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Dragon Age moving forward: gameplay feature discussion


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#51
hoorayforicecream

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Luke Barrett wrote...

hoorayforicecream wrote...
[snip]


Let's say, for arguments sake, that gameplay refers to anything that affects combat, directly (how you fight) or indirectly (armor strengths, weapon types, stat recalculation...etc). With that in mind I'll address the issues that fall under that category (and wasn't already addressed elsewhere)

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.


Agreed, though Walking bomb was an odd choice as it's quite negative when you're not expecting it on Nightmare. I'd actually like to see some armor with reactive effects other than on hit stealth as well.


There's a lot of potential for these types of effects... when you're hit, stealth, enemy knockback, enemy takes fire damage, etc. I only used the walking bomb as an example, but knocking back an enemy that just hit you seems like a fine thing on a tank's armor, for example. 


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.


Perhaps a summoner spec might better work for this? Otherwise we would need some sort of lore to explain why you can conjure things with a wand - it may be make people say 'why be a blood mage when you can just use an item to summon spirits?'


A summoner spec might be interesting as well, though it can get difficult because people would start asking "Why can't I control my summoned dude?" and similar problems. I would assume that you could "lore it" by making them sellable via circle mage stores... miniaturized enchantments, so to speak. Or they could be special quest items, like a golem control rod, or a healing spirit bound in a bottle. It has a cooldown and can be used to help in battle. Basically, expand on the dog companion on an as-needed basis. You could even make it an interesting quest reward where you choose one... do you want the healer in a bottle, or the tank? Or perhaps you want the onyx panther that shreds up the enemies, or something.

In any case, I'm not saying that I'm the lore mistress. I'm not; that's why you guys have the writers. I just think that having summonable temporary allies in combat would be fun and interesting, especially when shoring up holes in your group (due to KO or just party member choice). :wizard:


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.


So basically some sort of randomly generated dungeon system? That's usually what's put in place to accomplish that goal.


Not necessarily even a randomly generated dungeon system, but like... here's an example. When I was in the Deep Roads in DAO (a place supposedly crawling with unending hordes of Darkspawn) it was pretty jarring when I had to backtrack to look for codex entries and stuff, and the whole place was just totally barren since I had killed everything already. If I could go to the Deep Roads just to kill darkspawn that spawn in various places each time I venture through them (you know, like the game tells me I should expect), I'd be a lot happier. I can get my kill on in the context of the game, without needing to procedurally generate anything.

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.

I actually touched on this a few months ago. I think we addressed different story based ways to accomplish this goal. The counter-point, I believe, was that users didnt like having to find these during gameplay if they required blocking portions of the game off (such as Reaver in DAO) as well as some of them appeared far later in the game.


I can understand that. Maybe a more happy medium, where some of them are easier to obtain, and others are held back for story reasons. This would just require making them not mutually exclusive with content. Isabela's teaching of the Duelist spec in DAO was a great example of what I thought worked. The reaver/blood mage/etc. spec felt a little too exclusive though... for something as core to gameplay as specializations, it would make sense not to gate them in such a way. In the example of the Reavers, you could perhaps have a Reaver that had turned on them (felt that the dragon cult was wrong, killed his sister, betrayed them, something), and by defeating them and rescuing him, he teaches the Warden the specialization in thanks. You get the specialization either way, but you can still make a meaningful choice regarding the Urn of Sacred Ashes anyway.

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.


Both of these simply require more depth to combat. We're looking at ways to improve enemy AI. As for the CCCs that's somewhat in the game already but in a very minor way. Perhaps we need certain skills to have this as their focal purpose instead of being somewhat of a secondary bonus.


Yes, I would agree there. The biggest issue is that the upgraded version of the skills tend to just do more damage when used in a CCC. Emphasizing the CCCs would definitely help a lot, and add more depth to the choice of character to bring with.

Edit: Someone else brought up a very good point - we don't have a really clear and easy way to set up CCCs. Only a handful of ways to apply brittle or disorient, usually with long cooldowns and only a single target. So what about some skills that start more like utility, then you upgrade them to be damaging too? First they apply the CC status, maybe do something else cool with upgrades (like  fatiguing fog, but in reverse... start by applying the disorient, then upgrades make it also slow or root or damage, or whatever when upgraded). That way you have a couple of choices, damage-dealing abilities that get better when upgraded to work with CCCs, and CCC-setup abilities that get better when upgraded to do damage. Then at the base level, have abilities that take advantage of CCCs at baseline to help emphasize them. One of the things that bothered me about CCCs in general was that I didn't get to take advantage of them without substantial point investment (both to cause the status *and* to take advantage of it). It felt like I was being taxed at both ends when I should be encouraged to try them out.


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).


The problem I see with this is simply that it would require every single buff to be scalable (even though I think they are right now so it may be a non-issue if that trend continues)


This is why I brought it up. It's another design constraint for designing the perks, but even then, it doesn't necessarily have to be scaling. Like, for example, you can do this:

25% friendship: +5% attack speed
50% friendship: Gain access to ability X
75% friendship: +5% crit chance
100% friendship: Gain access to ability Y, or upgrade ability X or something

Modifié par hoorayforicecream, 11 juillet 2011 - 08:15 .


#52
SuicidalBaby

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weapon swap
complete customization options for console controlers
actions affect the world
class quests
companion gear options
dual classes
increase the number of skill trees for all classes
remove weapon twirling or turn it off during combat
improve behavior A I

more to come

#53
Wulfram

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hoorayforicecream wrote...

This is why I brought it up. It's another design constraint for designing the perks, but even then, it doesn't necessarily have to be scaling. Like, for example, you can do this:

25% friendship: +5% attack speed
50% friendship: Gain access to ability X
75% friendship: +5% crit chance
100% friendship: Gain access to ability Y, or upgrade ability X or something


I really don't think more emphasis should be placed on the flawed Friendship/Rivalry mechanic.  Not until issues such as Fenris liking rivals less because they didn't enslave someone are dealt with, anyway.

#54
hoorayforicecream

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Wulfram wrote...

hoorayforicecream wrote...

This is why I brought it up. It's another design constraint for designing the perks, but even then, it doesn't necessarily have to be scaling. Like, for example, you can do this:

25% friendship: +5% attack speed
50% friendship: Gain access to ability X
75% friendship: +5% crit chance
100% friendship: Gain access to ability Y, or upgrade ability X or something


I really don't think more emphasis should be placed on the flawed Friendship/Rivalry mechanic.  Not until issues such as Fenris liking rivals less because they didn't enslave someone are dealt with, anyway.


As per the prompt, we're talking about combat-related gameplay here, not story mechanics. Ironing those out would be in a different thread. Giving incremental combat benefits for good relationships with a character are irrelevant to story inconsistencies, but would provide a (IMO) better gameplay experience because it both mirrors a hypothetical character's relationship to the player, and provides more interesting choices to make for building a party. It also gives the player something to look forward to while playing the game.

#55
Wulfram

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hoorayforicecream wrote...

As per the prompt, we're talking about combat-related gameplay here, not story mechanics. Ironing those out would be in a different thread. Giving incremental combat benefits for good relationships with a character are irrelevant to story inconsistencies, but would provide a (IMO) better gameplay experience because it both mirrors a hypothetical character's relationship to the player, and provides more interesting choices to make for building a party. It also gives the player something to look forward to while playing the game.


It creates worse gameplay if I'm stuck with a gimped NPC because the system for determining what sort of relationship exists is nonsensical.  I don't want to be forced into metagaming more than I already am.

I agree that fixing the Friendship/Rivalry system would be another thread.  But unless and until it is fixed, it's too flawed a system for it to be a good thing to base significant gameplay elements off.

#56
esper

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If people wants a summon ability it could be blood mages. I mean the blood mages in Kirkwall certaily seemed very good at summoning stuff. The summons could funktion like dog.

#57
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esper wrote...

If people wants a summon ability it could be blood mages. I mean the blood mages in Kirkwall certaily seemed very good at summoning stuff. The summons could funktion like dog.


I suppose summoning demons is cool, but at least on my priority list, I'd rather have a more druid style summoning before demon summoning. But I'd think summoning would need its own spec; it's not enough to simply put a token ability in the blood mage spec. Like a kind of arcane elven spec (like binding a nature spirit to help you a la Lady of the Forest), or giving it back to rogues with the Ranger spec.

I also don't think dog style summoning is good enough, to be honest. They already figured out how to do fully controllable summons in Origins, I don't see why they had to remove that.

Modifié par Filament, 11 juillet 2011 - 09:00 .


#58
cJohnOne

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Anyone should be able to open chests etc. if you have enough Cunning.

Equipment should have only one requirement so that it's easier to make different builds.

#59
Brockololly

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esper wrote...

Normally I also like non-combat skills, but persuasion or however it is spelled felt so... overpowered in Orgins.


I'd be fine if any "persuade" options opened up a more in depth conversation with the given character akin to how it works in Deus Ex Human Revolution where (in the beta at least) you have a couple moments where you're trying to persuade people (Example one trying to talk down a terrorist with a hostage and the second trying to talk your way into a restricted area) but the persuasion comes via being able to get a read on the person and their personality and whats making them tick.

But thats not really combat related.

#60
Nerevar-as

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- Weapon swap: warriors are the only ones who don´t need it.

- Immunities: they shouldn´t be random, Bethany was close to useless against Friedrich as she had no chance to get another staff before it, and I´d like to see something I can use as a clue in the way the enemy looks, such as the qunari paint (although Orsino´s FB worked fine against them...).

- Waves only for SOME of the bosses. Something similar to the Corrupted Spider Queen from Origins.

- If the party is stuck with the same armors, could at least the upgrades also be visual? By endgame Isabella must be wearing the toughest shirt in Thedas.

- There were only a couple of weapons with this problem, but weapon bonuses should take in mind some people play on NM and Walking Bomb is a total party kill rather than an advantage. Or the fire staff with extra damage to Qunari.

#61
Blastback

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Lot more stuff.  (Yeah, I had a number of gameplay complaints).  Most of this would be more applicable towards future titles rather than patching and DLC.

More combat styles.  I'd like to be able to use a Rogue as a one handed Swashbuckler, or a Warrior who was able to use polearms or dual wield.  And let all classes, or at least rogues and warriors, have acess to all weapon styles.  That said, you could have special bonuses and abilities for each class with certain weapon styles. 

Let companions be fully customisable.  I honestly hated that my companions had acces to only one weapon style and that I couldn't custimise their outfits.  I get the opinion that having unique gear avoids the "Little Brother" syndrome and adds more to their character, but that has never bothered me.  And being able to customise my companions emphasises the feeling that I have had a real impact on their lives.

I'd like for Rogues and Warriors to have options than just be tank or AOE damager or ranged or melee single target DPSer.  Maybe I'm just playing wrong, but unless they were a tank, warriors felt utterly useless against bosses, which took away from some of the fun.  Let warriors be able to go toe to toe with rogues on DPS if built right.   Let Rogues have access to abilities that apply permanent debuffs to single targets.

#62
Melca36

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Could we please have some "finishing moves" in the next game?:innocent:

They were so much fun and it was awesome to occasionally see my companions get the final blow when it came to an ogre or the high dragon.

Seeing Hawke get the final blows for every boss can gets tedious sometimes. It would have been great to see Aveline, Fenris, or one of the other characters get it. :wizard:

#63
Nerevar-as

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Melca36 wrote...

Could we please have some "finishing moves" in the next game?:innocent:

They were so much fun and it was awesome to occasionally see my companions get the final blow when it came to an ogre or the high dragon.

Seeing Hawke get the final blows for every boss can gets tedious sometimes. It would have been great to see Aveline, Fenris, or one of the other characters get it. :wizard:


Seeing Hawke take the final blow against the High Dragon after getting knocked out halfway through the fight made him rather Sueish. Whoever lands the final blow should get the finisher.

#64
FattyCrumbFace

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an option in the menu to enable/disable the sticky targetting of the aoe targetting circle. or perhaps disable it for spells that don't have varying degrees of effectiveness based on where an enemy is in the aoe. i cast fireball to hit as many enemies with it as possible and that is frustrating to do when it keeps auto-targetting enemies.

#65
hoorayforicecream

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Actually, giving warriors a way to get stamina back in combat that doesn't involve killing enemies would be wonderful. Maybe stamina gain on getting hit or something. Against large, singular bosses, the warrior tends to run out of steam and is at the mercy of the stamina potion cooldown.

#66
Luke Barrett

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hoorayforicecream wrote...

Actually, giving warriors a way to get stamina back in combat that doesn't involve killing enemies would be wonderful. Maybe stamina gain on getting hit or something. Against large, singular bosses, the warrior tends to run out of steam and is at the mercy of the stamina potion cooldown.


I believe there is half of an entire tree dedicated to this? [Battlemaster]

Modifié par Luke Barrett, 11 juillet 2011 - 10:07 .


#67
phaonica

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Weapon Swap. I really missed this feature from DAO, when I could switch back and forth between melee and ranged at ease.

Customizable Difficulty. I like being able to change the difficulty on the fly, but it would have been better if I could have toggled the friendly fire on or off at difficulty levels other than Nightmare.

Ability to equip characters that aren't in the current party. I don't mind if I can only do this from headquarters, or whatever, but it would be nice if I equip characters that aren't currently in my party, rather than loading the party screen, choosing new characters, checking their equipment, loading the party screen, choosing a different set of characters, checking their equipment, rinse and repeat. Why can't I just do comparisons and reequip at the party selection screen or something. And at stores, too.

Reused maps. I was admittedly not as bothered by enemy ambushes as some people, but the reused maps seemed to take a lot of fun out of the exploration aspect of the game.

#68
Blastback

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Luke Barrett wrote...

hoorayforicecream wrote...

Actually, giving warriors a way to get stamina back in combat that doesn't involve killing enemies would be wonderful. Maybe stamina gain on getting hit or something. Against large, singular bosses, the warrior tends to run out of steam and is at the mercy of the stamina potion cooldown.


I believe there is half of an entire tree dedicated to this? [Battlemaster]



What I remember of that was just one skill that wasn't as effective as I would have liked. 

#69
Luke Barrett

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It contains two active skills and one passive skill targeted at stamina regen. Also, Rally gives insane +mana/stamina to everyone else in your group (excluding the caster but if you have 2 warriors with it, it's insane)

#70
Blastback

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Luke Barrett wrote...

It contains two active skills and one passive skill targeted at stamina regen. Also, Rally gives insane +mana/stamina to everyone else in your group (excluding the caster but if you have 2 warriors with it, it's insane)


Image IPB
Obviously I didn't pay enough attention to that  tree......

#71
hoorayforicecream

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Luke Barrett wrote...

hoorayforicecream wrote...

Actually, giving warriors a way to get stamina back in combat that doesn't involve killing enemies would be wonderful. Maybe stamina gain on getting hit or something. Against large, singular bosses, the warrior tends to run out of steam and is at the mercy of the stamina potion cooldown.


I believe there is half of an entire tree dedicated to this? [Battlemaster]


It isn't very fun to have to spend a bunch of ability points to make up for a mechanic that rogues get out of the box, especially when I would rather spend the points on abilities that are fun to use instead. Getting stamina from killing things is fine as long as there are things to kill, but for a boss fight or a large dangerous enemy that I would *want* a warrior to be tanking, it becomes much less fun when she's at the mercy of her stamina potion cooldown. It's a little counterintuitive to me that the warrior who's supposed to be keeping the attention of the giant high dragon would also be running all over the place trying to kill the little dragonlings in order to regain enough stamina to continue fighting the high dragon.

The only thing I remember about the Battlemaster was that Bolster seemed like it kept interrupting my autoattack animations, and that I had to constantly press it in order to get enough stamina to use one skill. It felt a lot more like a chore than anything else, because my warrior would do the little Bolster animation, rather than attack. When I had to press the Bolster button 4-5 times for each attack I actually wanted to do, it doesn't feel particularly fun.

The biggest issue with making it ability-based, rather than an out-of-the-box mechanic, is that it makes the player feel constrained to taking that particular tree. You could combine it with something like the Vanguard tree to make it appealing on a general level, but it still doesn't feel right to have to spend points to not run out of juice.

Modifié par hoorayforicecream, 11 juillet 2011 - 10:41 .


#72
Blastback

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On the attack animation end, they would sometimes, heck, alot with mages, keep my characters from following my orders for several seconds.

#73
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I wasn't a fan of elemental weakness/immunity being a blanket mechanic, I felt it arbitrarily rewarded obsessiveness not ingenuity.

I didn't care for your loot system, felt like I was being trolled 90% of the time which leads to my next issue.

Forced to reload auto-saves in Kirkwall to get storekeepers to stock what I'm looking for, e.g. ring of more cold damage etc. This wasn't much fun for me but since I'm not dripping in DLC this is what I had to resort to. Why can't we make items ourselves or get access to people who can make the items similar to potions and grenades etc. Maybe use your loot system to provide the components needed to craft these items.

I feel melee-based companions are significantly worse than ranged companions (from an AI perspective more than anything).

I would also prefer there be less skill/spells with a greater focus on making them all viable rather than having a lot but only 30% being of any use.

Just my opinion.

EDIT:edits.

Modifié par m14567, 11 juillet 2011 - 11:10 .


#74
thendcomes

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My two biggest requests would be:

Remove the limit on # of keybinds

Gear swap - not just a weapon swap, but a swap function where you can swap full sets of gear with the touch of a button. Having the ability to create multiple profiles where you could keybind multiple gear sets (instead of switching between 2 different ones) would be amazing. Even if this had a penalty in the form of a cast time or lengthy animation (1 second?) it would be a great improvement.

#75
SuicidalBaby

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I would also prefer there be less skill/spells with a greater focus on making them all viable rather than having a lot but only 30% being of any use.

fewer choices is always a bad thing. the solution would be to improve the rest of the abilities, not to remove them.