Can we please stop complaining about "ninjas dropping from the sky?"
#101
Posté 27 avril 2011 - 11:20
#102
Posté 27 avril 2011 - 11:21
#103
Posté 30 avril 2011 - 12:28
#104
Posté 30 avril 2011 - 01:26
#105
Posté 30 avril 2011 - 03:35
#106
Posté 30 avril 2011 - 03:48
88mphSlayer wrote...
the best extra wave is when spiders drop from the sky on the wounded coast
Are they strong? Listen bub,
They've got Blight infected blood!
Can they swing on a thread?
Take a look overhead!
Hey there....there goes the Spider Wave!
Ugh. I clearly need more coffee.
#107
Posté 30 avril 2011 - 04:30
It's one of the best examples of the things done wrong in this game.
And besides, the louder we complain, the more likely it will be fixed in DA3.
#108
Posté 30 avril 2011 - 04:35
v_ware wrote...
Why?
It's one of the best examples of the things done wrong in this game.
And besides, the louder we complain, the more likely it will be fixed in DA3.
IS THIS LOUD ENOUGH?!
Seriously though, if DA3 has to have waves (which I believe Luke has implied), at least have them enter the battlefield smartly. Have them open doors, spawn from a zone's entrance, have them summoned by a caster if the enemies are demons - anything other than dropping from the ceiling really.
Modifié par -Skorpious-, 30 avril 2011 - 04:36 .
#109
Posté 30 avril 2011 - 04:40
Well said.-Skorpious- wrote...
v_ware wrote...
Why?
It's one of the best examples of the things done wrong in this game.
And besides, the louder we complain, the more likely it will be fixed in DA3.
IS THIS LOUD ENOUGH?!
Seriously though, if DA3 has to have waves (which I believe Luke has implied), at least have them enter the battlefield smartly. Have them open doors, spawn from a zone's entrance, have them summoned by a caster if the enemies are demons - anything other than dropping from the ceiling really.
AND I DON'T WANT NO DAMN WAVES ANYMORE!
Modifié par v_ware, 30 avril 2011 - 04:44 .
#110
Posté 30 avril 2011 - 04:44
-Skorpious- wrote...
v_ware wrote...
Why?
It's one of the best examples of the things done wrong in this game.
And besides, the louder we complain, the more likely it will be fixed in DA3.
IS THIS LOUD ENOUGH?!
Seriously though, if DA3 has to have waves (which I believe Luke has implied), at least have them enter the battlefield smartly. Have them open doors, spawn from a zone's entrance, have them summoned by a caster if the enemies are demons - anything other than dropping from the ceiling really.
If they do have waves and summons, at least allow the player to have summon abilities.
Talents if not direct damage last longer than ten seconds or take less time to cool down.
Have markers such as doors, and places to create choke points.
To "balance" out the inconsistencies of this wave, boss, wave, wave, wave combat.
Modifié par Sussurus, 30 avril 2011 - 04:45 .
#111
Posté 30 avril 2011 - 05:24
The next game definitely should have waves, at least of certain creatures: spiders, demons, undead clawing up from the earth seem the most sensible example. However, I thought the waves of dragonlings added much to the High Dragon encounter, so I would hope that waves will still be prevalent in the next game, merely better managed graphically.
#112
Posté 30 avril 2011 - 05:33
grey_savant wrote...
Waves add interest to the game and force the player to come up with new strategies. If all the enemies come at once, or from one direction, then AoE spells become too strong. In the past game, the safest spot for mages was in the back. In this game, it's close to the shield tank's side. I'm fine with the variety.
The next game definitely should have waves, at least of certain creatures: spiders, demons, undead clawing up from the earth seem the most sensible example. However, I thought the waves of dragonlings added much to the High Dragon encounter, so I would hope that waves will still be prevalent in the next game, merely better managed graphically.
I honestly don't see how one can strategize combat when enemies appear from nowhere, especially if they materialize directly above you or right next to you, as does often happen in DA2. There's no way to assess what to do in those few seconds. Wave combats, I guess can work, if they are implemented more realitistically, but it is far from that in DA2 when enemies just simply appear out of thin air.
Modifié par Tommy6860, 30 avril 2011 - 05:35 .
#113
Posté 30 avril 2011 - 05:44
Also people WAVES and enemies droping top of you group from no-where is NOT same thing. Waves means like addional enemies are comming to battlefield. Enemies droping top of you group from no-where, means HOW they are comming to battlefield. Point is that complain is not about addional enemies, it's about how they come to battlefield.
Modifié par Lumikki, 30 avril 2011 - 05:49 .
#114
Posté 30 avril 2011 - 06:12
I'm pretty sure we should all be happy now.
EDIT: Pretty sure we should be happy now about the hope that they won't do it again I mean, it's disappointing they had this in DA II
Modifié par SkittlesKat96, 30 avril 2011 - 06:13 .
#115
Guest_Rojahar_*
Posté 30 avril 2011 - 08:32
Guest_Rojahar_*
Modifié par Rojahar, 30 avril 2011 - 08:34 .
#116
Posté 30 avril 2011 - 08:35
Rojahar wrote...
IMO, the solution is to keep waves working as they are, but make all enemies ninjas.
Yes but if we have ninjas, we also have to have unarmed combat arts, throwing stars, katanas, and Samurai. It is a package deal, or we could just have no more waves.
#117
Posté 30 avril 2011 - 08:52
Kileyan wrote...
Rojahar wrote...
IMO, the solution is to keep waves working as they are, but make all enemies ninjas.
Yes but if we have ninjas, we also have to have unarmed combat arts, throwing stars, katanas, and Samurai. It is a package deal, or we could just have no more waves.
They have to be turtles as well... Ninja turtles ! Sten's theory on life would be blown wide open.
#118
Posté 30 avril 2011 - 08:58
OhoniX wrote...
Seriously guys? It's tired. I get that some people don't like the waves and all, but the "ninjas dropping form the sky" bit is a non-issue. It it were Templars and Ogres, sure, it'd be a problem, but it's not. The enemies that "drop from the sky" are all bandits, and they only do so when in two-story areas, from locations where it's perfectly plausible for ambushing bandits to be lying in wait. So they drop down from above to catch their prey unawares. It makes total sense. The other type is the spiders which drop from cave roofs, which is exactly where spiders in caves would come from. Other than those TWO types of enemy, nothing else does that. Other enemies come out of natural doorways, or are demons summoned from the ground, places that make perfect sense.
Do they "appear out of nowhere" when they spawn like this? Sure, but that happens in almost any game on the market that dynamically spawns opponents, causing them to "appear" near doorways and such, relying on the player's supsension of disbelief to accept that they were actually coming out of that doorway instead. Can you sometimes place yourself into a position where what should be a distant blind alley is actually right next to you, so that instead of appearing out of sight and then rounding the corner they appear right next to you? Sure, but the only way they could have avoided that would be the prevent them spawning at all if you're too near their spawn point, and in such a case it would be too easy to exploit the content by "spawn camping" enemies.
You can faily question the gameplay choice to add reinforcements to the battle, and to extend the duration of the battle beyond the dozen or so enemies they could have active at any given time, but it's just childish whinging to constantly moan about the spawning methods they used to achieve it, when they were perfectly natural to the game world.
Shor answer? NO!

And the one with blood in the head... from hitting the roof? LMAO!
Modifié par RageGT, 30 avril 2011 - 08:59 .
#119
Posté 30 avril 2011 - 09:06
SkittlesKat96 wrote...
Pretty sure we should be happy now about the hope that they won't do it again I mean, it's disappointing they had this in DA II
I would not believe one word of this, only if i see it in real while playing DA3
#120
Posté 30 avril 2011 - 09:11
#121
Posté 30 avril 2011 - 09:21
It's that it happens every. single. encounter.
Combat length is mostly dependent on waves, not difficulty. Here, "difficulty" depends on the number of mobs, not a thoughtful attack that challenges how you think about the fight.
So what if mobs spawn in different spots? There's no challenge here: all you have to do is move your squishies out of the way.
Sometimes, mobs should come in waves. And sometimes, an enemy should be prepared for a real fight.
#122
Posté 30 avril 2011 - 09:26
RageGT wrote...
Shor answer? NO!
And the one with blood in the head... from hitting the roof? LMAO!
Actually that is from Varric's arrow. They home in on people.
#123
Posté 30 avril 2011 - 09:27
#124
Posté 30 avril 2011 - 09:30
Tommy6860 wrote...
I honestly don't see how one can strategize combat when enemies appear from nowhere, especially if they materialize directly above you or right next to you, as does often happen in DA2. There's no way to assess what to do in those few seconds. Wave combats, I guess can work, if they are implemented more realitistically, but it is far from that in DA2 when enemies just simply appear out of thin air.
I spot their little red shadows as they descend from above and fire some AoE in that direction. Not only does it ruin their landings, tis rather fun, too.
#125
Posté 30 avril 2011 - 09:46
Shadow of Light Dragon wrote...
OhoniX wrote...
The enemies that "drop from the sky" are all bandits, and they only do so when in two-story areas, from locations where it's perfectly plausible for ambushing bandits to be lying in wait.
So these bandits were clinging to the rafters like Spiderman?
Hey, now. Even Spider-Man doesn't do it with a sword in one hand and shield in the other.





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