This game is brilliant
#226
Posté 25 mai 2011 - 03:55
#227
Posté 25 mai 2011 - 04:36
I want gameplay that aids roleplaying. Combat of all difficulties can do that if the combat fits coherently within the game's setting. Some quests can be perilously difficult, and some quests can be cakewalks, but as long as the rules for each makes sense then the game has, I think, succeeded.Skilled Seeker wrote...
?Sylvius the Mad wrote...
I know. If I get back to the game, I'll install one.Skilled Seeker wrote...
Well there are mods that add friendly fire without the difficulty of nightmare. Check out the DA Nexus.
I don't really understand why "Difficulty" is a setting at all. On its own, difficulty isn't relevant to my gameplay.
Having the game's mechanics adjusted to provide a static (or narrowly limited) standard of difficulty is a badly misguided priority.
#228
Posté 25 mai 2011 - 05:04
This is why back in the day all my friends had the dungoen master's guide too .. even though I was DM like 95% of the time ... everyone wants to know the rules and know that the game is being played fairly (for lack of a better term).
In fact it goes one step further ... the rulesets for RPG's are also part of the fun for many role playing gamers. When there are disparate rulesets for the GM and the players some of the fun errodes.
#229
Posté 25 mai 2011 - 06:03
Enemy mages in DA2 are particularly bad in this regard.
#230
Guest_simfamUP_*
Posté 25 mai 2011 - 06:06
Guest_simfamUP_*
#231
Posté 25 mai 2011 - 08:24
Sylvius the Mad wrote...
Having the game's mechanics adjusted to provide a static (or narrowly limited) standard of difficulty is a badly misguided priority.
But what if someone finds the stock difficulty too hard or too easy. Should they be punished? More choice is always a good thing. I understand your problem is with the game rules, so I don't see why you're against difficulty scaling.
#232
Posté 25 mai 2011 - 03:08
#233
Posté 25 mai 2011 - 03:23
Joonsis wrote...
Very much enjoyed this game. I've played through with each class, couple of times as a female, once as a male. The dialogue is great and the epic storyline is worth caring about. Once again for me it is the banter between party members that really sets the DA franchise apart from other RPG's. The combat system was also good, battles were completely absorbing, barely time to think. I'm looking forward to the next. Thanks Bioware!
Glad you liked it =) I also love the banter and how you can follow your companions and see how they get to know eachother better along the game
#234
Posté 25 mai 2011 - 03:32
Grimmwor Runeforger wrote...
I have been playing DA2 since it came out. I still have not finished my first play through. I guess I am slow LOL. But...that is what I love about it...it reminds me of BG2...which was the game that got me into PC gaming. Developers...producers...fine job. I LOVE it.
Tragic. You obviously haven't played BG2 for a really long time either, otherwise you wouldn't have made such an erroneous comparison.
#235
Posté 25 mai 2011 - 03:58
Modifié par godseiryuu, 25 mai 2011 - 03:59 .
#236
Posté 25 mai 2011 - 07:27
I do think the player should be able to adjust the gameplay to suit his preferences. But targetting a level of difficulty as some sort of design objective - I think that's a mistake because it leads to these other perverse outcomes.Skilled Seeker wrote...
But what if someone finds the stock difficulty too hard or too easy. Should they be punished? More choice is always a good thing. I understand your problem is with the game rules, so I don't see why you're against difficulty scaling.
If they're designing a combat encounter in the game, and they find that they've made it too difficult, I would hope that instead of adjusting the rules that govern that encounter they would instead just remove one enemy from it, or adjust the terrain to give the player an extra tactical opportunity, or some other such thing.
This is why I think BioWare's D&D-based games were so good - they were locked into the ruleset, so they wre forced to design the encounters without making the rules nonsensical. That, I think, is the proper way to design a game. Build the setting first. Define the rules within that setting. Then tell a story that doesn't break those rules.
#237
Posté 25 mai 2011 - 08:25
Sylvius the Mad wrote...
I do think the player should be able to adjust the gameplay to suit his preferences. But targetting a level of difficulty as some sort of design objective - I think that's a mistake because it leads to these other perverse outcomes.Skilled Seeker wrote...
But what if someone finds the stock difficulty too hard or too easy. Should they be punished? More choice is always a good thing. I understand your problem is with the game rules, so I don't see why you're against difficulty scaling.
If they're designing a combat encounter in the game, and they find that they've made it too difficult, I would hope that instead of adjusting the rules that govern that encounter they would instead just remove one enemy from it, or adjust the terrain to give the player an extra tactical opportunity, or some other such thing.
This is why I think BioWare's D&D-based games were so good - they were locked into the ruleset, so they wre forced to design the encounters without making the rules nonsensical. That, I think, is the proper way to design a game. Build the setting first. Define the rules within that setting. Then tell a story that doesn't break those rules.
I like the D & D ruleset, but some of the rules were nonsensical, which is why a lot of role playing groups had house rules. Also some of the rules could not be implemented in the form written, so compromises had to be made. The small indie company Basilisk games took this into account when they developed Eschalon II. You could modify some of the games parameters and mechanics at the start of the game.
As an example, If you wanted food and water requirements you could check the box at the beginning and that mechanic is implemented.
Choice can be very good.
#238
Posté 25 mai 2011 - 08:44
I'm certainly not saying BioWare should use anything like the D&D rules. I'm saying that the way BioWare designed those D&D-based games was better because they weren't allowed to fiddle with the rules to produce specific gameplay outcomes.Realmzmaster wrote...
Sylvius the Mad wrote...
I do think the player should be able to adjust the gameplay to suit his preferences. But targetting a level of difficulty as some sort of design objective - I think that's a mistake because it leads to these other perverse outcomes.Skilled Seeker wrote...
But what if someone finds the stock difficulty too hard or too easy. Should they be punished? More choice is always a good thing. I understand your problem is with the game rules, so I don't see why you're against difficulty scaling.
If they're designing a combat encounter in the game, and they find that they've made it too difficult, I would hope that instead of adjusting the rules that govern that encounter they would instead just remove one enemy from it, or adjust the terrain to give the player an extra tactical opportunity, or some other such thing.
This is why I think BioWare's D&D-based games were so good - they were locked into the ruleset, so they wre forced to design the encounters without making the rules nonsensical. That, I think, is the proper way to design a game. Build the setting first. Define the rules within that setting. Then tell a story that doesn't break those rules.
I like the D & D ruleset, but some of the rules were nonsensical, which is why a lot of role playing groups had house rules. Also some of the rules could not be implemented in the form written, so compromises had to be made. The small indie company Basilisk games took this into account when they developed Eschalon II. You could modify some of the games parameters and mechanics at the start of the game.
As an example, If you wanted food and water requirements you could check the box at the beginning and that mechanic is implemented.
Choice can be very good.
#239
Posté 25 mai 2011 - 09:01
Modifié par schalafi, 25 mai 2011 - 09:03 .
#240
Posté 25 mai 2011 - 09:31
I wouldn't go see The Empire Strikes Back and not expect it to be about Luke Skywalker, Han Solo and Darth Vader. I wouldn't see Back to the Future 2 and not expect time travel, I wouldn't play Crysis 2 and not expect a nano suit and aliens and so on and so fourth etc etc.
But also this whole we shouldn't compare games etc is a joke. If we don't compare how do you measure success and what works? If that was the case, someone could re-release Kroz and we'd all have to claim it was the greatest game of all time because we weren't allowed to compare it and had to have no expectations.
I came into DA2 expecting Dragon Age 2 - With every intention of it being compared to DA1, being that generally, sequels aim to be better than the first and carry on in someway from their point of origin.
Regardless of my views, my argument is against the argument that it shouldn't be compared to a game it was part of the series for and that people should look at it like no other game has ever been made before.
Etc etc...and so on and so fourth.
Whew. Now thats out of my system. I feel a little better.
#241
Posté 25 mai 2011 - 10:24
Icinix wrote...
Its been said time and time again. But if you label something as a sequel, you cannot complain that people shouldn't expect it to be a sequel.
I wouldn't go see The Empire Strikes Back and not expect it to be about Luke Skywalker, Han Solo and Darth Vader. I wouldn't see Back to the Future 2 and not expect time travel, I wouldn't play Crysis 2 and not expect a nano suit and aliens and so on and so fourth etc etc.
But also this whole we shouldn't compare games etc is a joke. If we don't compare how do you measure success and what works? If that was the case, someone could re-release Kroz and we'd all have to claim it was the greatest game of all time because we weren't allowed to compare it and had to have no expectations.
I came into DA2 expecting Dragon Age 2 - With every intention of it being compared to DA1, being that generally, sequels aim to be better than the first and carry on in someway from their point of origin.
Regardless of my views, my argument is against the argument that it shouldn't be compared to a game it was part of the series for and that people should look at it like no other game has ever been made before.
Etc etc...and so on and so fourth.
Whew. Now thats out of my system. I feel a little better.
The game follows on from events from the first game so thus it's a sequel but a lot of characters would be hard to come back since there are so many different endings to the game it would be quite silly. It just makes sense to create new characters while still being able to talk about some events that happened in the last
#242
Posté 25 mai 2011 - 10:42
The franchise is about Thedas in the Dragon Age not particular characters ergo DA2 is a sequel. BW made this clear well before DA2 came out.Icinix wrote...
Its been said time and time again. But if you label something as a sequel, you cannot complain that people shouldn't expect it to be a sequel.
Modifié par Morroian, 25 mai 2011 - 10:42 .
#243
Posté 25 mai 2011 - 10:43
Based on the combat mechanics alone, the two games aren't both recognisable as being in Thedas.Morroian wrote...
The franchise is about Thedas in the Dragon Age not particular characters ergo DA2 is a sequel. BW made this clear well before DA2 came out.
#244
Guest_simfamUP_*
Posté 25 mai 2011 - 10:51
Guest_simfamUP_*
Sylvius the Mad wrote...
Based on the combat mechanics alone, the two games aren't both recognisable as being in Thedas.Morroian wrote...
The franchise is about Thedas in the Dragon Age not particular characters ergo DA2 is a sequel. BW made this clear well before DA2 came out.
How so? They are both party based games, each with the same basic tactical/stragety implementation. Though it was done much better in Origins, they are still recognisable in general.
I wish sometimes however, they would warn you with some signs a boss is up. In Origins you could tell in the Deep Roads that you were going to face something scary, so you better get ready.
I hate it when I'm forced to enounter a boss with no significant sign beforehand. It's like they pop out of the air for no apparent reason.
#245
Posté 25 mai 2011 - 10:54
To me they are, DA2 felt like a Dragon Age game to me even with the changes.Sylvius the Mad wrote...
Based on the combat mechanics alone, the two games aren't both recognisable as being in Thedas.Morroian wrote...
The franchise is about Thedas in the Dragon Age not particular characters ergo DA2 is a sequel. BW made this clear well before DA2 came out.
#246
Posté 25 mai 2011 - 10:56
Morroian wrote...
To me they are, DA2 felt like a Dragon Age game to me even with the changes.Sylvius the Mad wrote...
Based on the combat mechanics alone, the two games aren't both recognisable as being in Thedas.Morroian wrote...
The franchise is about Thedas in the Dragon Age not particular characters ergo DA2 is a sequel. BW made this clear well before DA2 came out.
This.^
#247
Posté 25 mai 2011 - 10:58
Persephone wrote...
Morroian wrote...
To me they are, DA2 felt like a Dragon Age game to me even with the changes.Sylvius the Mad wrote...
Based on the combat mechanics alone, the two games aren't both recognisable as being in Thedas.Morroian wrote...
The franchise is about Thedas in the Dragon Age not particular characters ergo DA2 is a sequel. BW made this clear well before DA2 came out.
This.^
Not for me.
#248
Posté 25 mai 2011 - 11:14
Which bosses are these? DAO had more ninja bosses than DA2. I can only think of one ninja boss in DA2. You knew that you were going to have to fight the others before you met them. Maybe not the specific boss, but you could tell that a boss encounter was coming.simfamSP wrote...
Sylvius the Mad wrote...
Based on the combat mechanics alone, the two games aren't both recognisable as being in Thedas.Morroian wrote...
The franchise is about Thedas in the Dragon Age not particular characters ergo DA2 is a sequel. BW made this clear well before DA2 came out.
How so? They are both party based games, each with the same basic tactical/stragety implementation. Though it was done much better in Origins, they are still recognisable in general.
I wish sometimes however, they would warn you with some signs a boss is up. In Origins you could tell in the Deep Roads that you were going to face something scary, so you better get ready.
I hate it when I'm forced to enounter a boss with no significant sign beforehand. It's like they pop out of the air for no apparent reason.
Modifié par Skilled Seeker, 25 mai 2011 - 11:15 .
#249
Posté 26 mai 2011 - 02:59
Morroian wrote...
The franchise is about Thedas in the Dragon Age not particular characters ergo DA2 is a sequel. BW made this clear well before DA2 came out.Icinix wrote...
Its been said time and time again. But if you label something as a sequel, you cannot complain that people shouldn't expect it to be a sequel.
@ Morroian and Faust1979 -
I was complaining about the argument people are using that you shouldn't expect it to be a sequel. Even though it is.
Not about the characters they used.
If I say I don't like Teddy Bear Picnic 2: Wrath of the ants because its not like Teddy Bear Picnic 1: Making the picnic - its a poor argument to say I shouldn't have expected it to play and perform in a manner similar to the first. Particularly when I'm coming out and saying It doesn't feel like I'm playing a Teddy Bear Picnic game.
Modifié par Icinix, 26 mai 2011 - 03:00 .
#250
Posté 26 mai 2011 - 04:01
Icinix wrote..
I was complaining about the argument people are using that you shouldn't expect it to be a sequel. Even though it is.
Not about the characters they used.
If I say I don't like Teddy Bear Picnic 2: Wrath of the ants because its not like Teddy Bear Picnic 1: Making the picnic - its a poor argument to say I shouldn't have expected it to play and perform in a manner similar to the first. Particularly when I'm coming out and saying It doesn't feel like I'm playing a Teddy Bear Picnic game.
I never expected them to follow up on the Warden after DA:O ended just because of all the plot threads they left open and would have hard a time fixing. When I played DA:A, a game that takes my choices and background and LIs and just forces you to be a Grey Warden, I realized that I wouldn't be able to play a DA:O2 that involved any kind of plot hook for my Warden.





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