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?
For me personally it's a mixture of both.
I know you tried in certain situations, like having them jump down from the rooftops, but a lot of the time they do in fact just 'poof' or 'bamf!' (for X-Men geeks out there) from out of nowhere into the fight. This obviously visual gimmick breaks immersion pretty easily.
And, it's all about tactics. When you don't have a lot of heal spells to use (like you did in DAO) and the potions are now on a cooldown, it's harder (not impossible, or even gruelling depending on difficulty level and the opponents you're facing) to navigate the battlefield and your companions.
And, again for me, the final bit returns to immersion: the idea of all enemies just standing and waiting for their comrades to die before joining the fray seems wrong to me. It's been using in Hollywood and b- or c-level TV shows and other media, but I didn't miss it in DAO. Why must they all wait? Why can't they all be 'in the field' at the same time?
In conclusion, I don't mind waves in certain situations, or with certain enemies. I don't mind it being sprinkled sparingly throughout the game, in scripted events that are supposed to be tougher (like, as an arbitrary example, the final battle in DA2). But when the majority of enemy encounters involve at least an additional wave, it just feels off.
Certain situations I could think of where this mechanic would be both useful and within story, are:
-Undead. I can buy the idea of more corpses being raised from other graves, or other patches of undisturbed earth
-Spiders and other monsters (not dragons): Spiders breed plenty. I can buy the idea of monster spiders coming out from dark corners as you slay their brethren.
-A more scripted ambush approach: I can see a situation like this inside a larger dungeon/building, where one or more of the enemies that haven't yet been killed with call out (or summon) others to help. You can even add this into a battle mechanic where you then have to stop the guy from summoning reinforcements.
-Scripted plot events: ala the last battle in DA2, and other similar events where you'd expect there to be a lot of soldiers/thugs/etc.
Certain situations I could think of where this mechanic would be NOT ideal:
-Dragons. There was a couple of situations where dragons kept coming out of nowhere. I was of the mind that dragons are a rare breed these days. They should be kept special, and kept strong. Having them spawn in waves cheapens them a little.
-Nighttime encounters: An evening stroll in Kirkwall should produce ambushes, but not waves upon waves of them. Within character and story, ambushers at night would rely on surprise; otherwise, thugs and mercernaries and assassins at night shouldn't be expecting anyone to fight them at all, let alone being prepared for a second wave in case they do in fact meet stiff resistance.
-Any areas where there's no logical place to hide: Places outside the city or dungeons/buildings where there's no reasonable place for enemies to just be 'parked' waiting to run in during a battle. Places where a player can clearly see his/her surroundings. In these situations all enemies should be in the field already, unless it's part of a scripted event ala mage summoning more corpses or monsters.
Waves should be a mechanic reserved, not guaranteed. It can help keep fights interesting, but if every fight involves a wave or two, then it loses its luster and importance, not to mention breaking immersion and just causing undue frustration.