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Dragon Age moving forward: gameplay feature discussion


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#226
Sylvius the Mad

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Giltspur wrote...

Regarding combat speed, there is one thing I didn't like about DAII.  It is possible I'm just mistaken or have cruddy perception.  But if I'm playing DAO and I pause it and line up cone of cold on some people, when I unpause it, it's going to hit them. In DA2, I can't do that quite as well: when I unpause, they might dribble out of the way.  It's like I tilt my spell to adapt for them...like an archer firing in the wind.  I don't care for that change in feel.  I like threading an aoe spell between party members and maximizing the enemies I hit in DAO.  Again maybe I'm crazy, but it seems like DA2 is worse about this sort of thing...as though DAO felt better in transition from pause to play.

It might also have to do with how the characters don't start performing the action you've chosen right away.

In DAO, you could pause the game, tell Morrigan to cast a spell, and when you unpaused she would cast it.  Right now.  Casting took time, but she would start immediately, so you could predict exactly when that spell would fire.

In DA2, the characters are trapped in their current animation, and you can't get them out until they're done.  So pausing the game, triggering a spell, and then unpausing doesn't produce consistent results.

#227
Xewaka

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Sylvius the Mad wrote...
It might also have to do with how the characters don't start performing the action you've chosen right away.
In DAO, you could pause the game, tell Morrigan to cast a spell, and when you unpaused she would cast it.  Right now.  Casting took time, but she would start immediately, so you could predict exactly when that spell would fire.
In DA2, the characters are trapped in their current animation, and you can't get them out until they're done.  So pausing the game, triggering a spell, and then unpausing doesn't produce consistent results.

Indeed. The frontloading of damage in most attacks in DA 2 nets a reduced responsivity as a result. Due to the fact that an animation corresponding to an attack that has caused damage must be completed (rather than have the damage occur at the end of the animation) the time between issuing a command and the acknowledgement to said command is not zero. This hurts responsitivy.

#228
Eldred

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Change style of combat
I was not attracted by the combat direction of Dragon Age II. It feelt way to much like I was playing Bayonetta (not what I expect or prefer in a RPG). I preferred the what I interpert as slower combat of Dragon Age Origins. This feel more realistic. I also feel that a system more like this made the kill moves possibly and highly enjoying. Ohh I spammed the screenshot button A LOT, these epic moves is a pleasure looking at.

I did not like the combo-system in DA2, it did not feel intuitive. The DA:O magic combo system made much more sense to me and as a result I ended up using this much often.

#229
Sylvius the Mad

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Xewaka wrote...

Sylvius the Mad wrote...
It might also have to do with how the characters don't start performing the action you've chosen right away.
In DAO, you could pause the game, tell Morrigan to cast a spell, and when you unpaused she would cast it.  Right now.  Casting took time, but she would start immediately, so you could predict exactly when that spell would fire.
In DA2, the characters are trapped in their current animation, and you can't get them out until they're done.  So pausing the game, triggering a spell, and then unpausing doesn't produce consistent results.

Indeed. The frontloading of damage in most attacks in DA 2 nets a reduced responsivity as a result. Due to the fact that an animation corresponding to an attack that has caused damage must be completed (rather than have the damage occur at the end of the animation) the time between issuing a command and the acknowledgement to said command is not zero. This hurts responsitivy.

Yes.  And this change was apparently made to increase responsiveness, because the damage now occurs right away.  But that's only true if the character isn't already doing something, which is basically never.

#230
Malanek

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AngryFrozenWater wrote...

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 haven't read this whole thread yet but I agree with Luke on this one. Companions in ME2 and DA2 looked much, much, much better than in ME1 and DAO. I know there is a large voice out there telling Bioware to go back to the old companions can be equipped how the player wants, but I really hope this is one thing Biowares sticks more or less to the way they are doing it currently.

#231
Sylvius the Mad

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Luke Barrett wrote...

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.

Even if we have fixed (or unique) companion appearances, I'd like to be able to customise their equipment stats-wise as much as we could in Origins.

In DAO, we could make Leliana a tank, and we could give her Massive Armour to go with that.  In DA2, Isabela always wears her pirate garb, but that pirate garb can never have stats appropriate for anything other than fast-paced backstabber.

Personally, I'd rather be able to put them in whatever armour I want - I'd feel a greater connection with the characters if I could control their appearance - but the DA2 fixed-appearance had a side-effect of limiting statistical customisability (something Mike actually told us wouldn't happen).

Ideally, I want a full party I can outfit as I see fit, but as a bare minimum I want to be able to assign combat roles as I see fit and have each character exhibit appropriate stats for that as best as the lore allows.

#232
Merci357

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Malanek999 wrote...

I haven't read this whole thread yet but I agree with Luke on this one. Companions in ME2 and DA2 looked much, much, much better than in ME1 and DAO. I know there is a large voice out there telling Bioware to go back to the old companions can be equipped how the player wants, but I really hope this is one thing Biowares sticks more or less to the way they are doing it currently.


I'd prefer a middle ground approach. I do like companions with a unique look. However, I also do like to tinker around with their equipment.

What's so bad about a system where, for example, Isabela has her unique apperance, but I'm allowed to change her equipment as I like? Might not be logical, sure, but the current system isn't the most logical, either. And for once all those rogue armor pieces wouldn't be wasted in a warrior/mage playthrough.

#233
Fast Jimmy

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I liked the upgradable armor of DA2, but perhaps if there were three or four piece options for each character, instead of just the one upgrade? Four different helmets for Isabella, for different boots, all with different stat boosts. That way you can change out various cosmetic appearances and also further customize the character gameplay.

#234
Sylvius the Mad

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Malanek999 wrote...

I haven't read this whole thread yet but I agree with Luke on this one. Companions in ME2 and DA2 looked much, much, much better than in ME1 and DAO. I know there is a large voice out there telling Bioware to go back to the old companions can be equipped how the player wants, but I really hope this is one thing Biowares sticks more or less to the way they are doing it currently.

Even if the standard appearances were better in ME2 and DA2, the trouble is that the unique appearance approach limits us to just that one appearance.  Isabela (or Jack) can't ever wear more armour than that, even if it would be a smart thing to do.

#235
Malanek

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Sylvius the Mad wrote...

Malanek999 wrote...

I haven't read this whole thread yet but I agree with Luke on this one. Companions in ME2 and DA2 looked much, much, much better than in ME1 and DAO. I know there is a large voice out there telling Bioware to go back to the old companions can be equipped how the player wants, but I really hope this is one thing Biowares sticks more or less to the way they are doing it currently.

Even if the standard appearances were better in ME2 and DA2, the trouble is that the unique appearance approach limits us to just that one appearance.  Isabela (or Jack) can't ever wear more armour than that, even if it would be a smart thing to do.

Well in the case of ME2 they had a player choice of 2 appearances. Plus there were more in DLC packs. You could also increase Isabellas armour in terms of statistics, it just wouldn't be visible.

#236
Tokion

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1) Unlock the Camera. Origin had a very restrictive camera edge scrolling issue. I think a fog of war would allow the players to scan the entire map should make gameplay much more *free* than being dragged by the camera if your PC runs offscreen.

2) DA2 have lots of positioning issues when you can't position your party members too far from each other. The Rock Boss in Act1 made this issue very apparent when you can't position your party members on opposite pillars on every 25% phase where the boss AOEs the room.

3) Allow us to bring a larger party! 4 is not enough to make combat tactical. We need a tank, rogue and a healer minimum and therefore we only have room for 1 *extra* person we can bring. A party of 5 or 6 would make our adventure much more enjoyable and give us much more freedom to bring whoever we want regardless of specs.

4) Please stop the boss *cleaves* on melees. In both DA 1 and 2 suffer the issue when bosses love to dish out damage to people next to our tanks even when they are not being focused. This put squishy damage dealers such as rogues/DPS warriors more of a chore to bring because we need to baby sit them. In DA2 healing is VERY restrictive due to the long cooldown, therefore making this issue even worse. I can safely say Isabella is more of a liablitity to my group when I use her for any important battles.

Modifié par Tokion, 05 août 2011 - 06:04 .


#237
Sylvius the Mad

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Malanek999 wrote...

You could also increase Isabellas armour in terms of statistics, it just wouldn't be visible.

You could increase Isabela's armour slightly.  You could never make her armour equivalent to Aveline's armour, though.

But you could do that in DAO.  You could give Leliana or Zevran enough armour to rival Alistair - you could even give them shields - but DA2 limits Isabela to a much lower level of armour.

#238
Baiolit

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I very much enjoyed the battle with Corypheus on nightmare. What I liked was that it required that at high levels your characters were well equipped and it force me to utilize everything in my arsenal, bleeding me dry of resources and I felt rewarded at the end of it.

I would like to see more boss encounters that are difficult not only statistically (large health bars, big hits, lots armour/resistances) but force the players to think and adapt. I liked that Corypheus had me on my toes. I was constantly paying attention as to when the gates would be barred with lightning, where frost was about to hit the ground, how far were the shades with regards to the fire etc.

I enjoy that kind of challenge and find it vastly superior to staking X-stat, grind on mobs, hit lvl-X, one-shot the boss.

#239
Darchon_

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It would be great if the "DPS" number actually took changes to other attributes into account

I'm pretty sure that changes to the following have no effect on the displayed DPS
- Attack speed
- Crit damage
- Crit chance
- +X% damage
- +X damage

The only things that seem to modify it are the main damage stat (Mag/Dex/Str) and the weapon you have equipped.

It would be a great way to determine the best gear for your character.

Also in the same vein... it would be great to see the damages of spells and talents get modified according to your gear.

#240
Arthur Cousland

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Make rogue companions better at detecting traps when I'm not manually controlling them. Many times Varric would spot a trap right as Hawke is about to step on it, or after he triggered the trap. If I wanted Varric to be more reliable at detecting traps, then I had to switch to him and manually control him, where he then would spot traps just fine, though I prefer to be in control of Hawke when I'm exploring duneons. However, it was funny watching Varric walk though.

Give more control over the mabari summon so they don't just chase after any enemy in the distance. As soon as an enemy is spotted in the distance, the mabari summon would rush ahead, where I'd prefer that they stick with the party. I'd also like for them to automatically target the same enemy as Hawke, as I usually do that with my companions in their tactics to focus their damage. The mabari likes to run off and do their thing, rather than stick with the group, and thus I rarely used them, except for some tough fights against a single enemy where I could use a bit more damge.

#241
In Exile

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Luke Barrett wrote...

How does everyone feel about the combat direction after playing Legacy DLC? Are we on the right track?


Yes. I would say that enemies need less health, though, and more varied tactics. 

Although I did like the last boss battle with the carta, where on nightmare you are essentially archer fodder unless you trigger the trap, in which case you can clear the encounter much easier. 

The issue with environmental features like that is that they sometimes don't make sense. Why are the Carta standing on traps? I'd like it if we could keep traps in the environment (like with the bronto) but then either have to lead enemies into them, or place them ourselves (so we could, again, lead enemies into them). 

#242
huwie

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For me, the final encounter was the only one that felt like a bit of a let-down.  I didn't hate it, but it seemed artificial -- designed rather than organic, the product of an (arcade-oriented) game designer's imagination rather than a strategy that Corypheus would credibly have adopted to save himself. See the Chomper segment in the movie "Galaxy Quest" for more analysis :D

The vast majority of encounters were fully satisfying. The use of things like archers stationed on platforms, activatable traps, shields and charges made it feel more like a tactical combat game again. (But maybe brief the defenders about the locations of their traps in future!)

So as far as I'm concerned this is definitely going in the right direction; I hope it will inform DA3 and that there'll be more DA2 DLC of this calibre.

#243
andraip

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With Legacy DA took a great step in the right direction.
And, please, let archers miss once in a while in DA3.

#244
Guest_m14567_*

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andraip wrote...

With Legacy DA took a great step in the right direction.
And, please, let archers miss once in a while in DA3.


I never really noticed before Legacy but do Archer's bypass defence checks? I've seen them miss but it seems like it's about 5% chance of missing.

#245
Tokion

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Enemy archers are so ANNOYING. There seems to be no way to counter them but to hide from line of sight. In Legacy, they have tons of HP and hiding from archers's LOS forces them to just sit there, thus making combat extremely trivial and arkward.

Modifié par Tokion, 15 août 2011 - 07:23 .


#246
willholt

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Malanek999 wrote...

AngryFrozenWater wrote...

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 haven't read this whole thread yet but I agree with Luke on this one. Companions in ME2 and DA2 looked much, much, much better than in ME1 and DAO. I know there is a large voice out there telling Bioware to go back to the old companions can be equipped how the player wants, but I really hope this is one thing Biowares sticks more or less to the way they are doing it currently.


... and I really hope they don't!

I have no problem with companions all having a unique and upgradeable costume... one that levels up with them too. That's fine

But please, PLEASE allow those of us (players) who want to change our companions' looks/gear to suit our own vision and playstyle to do so.

You seem to be saying 'I like playing the game with these limitations, and I demand that others should be limited in exactly the same way!'

That's just ... and there's no polite way of putting this... selfish ! ;)

#247
ninnisinni97

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Reduce the potion cooldowns! Please make it more akin to Origins system, so that you don't have to wait an eternity to get another health poultice just because the enemy you're fighting is insanely hard.
Also, the heal cooldown for mage healers...

#248
jones0901

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More classes. DA2 specialized mage, rogue and warrior for a more distinct feel per class, but I'd like to see at least one more class to fill the fourth party spot. DA2 essentially did this with Varric and Sebastian, (I dont really consider them rogues), id like to see it fleshed out.
A class that focuses on ranged combat, or sustained melee dps instead of rogues spike damage would be create for example ( to me at least)

#249
Big_Chief

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 I wouldn't mind seeing some experimentation with crafting. Crafting in DA2 was kinda boring. In fact, it wasn't really crafting, it was basically an item store, where you pay gold for items as much as you want, just somewhat limited by  recipes and finding resource locations. Bear in mind, this is better than crafting in Origins, which was terrible, it was just kinda bland. If I've learned anything from Fallout: New Vegas, it's that crafting done well can be very fun and addictive.

So I'd like to see a fully fledged crafting system like Origins had, just...not terrible? I think part of the problem in Origins was that most of the items you needed for crafting weren't found anywhere but vendors, so you had to figure out how many of x, y, and z you had to buy to turn however many elfroots into potions. And if you were buying from the party camp and one of your companions was the crafter, you would have to leave to add them to the party, in order to figure out how much you would need, then go back in to buy them, then leave again to craft. And if you misjudged the amount of stuff to buy, you'd have to repeat again. So I guess putting all of the materials you would need accessable in the world, rather than exclusively from the vendors, might help.

#250
TangZheYan

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I'd like to see the system of spell interaction brought back. This was one of the things I absolutely loved about playing a mage in Origins. The ability to combine spells to achieve effects that made real-world sense added an element of realism that I've always wanted in an RPG. I feel like the cross-class-combos were just a way of dumbing the system down, which is a shame because I think the original system really set DA apart from other RPGs.

I'd also really like to see a re-work of the tactics system. It's a terrific idea and another reason I love DA, but I think it could be done in such a way that I (with programming experience and therefore a slightly better-than-average understanding of shorthand languages) don't have to write tactics for my younger brother (who has none).

Instead of [Enemy/Ally: Condition] >> [Action] I'd like to see tactics entries done a little more like a sentence. An example, if I may.

IF [Drop-down box (Self, Current Target, Any Enemy, Ally{side list of party members with "Any" and "All" at the top}, Ally's Target{Same list as "Ally" option}] IS [Drop-down box (current list of conditions such as clustered, rank, etc)] [Drop-down box(NONE,AND,OR)] [If AND or OR, repeat IF-IS, using another "tactics slot"] THEN [Action]

The reason I think this change needs to be made is that the current system, while an awesome idea, is a little too opaque for players who want to make really situation-specific tactics. It's still a little unclear whether particular ENEMY conditions change a character's target or evaluate the current one, and certain actions such as "Use Current Condition" and "Sip Tactics" are not very intuitive. I had to look on the internet to find out exactly what these actions did, and I don't think a core system like that should require any more information than the game itself provides. The system I'm suggesting naturally walks the player through the creation of conditions and actions and I think would be a lot more intuitive and transparent than the current system. It would also allow players to easily make more complicated tactics than is currently possible, allowing advanced players to really fine-tune their team to exactly what they want when they want.

I hope you're still reading this thread, as I think the implementation of a system like this would really improve gameplay in DA3.

Other than these suggestions, I'd just like to say that I hope Bioware remembers to stay true to their roots this time around and take their time making the next DA game. While I enjoyed 2, I think we all agree it was a bit of a dud, something a series like DA can survive once, but twice is pushing it. Take your time and do it right, Bioware. No one doubts you're capable of making an even better game than Origins, we just hope you take the time to do it.

Edit:  Added "self" to target list and "all" to ally list

Modifié par TangZheYan, 21 août 2011 - 12:02 .