got decent stuff early on in the game and the stuff for which you picked up and decided to sell was worth selling and you got something for it.
#335
Posté 09 mai 2011 - 11:57
Redneck1st wrote...
Tigress M wrote...
I'm in the mix it up crowd. I like being ambushed, so to speak, once in awhile, but I also like seeing a group of baddies off in the distance and pulling out my trusty bow or staff and picking them off one by one. I sorely missed the latter in DA2.
I'm the same way as you. But will have to admit that IMHO bioware took to many of our choices away in DA2 right from the start. I.e only can run a human male or female. Warrior's can't dual weapon or use bows. Not to mention the the decent stuff in the game for which little there is isn't gotten till almost the very end where it's pretty much useless by this time. And the DLC's for which we were given were mediocre. Unlike DA2 where you got decent stuff early on in the game and the stuff for which you picked up and decided to sell was worth selling and you got something for it.
I too miss picking them off from a distance. I like the occasional...*open the door* OH **** moments. But DAO had the mix almost right I think. And I could pick off people, which was funny.
Fred:"Hey Bob, how's the wife?"
Bob : *gurgle as arrow hits him in the throat*
Fred: "hmm, unusal weather we're having" *Fred gurgles with an arrow in the eye*
#336
Posté 10 mai 2011 - 12:08
Is if your abilities and talents compensated for them, damage based ones are fine as they are.
However, healing, disruption, controlling, buffs are majoritively useless with the current wave, leveling and ranking system you use.
It's as if you dumped these talents in as filler, then set up their stats based on DA:O's combat style.. which is far from DA:2's.
More variation and balance to options available in game would aleviate the tedium to it.
Modifié par Sussurus, 10 mai 2011 - 12:13 .
#337
Posté 10 mai 2011 - 01:14
Modifié par Wintermist, 10 mai 2011 - 01:14 .
#338
Posté 10 mai 2011 - 02:10
Worse still, they're unimaginative.





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