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DA2 needs more enemies, there werent enough


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#301
Bootsykk

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randName wrote...

StableZaner wrote...

Not enough enemies?...sarcasm right. They were coming out of the walls! Sometimes literally.


We need more though, and they should have red glowing eyes more often - and lots of spikes! 


Thanks, I now know that yes, pudding will come up your sinuses when you laugh too hard D:

#302
Sejborg

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randName wrote...

Sejborg wrote...

Yes! A thing that I found weird was, how I was supposed to go talk to my companions at their homes or where they worked in DA2. Then there would be this long conversation where they just kept talking, talking and talking. And then finally when it was over, I could get back to the awesome fighting.

For DA3 - please remove those conversations. It's not talking and interacting with NPC's that make games awesome. Such things are boring. It's the fighting that make games awesome! 

Perhaps do it like this for DA3. You receive a mail - some companion wants to talk to you. But when you arrive there is no talking, but instead there is a big glorious and awesome fight going on. Then if the companion had something important to say, he can tell you while figting. And he should make it quick also. Nobody wants to hear long rambling conversations. Why postpone the inevitable? We know it will end in a fight anyway, so might as well get right to it. 

More fighting and explosions for DA3.

Less long, rambling and boring conversations. 


Somone in here suggested that it should all be in banter format anyway, so that you can listen to them talk after fights to ease the down time for the next fight and it being in the banter format it wouldn't slow you down. 


If there have to be this "banter" then make them shout or scream instead of just talking. That makes the conversation more exciting.



As for the down time. I don't think there even should be any down time between the fighting. The thing I liked about the start of the game, was that you where thrown directly into this overly existing and awesome figth. The introduction with the dwarf and the lady where a little off and lacked violence and blood, but  as soon as you where able to do anything, then it was smashing these white or pale creatures called darkspawn. That was so cool.  

It was so awesome feeling empowered and killing lots of minnions. But then suddenly my guy where this weak pathetic fool running from the action. It made no sense! Why run from the battle? And why am I all of the sudden so weak?

But that was not really my point. My point is that the fighting where the awesome part. Sitting in my chair without pressing the fight button is not fun at all! But as soon as the fighting started again, and the more I pressed the fight button, the more fun I had. I simply couldn't get enough. Every single press of the button was like ecstasy. 

And the down time between the fights where like hangovers. Hangovers is not fun.


So another wish for DA3 - no hangovers please.

Instead - try to make the figthing constant, so that there is no time to think about what happens or what you are doing. One problem with DA2 was that I had time to think about what I was doing between fights, and that made my head hurt. 

Modifié par Sejborg, 26 avril 2011 - 01:31 .


#303
TheButterflyEffect

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I wonder why Hurlocks and Ogres are the only kind of darkspawn we got to see in DA2.

#304
AlexXIV

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TheButterflyEffect wrote...

I wonder why Hurlocks and Ogres are the only kind of darkspawn we got to see in DA2.

Because of the dialogues. Less dialogues => more ressources for more different enemies and animations.

#305
TheButterflyEffect

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But why would it have killed them to put in shrieks and genlocks?

#306
AlexXIV

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TheButterflyEffect wrote...

But why would it have killed them to put in shrieks and genlocks?

Or dwarven or qunari females? We are led to believe that it would have killed them.

#307
Arrun

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if waves continue into DA3, make sure that the guys jumping off 40 foot buildings to fight you are wearing much heavier armour this time ... none of this platemail - robe templar nonsense, far too light, we need mobs jumping off in full plate. In fact, to hell with it, make every enemy wear full juggernaut and for all npc mobs when you approach their should be locations, make them do a 360 no scope with a bow for good measure, followed by 'boom! headshot' and a huge explosion of someone nearby.

#308
bEVEsthda

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We're also planning Clowns. Obviously, clowns would mainly be non-armored. They would come in many colors though.

#309
Demx

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Arrun wrote...

if waves continue into DA3, make sure that the guys jumping off 40 foot buildings to fight you are wearing much heavier armour this time ... none of this platemail - robe templar nonsense, far too light, we need mobs jumping off in full plate. In fact, to hell with it, make every enemy wear full juggernaut and for all npc mobs when you approach their should be locations, make them do a 360 no scope with a bow for good measure, followed by 'boom! headshot' and a huge explosion of someone nearby.


Do you think Bioware would just simply add a rappelling animation, and say: "There! They don't jump any more."

Example: Morning Rescue

Modifié par Siradix, 27 avril 2011 - 10:37 .


#310
Arrun

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Siradix wrote...

Arrun wrote...

if waves continue into DA3, make sure that the guys jumping off 40 foot buildings to fight you are wearing much heavier armour this time ... none of this platemail - robe templar nonsense, far too light, we need mobs jumping off in full plate. In fact, to hell with it, make every enemy wear full juggernaut and for all npc mobs when you approach their should be locations, make them do a 360 no scope with a bow for good measure, followed by 'boom! headshot' and a huge explosion of someone nearby.


Do you think Bioware would just simply add a rappelling animation, and say: "There! They don't jump any more."

Example: Morning Rescue


Ahahahahahahahahaha just watched this :lol:

You know, with the direction Bioware seems to be taking with the 'evolution' of their modern 'rpg''s', i wouldn't be surprised if they actually made this their excuse and implemented it :pinched:

#311
xkg

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bEVEsthda wrote...

We're also planning Clowns. Obviously, clowns would mainly be non-armored. They would come in many colors though.


 Clownspawn can look like this :

Posted Image

Modifié par xkg, 27 avril 2011 - 11:53 .


#312
JiggleBelly

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replace darkspawn with ewoks
replace qunari with the monopoly guy, on steroids
replace hawke with a bag of badass skittles
replace companions with variations of toast (butter, PB&J, etc). they also all have boobs now...big ones

#313
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I still eagerly await the arrival of the blight whale.

#314
xkg

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JiggleBelly wrote...

replace darkspawn with ewoks
replace qunari with the monopoly guy, on steroids
replace hawke with a bag of badass skittles
replace companions with variations of toast (butter, PB&J, etc). they also all have boobs now...big ones



yep, thx 4 trolling. you may go now.

#315
Abispa

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Hell, read these forums and you'll see that DA2 has LOTS of enemies, many of which I wouldn't mind using my Awesome Button on. The Bioware-can-do-no-wrong crowd is annoying, too, but I'd make their fate one of those dialogue wheel activated moral decisions.

#316
Abispa

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@ xkg -- Normal clowns are evil enough, dammit.

#317
2papercuts

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I also think that DA would improve if it had a higher focus on America, kind of like MW2,
this would attract more of that crowd


they should do more stuff like this

Modifié par 2papercuts, 28 avril 2011 - 12:36 .


#318
xkg

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Abispa wrote...

@ xkg -- Normal clowns are evil enough, dammit.



yes,yes. There are going to be two types of clowns : Normal clowns and Clownspawns Posted Image

#319
Abispa

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Ah, yes, the Clown Crime Syndicate of Kirkwall. The bane of the Friends of Red Jenny.

#320
bEVEsthda

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Now for some look at how the 'pros' do it. Do mega-killing I mean. And consider how dramatically it differs from Bioware's approach in DA2. It's almost the opposite.

First of all, instead of just random encounters, the story is really directly connected to the action. The story is so simple, yet engaging: All your close ones and friends have been killed. Now there is one goal driving the protagonist: Kill everyone responsible and everyone standing in the way, plus their parents, parents friends and people they owe money.

Of special interest to us here, as seeing how we want more enemies, is that the killing here is done, not in dozens, but in hundreds.
Also of special interest to us, is how combat speed is handled. Instead of instantenous blitz, we instead find slowmotion. In fact, combat against ridiculously impossible odds is handled, not by some cowardly, convenient, wimpy area effect, but by slowing down time to "bullet-time" and then grind the gritty, hard, honest work.

The video is somewhat confusing as it seem to end and start at 2:19, and not from the beginning. But I'm sure you get everything relevant anyway.



#321
Corto81

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I hope DA3 is like League of Legends/DotA.

Only communication is getting flamed by 14-year olds. How cool is that?!

#322
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Well, I know we had the "awesome" button, but did anyone notice, maybe somewhere in the middle of this thread it was mentioned, there wasn't a "reload" button? Everytime my mage was firing with the "awesome" button, I would press (yes console) the x button and I would cast a spell. Next time it should just reload my mage's staff.

Also sometimes I had a hard time seeing Hawkes two-handed sword so I think maybe next time the sword should be about three times as large. Oh and did anyone else notice that you couldn't use an rpg? I thought this game was rpg based. I was stuck with a sword, arrows, and staffs. No rpgs.

Ok seriously though, when I am surrounded by the magic ninjas that appear out of nowhere I can't call in an AC-130 gunship and that would help a lot. There needs to be an air support button next to the reload button that is next to the jump button that is next to the awesome button.

Next time when I am told it will be action rpg there better really be a rocket propelled grenade.

Modifié par casa de morte, 08 mai 2011 - 03:54 .