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Dragon Age moving forward: gameplay feature discussion


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#1
Luke Barrett

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Hello, Gameplay Enthusiasts!

I have been having a chat with a few different people in PMs about things they would like to see improved/changed for future products and I thought it might be better to open it up to a wider audience.

Basically, if you have a question or suggestion on a feature that either could be improved upon in some way or something that should be added, feel free to bring it up and I'll do my best to address it, either by agreeing and extrapolating (simply so it's a more precise thought/design) or arguing why such a thing shouldn't be added (of course, you're welcome to disagree) with some very well explained reasons.

Now, I should warn you that I'm almost exclusively in the gameplay/combat side of things so if you plan on suggesting anything like "My GW > Hawke, let's bring him back for ..." or "LIs should bla bla bla" I'll probably ignore you ^_^. This is strictly for gameplay elements. It also should be mentioned that I may challenge your stance on an idea even if I agree with it just so we can get better clarity on exactly what aspect of something you like (or dislike). Please don't assume that because I'm attacking your logic or reasoning that I disagree with the concept.

Lastly, this is for constructive feedback - you're welcome to say design X sucks as long as you follow up with a valid reason or explanation.

[Disclaimer: In no way are any of these ideas definitely going to appear in any Dragon Age (or BioWare) game, even if they are suggested by myself. This is simply to get some good ideas going - I will update the report I currently have on the issue and add any new items.]

Modifié par Luke Barrett, 11 juillet 2011 - 04:54 .


#2
Luke Barrett

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[reserved for a list]

#3
mesmerizedish

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Make friendly fire available at all difficulties (Mr. Thomas has mentioned that it checks for Nightmare's ID so the FF settings in difficulty.gda don't have any effect except on Nightmare... that's a terrible method, very mod unfriendly).

Re-introduce the weapon swap button. The functionality is still there, and there's a PC mod that implements it via an activated ability, but a real UI element would be nice, and then console kiddies could have it too.

More as I think about it.

#4
Kail Ashton

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First and foremost: Open world travel, never understood why you 1- had such a in depth world but only allowed people to go to certin spots of it 2- given the entire battle system is already derived from final fantasy 12 right down to the tactics & ai team mates, why not go with the open world exploration it used as well?

This'd open up alotta optional things to pad out gameplay, could keep the random events from origins, recycle enemies(you do love to recycle!), the job boards and such could actually be diverse, have monster/bounty/whatever hunting, i'd say unique speciel monsters to hunt (sure it's been done, but again might as well go the whole mile with ff12 "inspirations") good exscuse for more high dragon fights (recycled? >__>) lotta stuff you can do with an open explorible world time, budget & actual imagination

Keep the stupid paper map for fast travel, you guys need to catch up with the rest of the modern rpg world here, and add more weapon styles (polearm!)

Modifié par Kail Ashton, 11 juillet 2011 - 05:10 .


#5
Luke Barrett

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ishmaeltheforsaken wrote...

Make friendly fire available at all difficulties (Mr. Thomas has mentioned that it checks for Nightmare's ID so the FF settings in difficulty.gda don't have any effect except on Nightmare... that's a terrible method, very mod unfriendly).

Re-introduce the weapon swap button. The functionality is still there, and there's a PC mod that implements it via an activated ability, but a real UI element would be nice, and then console kiddies could have it too.

More as I think about it.


To the first point, I would say I think a lot more than just FF should be customizable. Around launch time I talked about this but one of the things I would have liked to see is a list of rules (FF, damage reduction, immunities...etc) and an ability to scale them. Each one would have a numerical assignment and then based on the sum of all of them it would give you a score and a rough difficulty term for convenience sake. So for example, I might play at a 92 (of 100) and that would qualify as 'Insane' and another player may have very similar things as me but some things turned way down and have a 77 and be 'Hard'. The label would really just give a way for you to better gauge how hard the game will be relative to a more traditional system.

Second point: given that it requires GUI work it has to go through an artist and a programmer (on top of the other regular channels) so that would make it lower priority simply on a cost:benefit scale. That said, I 100% agree, I found it very frustrating weapon/armor swapping to the point that I just got lazy and sacrificed effectiveness for ease of play.

#6
Jamie_edmo

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In terms of combat, i thought waves were overused, i dont mind having waves but when its constantly happening it gets boring (imo), and also with the exception of shades and demons etc, the spawning of men in the air and next to you breaks the immersion as you can actually see them appear from mid-air.

I would also like skills to be re-introduced as part of levelling up

I didnt mind the crafting in DA2 (could be improved) but I would like to craft on the fly rather than in the house or camp or whatever.

Personally I would prefer a lock-picking mini game when picking locks similar to fallout rather than the pure stat based lock picking in DA (imo)

Companion outfitting

Not sure this counts as "gameplay" but when choosing a specialization you actually change (or allowing you to wear special armour) appearance similar to the old republic, personally i think this, along with new abilities makes choosing a specialisation more dramatic.

Toggle-able mini map

Again not sure if this is gameplay per-se but i did prefer the codex (an actual tome) and menu in DA:O, not sure if this is what you meant by gameplay ignore if its not

Great idea this btw Luke

#7
Furtled

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Possibly not your area but the ability to equip all companions in one go and compare items against current gear (as you could in the DA:O camp/stores) would be very welcome - constantly having to swap people around to hand out gear was a bit annoying. Also if there's another game set over a similar time period it'd be great to see companions change their clothes every so often - no wonder Isabela kept talking about baths!

Warriors having dual wield and more aggro control talents (certainly equal to, or more than rogues anyway) available would be fab.

More talents would also be welcome, fighting in DA2 felt somewhat limited to three or four core moves/spells that simply got more powerful as you progressed rather than adding new talents as you became more skilled/powerful. I will add that I like the upgrade idea though.

The overhead camera is sorely missed, especially when trying to position AOE attacks from a distance.

Making the hold button mean hold and not a measured tether. Companions being set up to intercept an incoming wave/create a choke point aren't much use when they move if the PC goes too far away. Also please make it apply to the dog if possible, otherwise he tends to make a stealthed rogue trying to sneak about a bit pointless.

Waves used sparingly in future would be welcome, there's areas where a gradually mounting wave of enemies helps with dramatic tension in the story, over-use simply turns encounters into tedious slogs.

As someone else suggested a melee talent tree using mage staffs would totally rock.

Mini-maps correctly reflecting available routes for the PC - i.e. not showing passages behind doors that can't be opened.

NPC reaction to fighting happening around them, even if it's just to turn around and walk away. It's quite disconcerting to be slaughtering raiders and have a chantry sister wander through calm as you like.

More situations that can be resolved without sticking people with pointy things. I'm not saying everything can be fixed by talking or that the combat should be reduced, but having more options for resolving things makes for more interesting replays and gives more player freedom.

Finishing moves making a return would be rather lovely too - I miss the final sweep/behead, also thoroughly seconding weapon set swapping making a return.

Look forward to seeing what everyone else comes up with :)

Modifié par Furtled, 11 juillet 2011 - 07:18 .


#8
Seeker Sparrow

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I'm curious as to whether the Arcane Warrior specialization will return in the next installment (or any other future content) and how they'll work in comparison from DA:O.

Having played with an AW character I thought being able to wield swords, shields, two-handers and armor was a pretty cool mechanic for the mages that want to semi-tank in battle, however I felt when trying to cast spells with sword/shields equipped the animations were longer due to the character having to holster their gear before being able to cast...

Fast forward to DA2 I noticed in this game that some staffs also carry blades on the end (this is notably seen in the 'Destiny' trailer) but was disappointed that in game that they couldn't be used as a dual weapon. I also noticed the absence of the AW which I'm not too worried because I love the other 3 mage specs including the new Force Mage talent tree.

My idea and suggestion was to take the concept of the Arcane Warrior and combine it with the design of the DA2 staffs so that AW's use these hybrid weapons and are only exclusive to that specialization which would be pretty cool using a staff and sword all-in-one. An AW talent tree could be added in the same vein as the DA2 system, which would expand it further from the DA:O counterpart with appropriate talents and abilities.

Could this be possible for the next game?

#9
Xalen

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- FF on all difficulies and weapon swap are a must, I agree. FF toggle would be even greater, but I'm not picky.
- I said it already in the other thread, but I'll repeat: I don't think putting random immunities on enemies just for the sake of balance is a good idea. They really should be somehow justified, or removed from random encounters at all.
- Player's and enemies' stats should be more comparable. If a companion has 200 HP and an enemy has several thousand it's usually fine when damage has similar scale, but when take FF into account it's just looks ridiculous, imo.
- Another example related to the above - post-patch elemental resistance. I'm fine with 95% resistance cap for player, but enemies should have 95% cap too then.
- No Assassin-going-to-stealth invincibility, please and thank you.
- Hold position to actually hold position :)
- I get the feeling that elemental weapons, while a neat concept, need some re-thinking, but I can't put anything coherent together right now, will get back to you on that.

It seems I should reeeeally go finally finish my first post-patch playthrough...

Modifié par Xalen, 11 juillet 2011 - 05:33 .


#10
Luke Barrett

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Jamie_edmo wrote...

In terms of combat, i thought waves were overused, i dont mind having waves but when its constantly happening it gets boring (imo), and also with the exception of shades and demons etc, the spawning of men in the air and next to you breaks the immersion as you can actually see them appear from mid-air.

This should* be more to your liking in Legacy and afterwards. This and the re-used maps complaint were the top two things on my list to check against all new content.

Jamie_edmo wrote...
I would also like skills to be re-introduced as part of levelling up

While this is not possible in DA2 (without a complete redesign of how things work), it's certainly possible to address in future titles. Now, are you stating this because you liked the skills themselves or because you enjoyed the extra dimension to the leveling process? (dont say both, that's cheating!)

Jamie_edmo wrote...
I didnt mind the crafting in DA2 (could be improved) but I would like to craft on the fly rather than in the house or camp or whatever.

I think it makes a lot more sense for it to require some sort of station (logic wise) to craft an object but it's certainly impractical. Perhaps allowing you to do this out of combat and have some sort of portable station (with reduced quality).

Jamie_edmo wrote...
Personally I would prefer a lock-picking mini game when picking locks similar to fallout rather than the pure stat based lock picking in DA (imo)

I always find that this is really cool at first but then, 3 hours in to the game I curse every time I need to pick a lock. The problem with minigames like this is when they are mandatory AND on something you do over 100 times a game.

Jamie_edmo wrote...
Companion outfitting

You didn't really clarify which side of the fence you're on for this topic. I can only assume you meant that you want to be able to equip them as you do your main character? I actually would rather have unique weapons and armor that you can customize and upgrade through side quests rather than having to min/max every companions gear. The reason for this is simply because it allows for MUCH cooler looking companions and that you have that 'little brother' effect where your companions of the same class just wear your last set of gear when you get new stuff.

Jamie_edmo wrote...
Not sure this counts as "gameplay" but when choosing a specialization you actually change (or allowing you to wear special armour) appearance similar to the old republic, personally i think this, along with new abilities makes choosing a specialisation more dramatic.

Nope. Basically if it doesn't have to do with how you deal with combat (either directly or indirectly) it won't be gameplay. Now, if you said, when choosing a specialization it came with special quests that gave new abiltities upon completion that would count as gameplay (partially anyways)

Jamie_edmo wrote...
Toggle-able mini map

On/Off you mean? When do you like your minimap off?

#11
Luke Barrett

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Xalen wrote...

- FF on all difficulies and weapon swap are a must, I agree. FF toggle would be even greater, but I'm not picky.
- I said it already in the other thread, but I'll repeat: I don't think putting random immunities on enemies just for the sake of balance is a good idea. They really should be somehow justified, or removed from random encounters at all.
- Player's and enemies' stats should be more comparable. If a companion has 200 HP and an enemy has several thousand it's usually fine when damage has similar scale, but when take FF into account it's just looks ridiculous, imo.
- Another example related to the above - post-patch elemental resistance. I'm fine with 95% resistance cap for player, but enemies should have 95% cap too then.
- No Assassin-going-to-stealth invincibility, please and thank you.
- Hold position to actually hold position :)
- I get the feeling that elemental weapons, while a neat concept, need some re-thinking, but I can't put anything coherent together right now, will get back to you on that.

It seems I should reeeeally go finally finish my first post-patch playthrough...

The random immunities, 95% caps and elemental weapons all full under the general category of resistance system concerns.

For comparable stats would you prefer that your characters had insane amounts of HP as well? You can't really do it the opposite way otherwise all your damage would like very underwhelming and big numbers is a huge draw for a lot of people (for some reason). I agree that the damage:hp ratio being completely reversed between players and enemies often makes for some very bizarre events.

Modifié par Luke Barrett, 11 juillet 2011 - 07:57 .


#12
Luke Barrett

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Sparrow Hawke wrote...
ARCANE WARRIORS!


I think this is more of an animation issue. Personally I think all classes should be able to use all weapon types since they have stat requirements anyways to increase the number of viable builds. I really liked DW warriors in DAO and I'm pretty sure I could build an insanely good sword and board rogue in DA2 if it were possible.

#13
nuclearpengu1nn

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- Finishers like in DAO or
- no more enemies exploding when we hit them with our weapon
- bring back Arcane Warrior Spec - with ignore class restriction bonus and be able to wield two swords
- Blood Mage spec to be more useful like in DAO
- No more re used maps, because it gets boring over time
- Being able to use the environment to kill enemies e.g. an enemy mob standing next to a barrel of explosives, shooting the barrel with an arrow causes it to explode, killing the enemy mob
- Bring back the spell combos like *Spell Might + Blizzard + Tempest = Storm of Century* from DAO
- Ranger Spec but with more effective talent, like performing a combo attack with your pet wolf
- Bring back Trap Making - it was very fun to set up traps in choke points then watching enemies die from your traps
- Customizable Weapons/Armor like in DAA where we gather materials needed to craft it, then we take it to Master Wade etc.
- Being able to customize our companions clothing

#14
AngryFrozenWater

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I really like the idea of a portable crafting station, Luke. :)

Luke Barrett wrote...

The reason for this is simply because it allows for MUCH cooler looking companions and that you have that 'little brother' effect where your companions of the same class just wear your last set of gear when you get new stuff.

I hope you are not offended, Luke. *goes to give his opinion anyway* Banzai. I think that the reason you have given is more a side effect of reducing cost. Instead of making sure the armors you find in loot fit all companions (dwarf, elf, human, male, female) the armor has to fit a human PC only. The same goes for having a human only PC. It saves origin story and dialogue lines and race specific dialogue lines. It also makes sure cinematics can be simplified because only the camera angles for the human only PC has to be taken into account. You can say that a human only PC makes sense because of the story, but that's a chicken and the egg problem. It's hard to believe that DA2's features were chosen because of the story. The cost reduction looks more likely.

I enjoy that you are interacting in this way, Luke. Much appreciated. :)

Modifié par AngryFrozenWater, 11 juillet 2011 - 06:09 .


#15
hoorayforicecream

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A clarification question:

What exactly falls under gameplay? There's going to likely be a lot of crossover with UI improvements, simply because they are so tightly coupled.

Anyway, things I'd like to see:

New stuff:
1. Items that have interesting effects. Orsino's Staff of Violation that randomly casts Walking Bomb was pretty neat, but I didn't get the chance to use it. Items that aren't just stat sticks, but have interesting effects in combat.

2. Summonable temporary allies. Perhaps some sort of consumable item that I can purchase to summon a golem to absorb hits and taunt enemies, or a spirit to heal my party.

3. If we are to have a home base that is really home, allow us to customize it and make it ours. Hawke owned an entire estate, but I could not place trophies or arrange things. Make it something I could show off.

4. Armor dye/material matching. I actually wrote a script for this for DA2, where the script takes the material of a character's chestpiece and applies the appropriate material to that characters hat, gloves and boots to help maintain visual cohesion.

5. More mutually exclusive quests. Nothing says 'choices that matter' like being told you can't do something because of something you did. Totally serious about this one.

6. More character building moments, especially integrated into quests.  Not all quests have to be combat-oriented; imagine a scene like the Landsmeet, but Hawke's goal is to convince the nobility to vote a particular way at the party the night before. Hawke and all of her companions are invited to the party, and there's a mini game of persuasion, threats, blackmail, etc. in talking with the nobles. Or Hawke can convince her companions to apply their unique skills to help as well.

7. Places I can go to keep fighting that isn't pre-scripted. E.g. a battlefield, where I can always fight bad guys, even if they don't necessarily provide any sort of meaningful loot. If I want to grind levels, test builds, try out new gear, I should have that option someplace in the game. A place with restockable enemies to practice on.

Improving/Cleaning up old stuff:

1. Specializations integrated/unlocked via gameplay, rather than just having them all selectable from the appropriate level. It's especially jarring when something like Blood Magic is made a plot point, but no attention is drawn to it via gameplay.

2. More depth for Cross class combos. Instead of just bonus damage, other effects instead/in addition. Creating an obscuring cloud, setting all nearby enemies on fire, lowering the enemy's armor, etc.

3. Better differentiated enemies. I don't mind having the critters and normals being silly, but give more tactical and challenging fights by giving the Lieutenants and Bosses some actual tactics. When they show up, they should be sufficient to give pause and make the player have to think a little about strategy (esp. at higher difficulties), rather than just act like normals with higher HP. These should be legitimate tactics, like the ones the player can give to her companions. Make the 'boss' figures empower their cronies, and make use of the AI to provide more tactical combat.

4. More depth in Rivalry and Friendship. Perhaps instead of making it an on/off bonus, have a scaling amount... the more friendship/rivalry you have with a character, the larger the bonus gets (similar to inspire <stat> in DAO).

5. More option to act during conversation. I really liked how the different personalities and classes had unique options available to them (throwing a dagger at Feynriel's captor, siding with Ser Varnell, talking one's way out of a fight). They are fun, make more of them.

6. Follower armors should be at least somewhat customizable. I know that you were shooting for iconic looks for them (especially after DAO pretty much had them all as just somewhat unique face meshes), so how about something more like Planescape Torment's system? Instead of finding upgrades, you find different companion-specific armors. I think the main issue with the follower armor was that there was only two outfits for both. If you could bump that to three or four, with different visual looks for each, it would go a long way to help quell the 'no customization' complaints.

More as I think of it, naturally.

Modifié par hoorayforicecream, 11 juillet 2011 - 06:19 .


#16
Wulfram

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If friendly NPCs are invincible, they shouldn't have HP bars, and enemies probably shouldn't waste time attacking them.

#17
Jamie_edmo

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Luke Barrett wrote...

While this is not possible in DA2 (without a complete redesign of how things work), it's certainly possible to address in future titles. Now, are you stating this because you liked the skills themselves or because you enjoyed the extra dimension to the leveling process? (dont say both, that's cheating!)


Well even though I like both (cheating i know) I would have to go with the extra dimension as some skills like crafting are still in DA2 but are re-purposed

I think it makes a lot more sense for it to require some sort of station (logic wise) to craft an object but it's certainly impractical. Perhaps allowing you to do this out of combat and have some sort of portable station (with reduced quality).


Yes, I agree with the the station logic wise, but the portable station and is reduced quality is a good idea 

I always find that this is really cool at first but then, 3 hours in to the game I curse every time I need to pick a lock. The problem with minigames like this is when they are mandatory AND on something you do over 100 times a game.

.

Personally I like them, especially if they are more complex the harder they are. It comes down to personal preference, but I see were your coming from though

You didn't really clarify which side of the fence you're on for this topic. I can only assume you meant that you want to be able to equip them as you do your main character? I actually would rather have unique weapons and armor that you can customize and upgrade through side quests rather than having to min/max every companions gear. The reason for this is simply because it allows for MUCH cooler looking companions and that you have that 'little brother' effect where your companions of the same class just wear your last set of gear when you get new stuff.


Yes changing it yourself, however what you said is a fair point, but logic wise wearing the same clothes for 10 years doesn't make sence. However to meet in the middle, how about upgrading their armour changes it visually as well as increasing the stats.

Nope. Basically if it doesn't have to do with how you deal with combat (either directly or indirectly) it won't be gameplay. Now, if you said, when choosing a specialization it came with special quests that gave new abiltities upon completion that would count as gameplay (partially anyways)


Yes, the special quest sounds interesting, but what I meant was specializations allows access to different classes of armour (and maybe weapons) that only they have access to (may not be related to gameplay)

On/Off you mean? When do you like your minimap off?


Yes on/off, it seemed to cover a large part of the screen, obviously in dungeons its vital, but once i had gotten to know kirkwall i didnt need it. So what i mean is a button that can turn it on and off whenever you want

Modifié par Jamie_edmo, 11 juillet 2011 - 06:10 .


#18
tuppence95

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Good idea, Luke.

A few very minor things ...

- I would love an Auto-run option, so I wouldn't have to keep the forward key held down.

- I know you've addressed this already, but I'd like to add my vote to getting the ability to change armor on companions.

- Can someone please send a cleaning crew into Fenris' mansion? After so many years, those bodies must reek.

#19
Luke Barrett

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AngryFrozenWater wrote...
I hope you are not offended, Luke. *goes to give his opinion anyway* Banzai. I think that the reason you
have given is more a side effect of reducing cost. Instead of making sure the armors you find in loot fit all companions (dwarf, elf, human, male, female) the armor has to fit a human PC only. The same goes for
having a human only PC. It saves origin story and dialogue lines and race specific dialogue lines. It also makes sure cinematics can be simplified because only the camera angles for the human only PC has to
be taken into account. You can say that a human only PC makes sense because of the story, but that's a chicken and the egg problem. It's hard to believe that DA2's features were chosen because of the story. The cost reduction looks more likely.

I enjoy that you are interacting in this way, Luke. Much appreciated. :)


Yes, sorry. I should have specified that due to the way budgets and things work for creating new assets it would be more likely to have cooler looking companions if it was done this way. Obviously they could be just as cool looking and fully customizable but then all the gear would have to look unique and I feel like that would be an insanely large undertaking.

Well, I don't think the entire DA2 story would have made sense as a dwarf or elf (or at least it would have been completely different from the start of Act 2 and on). That said, based on your hypothesis I can extrapolate it a bit and say that the additional dialog/reactivity work is dwarfed by the VO aspect of it. The amount of planning and prep needed for VO versus adding the actual text/reactivity in is substantially more, especially when you're talking about taking all the lines of the protagonist and tripling them.

Modifié par Luke Barrett, 11 juillet 2011 - 06:11 .


#20
Luke Barrett

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Wulfram wrote...

If friendly NPCs are invincible, they shouldn't have HP bars, and enemies probably shouldn't waste time attacking them.


They should possibly get some sort of 'wounded' state where they just fall down and moan if they would have normally died then? I see where you're coming from - I frequently let Anders tank in the Chantry when you're doing the Templar fight with Karl simply because he can't die.

#21
ipgd

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I think DA3 needs a jump button. It doesn't even have to do anything, I just want to jump.

#22
hoorayforicecream

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Luke Barrett wrote...

Wulfram wrote...

If friendly NPCs are invincible, they shouldn't have HP bars, and enemies probably shouldn't waste time attacking them.


They should possibly get some sort of 'wounded' state where they just fall down and moan if they would have normally died then? I see where you're coming from - I frequently let Anders tank in the Chantry when you're doing the Templar fight with Karl simply because he can't die.


Wounded state is much better. It would be as simple as disabling gibbing and attaching a circling stars particle effect above his head.

#23
alex90c

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Not really many games do this, but I'd find it quite cool if for once that normal enemies were on par with the player. I don't need to one-shot fifty blokes with a whirlwind just to feel cool, if I go in with a party of four dudes and I face four enemies and it's a tough battle, you really get a sense of accomplishment out of it.

DA:O had a similar problem where although you were normally outnumbered, the enemies were a few levels below you so they were pretty much just fodder, whereas DA2 made this problem even worse by actually giving players and enemies COMPLETELY different animation sets and spell/talent sets (i.e. most enemies didn't even get any, it was just the commander's buff, grenade, stun, rogue stealth [2], backstab [2] and the enemy mage spells.

Maybe that sounds pretty hardcore of me, I don't know, but I always hate in games knowing how most of the enemies you face will just be woefully inferior to you. Maybe a better idea (since my post would involve all enemies scaling quite closely to the player) would be to perhaps have it so some enemies scale like they did in DA2 and DA:O like bandits (few levels lower, fairly easy to deal with) but then other types (say, well-drilled templars) will put up a much tougher fight since they're far better trained so that when you go in to certain places it'll make the player think "damn, templars are pretty tough I better bring my heavy DPS characters for this quest", or if facing dwarves the player will be thinking "these guys are pretty tough, and they're pretty resistant to magic so I better bring characters X, Y and Z with me this time instead". Also, while I hated the over the top animations, continuing along with this "equal enemies" thing, I would have preferred if they used exactly the same animations and skill sets as the player like they did in Origins - the way things were designed in DA2 with slow anims and waves just screamed "sloppy"  and it kind of sucked how unlike Origins I had never to worry about that mercenary shield bashing me down, or that knight using sunder armour against my heavily armoured character which would have just negated practically his entire armour stat and making him vulnerable.

In regards to other gameplay though, I wouldn't mind having more "ambient" things to do. The game felt too much like "do quest, kill stuff, level up, improve ability to kill stuff" rather than being able to actually role-play (DA:O is guilty of this too, it just had more skills which weren't purely combat related); little things like being able to go in to the Hawke estate and sleep (and as a side-effect if you went home at night and used the sleep function you could set the world map to day, it's just a little flavour thing) or even just little mini-games when in a city, like Fable 3 does (not necessarily to make money, just to get engrossed in the universe really).

Now of course, I've been known to bash DA2 quite heavily so feel free to ignore everything I wrote if you found it all useless/impossible to implement :P

#24
AngryFrozenWater

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About combat... I wish that we could have a "tactics combat pause" functionality like we had in DA:O. Let me explain. If you simply selected the PC or a companion (by clicking on its avatar or by a hotkey) then that character stopped using the tactics rules. That caused the character to stop using spells and talents. It continued weapon based fighting. That was cool. It's handy when you want to save some mana or stamina for later on or when you want to use a given spell or talent (or their cool down counters) later. You could also disable *all* the tactics more permanently by untagging a *single* check box on the characters tactics list.

In DA2 all of the above are no longer available. Characters will use spells and talents no matter when they are selected or not. Also, the only way to disable *all* in the tactics list is to untag all the check boxes one by one in a characters tactics list. That's very inconvenient and cumbersome.

I understand the new method, because the action keeps going, but these guys also keep doing things at the wrong time. Ghehe. I think it severely limits the strategic aspects of the game. I don't think it a matter of improving the AI. To me the DA:O method allows me to have control.

I think I have a solution that is a compromise. There is a "hold" facility to stop movement. That works well. It would be great if a similar mechanism could be used to switch off tactics.

Does the above make sense to you, Luke?

Modifié par AngryFrozenWater, 11 juillet 2011 - 06:31 .


#25
R0vena

R0vena
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I am not sure it is a gameplay issue, but possibility of pause during the cut-scenes, movies and conversations would be great. Nothing more frustrating then the doorbell (phone, etc...) in the wrong moment and you have to miss the whole movie and start again. Especially frustrating if you had a battle right before it and didn't have opportunity to save.