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Dragon Age moving forward: gameplay feature discussion


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#76
ProneToGlory

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More on the animation style of combat something that always annoys me is that when in combat, its just slashing. I wanna see some kind of real looking combat like, I should be able to parry, and when I do you see it, a shield just shouldn't give you a defense bonus but you should see the blocks.

Say you're fighting a boss...like the Arishok. When a warrior or rogue are fighting close quarters make us parry/block his attacks but maybe because he's more powerful we lose ground or get knocked back. Not like a hack n slash but just show the animation when it apparently happens.

#77
Vicious

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DA2 had

No parrying, no blocking, no weight to the weapons or swings, same animations over and over with no randomness.

Please change this.

#78
frustratemyself

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- Add a weapon swap option

- Companions need to obey tactics and commands. Anders in particular is a shocker for ignoring his tactics and he seems to be worse behaved (for me) with rogue Hawke.
Companions also regularly ignore move to point and hold position commands, Varric and Anders being the worst offenders aiming for syncronised suicide.

- Companions sticking to their set behaviour.
Mage & ranged companions set to aggressive behaviour should not be indulging in warrior envy and running up to melee distance to attack an enemy. Anders, Varric & Bethany do this all the time when they have a clear los.
Aveline when set to aggressive also has a nasty habit of just standing next to Hawke looking tough or part way through combat will run back to Hawke instead of continuing to kill enemies that are left alive. The worst case of that I've found is during 'the way it should be' quest.

- Less disparity between the different styles in a class ie 2H & SnS warriors. In the last patch 2H's did cop an unfair beating. With ff on nm Fenris is too dangerous to be allowed to do much more than auto attack and with Sunder nerfed and broken it makes him kind of useless as a companion.

- More balance between the class specialisations. At the moment it seems to me that with each class you get 2 really good specs and 1 meh spec. With rogues Shadow is op, Assassin is always good but poor Duelist got the short end of the stick with only Vandetta going for it.

- ff on all difficulty levels. In DAO I think the amount of damage caused by ff scaled depending on the difficulty. Something like that or scaling with your level would be good and add some more balance. Going from zero ff to 100% in DA2 I think is a bad idea cause you're not really prepared for it making for a very steep learning curve and some cheap deaths.

- Make cross class combo's equally available. I thought this was a great addition, it adds to the nerdy goodness of planning your party build to set up and exploit them. However they weren't all equally available. There aren't as many instances to set up or exploit brittles and disorients as there are for staggers. I imagine this is why anything exploiting staggers got nerfed in the last patch.

- Remove the damage cap on liutenants. I think this was probably to stop people one shotting them with brittle + assasinate. However it doesn't really apply to DW rogues as each dagger applies it's own hit so it doesn't really work anyway. I also miss making ogres explode XD

- The animation on Twin Fangs. It's a great ability but the animation is really slow, leaving you rather vulnerable for longer than is comfortable or feasable depending on the fight.

- Not sure if this completely fits here but elemental bonuses on staves that line up with the base damage type. A cold staff that increases fire damage by 10% isn't really that helpful.

- Elemental weapons for all classes should either be readily available in all elements or ditched all together and left to mages. Warriors and rogues get a couple of elemental weapons but they don't get them for every element and it's unbalanced on when they are available. With dlc SnS warriors get some very nice templar & qunari thumpers from the start of the game (Desdemona's & Edge of Night) which saw me into act 3 last time I used Aveline. 2H's on the other hand only get Anderfel which is outclassed pretty quick then nothing more until act 3.

That's all I can think of for now.

Modifié par frustratemyself, 12 juillet 2011 - 01:06 .


#79
motleykroot

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Just quickly-
While I really enjoyed the CCC system, particularly during my first playthrough when I was trying to figure out how they all worked, it seems like nearly all of them are one-shot damage multipliers with a couple of status changers thrown in. One of the things I really enjoyed about DAO's mechanics was the spell combo system CCCs are based on. Some of them were delightfully random and unexpected - like the first time I stuck a force field on Alastair to save him from crushing prison. Blew up my whole party, but I laughed the entire time. Or the first time you get Paralysis Explosion or Storm of the Century.
Point being: CCCs are great, but more variety and diversity of effect and application could increase the fun factor. The surprise of not having the effect listed at first was exciting too, but it might be too obscure for gameplay accessibility.

#80
Shadow of Light Dragon

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I should preface by saying that combat is one of my least favourite aspects of RPGs because I tend to find it a tedious blockade to progressing the story (unless the combat itself is relevant to part of the plot, but then it's often rigged to be 'whee, challenging'). I rarely find combat hard...more like that lockpicking minigame mentioned earlier in the thread. Fun the first few times, then a needless chore for the rest of the game that exists simply to be in my way. I rarely rarely come out of a battle thinking 'That was a really fun fight'...though I remember

Anyway, on to stuff that might actually be constructive. XD

1. Dynamic Duels
Most of us have fought Loghain and/or the Arishok mano-a-mano. And many of us have found our builds completely insufficient to win the fight without a lot of running, screaming and dying. It's a little unheroic to have your epic two-hander fleeing for his life while his pet dog whittles the bad guy's health down simply because your armour and damage suck in comparison.

Compare this to a rogue, who in both the above scenarios can kill the enemy dead with a few well-timed stealths and precision backstabs. It's nice that rogues can get the precision kills, but why does single combat always favour them? I'm not suggesting bosses should suddenly have immunity against critical hits, but tanks shouldn't have to run around in circles.

Perhaps the skillsets for bosses could suffle depending on what class they are facing. And perhaps they should be able to see through Stealth if you're duelling in a relatively empty area. :P I don't know. These fights just need a bit more balance so that all classes are challenged equally.

2. Combat Avoidance
In a situation where you can see the enemies on the horizon and the terrain allows it, you should be able to avoid a fight. Invisibility, stealth, decoys, glamour traps, or just plain walking around and giving a wide berth. Do we have to fight and kill every hostile we come across the moment they appear?

I fondly remember a narrow cave in Baldur's Gate that happened to have a few basilisks, monsters capable of petrifying you and your party. I had no Stone to Flesh spells or scrolls, so if I fought there was a high probability I'd lose some of my party. Getting past the basilisks without fighting them is a situation I remember much more proudly than churning through several waves of gnolls (or Hightown's Mob Of The Year).

Also on this note, there were a few instances in DA2 where the PC is advised to try and 'listen in' and that 'violence may not be necessary'. But in all of these cases you are never given the option to hang back and eavesdrop before *choosing* whether or not to blunder in and pick a fight. Can't we register plot information in our journals by listening to a stream of NPC banter instead of going through their pockets after killing them?

And on that note...

3. See the Enemies Coming
Not always, but come on...sometimes. And at enough range that players can think of some tactics before battle ensues. If Kiting is an issue, can't some mechanic be engaged that when one foe takes damage, some of/the entire mob takes note and goes with him?

DA2 provided melee tactics, forcing players to adapt and react in the heat of combat as the battleground changed, but it didn't do so good in the area of letting the PC choose their battleground and set up ambushes. Granted, without traps, perhaps ambushes would have been tricky to pull off (we still had some nice spells though), but only someone really confident or really stupid just ploughs into a group of enemies on their own turf. DA2 did not really allow for *smart* combat. Pitched melees have their charm, but it'd be nice if we could get the drop on the bad guys as often as they get the (literal) drop on us.

And on *that* note...

4. Roaming Mobs
You see this in some games, especially MMORPGs; not so much in Dragon Age. Mobs tend to lurk in one area in DA, Even to springing up out of the ground. combat pretty much happens in the same places, with the same reinforcements.

DA2 went a little too far spawning mobs at night to spring combat on us; ambushes had become so commonplace they were no longer interesting or surprising.

DA2's maps are also, perhaps, counterproductive to roaming mobs. They mostly comprise narrow winding trails with few truly open areas--you'd risk forcing the party to backtrack too often since there's currently no other way to avoid battle than go backwards and hope you weren't spotted.

But in bigger areas where (some) mobs roam, you could get the enjoyment of hatching a plan, picking the best area to attack from, arranging party members in flanking positions and setting up traps (which didn't work so well in DAO because you usually had to kite to get monsters to run into a well-trapped area).

On the other side, roaming mobs can get the drop on players not paying attention to their surroundings which, IMO, is a bit more convincing than having them constantly drop out of windows and the inside of ceilings.

The world should be dangerous, even a little scary, if you're not paying attention; it shouldn't have to rely on literally dropping surprises out of thin air time and again. How many people have played MMORPGs or even shooters where something has snuck up behind you, or blindsided you while you were busily doing something else? It can be quite shocking--in a fun way. And it happens because you weren't paying attention, not because the game decided to go 'Surprise! Flashmob!' Makes a remarkable difference to gameplay.

#81
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I apologizing for not being able to specify with my general points, but I think others have done so accurately for me so I'll go ahead and say this:

Go back to more Origins-style combat rather than DA2's approach (and this in fact does some from a console player).

Honestly I didn't find anything wrong with Origins-style (i.e. the traditional format) other than a few bugs, whether they were game-breaking or not.

If for some reason Bioware can't go back to the traditional format, then please at least bring/change these back to what it was in the past installment:

-don't include random, pointless ambushes. Keep them in context to appropriate moments in the game. Too often, tactics would be pointless in DA2 because you can't establish choke-points, keep your DPSers/supporters safe, or plan against the enemy when they're popping up all over the place around your party.

-bring back customizable armor. I really don't care about some "little brother" complex because regardless of whether its hand-me-downs or not, I almost always love customizing the attire my companions wear. It makes each playthrough a unique story from other playthroughs. Probably the only times where it didn't bother me so much were in Jade Empire (the iconic-style story presentation allowed me to believe the characters would wear something constantly), and Juhani in KOTOR, because her actual clothing made her look too good for me to change her out in robes (I'm a sucker for form-fitting clothing, even if I'm biased against Miranda or Ashley's ME3 costume reveal)
But my point stands: allow us to customize our companions' attire.

-I'd really like to see the Rogue specialization get the ability to use single-handed weapons other than daggers back. I loved rockin 2 axes or even 2 maces in some of my games in DAO

-I'd say add either a 5th party member slot OR allow the Arcane Warrior specialization to come back. The main reason for this either/or situation is this: For my second-to-last planned playthrough, I'm playing as a Rogue. I intend to make Bethany a Grey Warden... you can probably see the problem already from a tactics-standpoint. There are 2 Rogues and 2 Mages in the party. It would take a master at this type of game (or someone playing on Casual) to beat the Deep Roads level, especially the final boss, with such a party combination. The only thing I can think to do when I come up to that is focus on daggers-only for my PC, and have the other 3 do DPS/support and hope my Rogue Hawke can SOMEHOW tank enough lol.

-final thing: Don't cut any further content! During the 2008 U.S. Presidential Campaign/Debates, Obama repeated this point when referring to McCain's plans to cut spending/programs he felt were important: "John McCain wants to use a hatchet where you need a scalpel". Before anyone jumps to conclusions, I'm just saying that this type of phrase (be it simple rhetoric or not) applies to the situation of cutting content in games. Luke, take this away most as it applies to a lot of Bioware's recent works: Use a scalpel rather than a hatchet. If something in a game doesn't work, find out why and work hard/discuss/look into fixing those particular issues. People jumped the gun with the MAKO and planet-exploration in ME1, imo, and because of that, something I loved was absolutely just gone rather than reworked like it could have been. The MAKO wasn't perfect, but there were aspects to keep. Perhaps it was premature applying the "hatchet" and simply hacking it out? There were a couple of gameplay features in DA2 I liked which could have used work, so hopefully those don't get removed entirely.

#82
TEWR

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I'd like lieutenants to actually give the grunts commands.

Like in God of War 3. In the 3 instances a Centaur showed up, they commanded the undead legionnaires to pile on top of Kratos, forcing him to use his strength to send them flying. The Centaur gave a command, and the grunts followed through with it.

That's the general idea I'd like to see in a future DA game, and have it expand to the different types of enemies.


Example: A human commander could have all of his S&S wielders form a defensive line, and the only way for you to break the line would be to cast an AoE spell at them. Otherwise, you can't damage them because the shields block attacks.


Another example: Pride and Desire demons should command (more like control really) Shades to drain the health of a companion continuously, and you have to take down the Pride or Desire demon to cause the Shades to lose focus and save your companion.

#83
Haplose

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alex90c wrote...

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


THIS.

The enemies and player characters should operate on the same scale of values. Mostly use the same skills and spells (except some special monster-specific ones, like Ogre Charge or Grip or Dragon Wing Buffet, Chew or Firebreath).
CCCs could stay exclusive to the party (as otherwise there could be too many wipes, I guess).
Regular mob HPs should be similar to what player characters have. Some less, some more - depending on level, class. Lieutanents - maybe double. Elite Bosses - triple.. maybe up to 5 times higher. Compensate with high evasion/armor/damage resistance/immunities/spellshields that need to be broken through values. Kinda like DAO Revenents were initially very tough to kill, because they were difficult to be hit in the first place. Make attack rating have an impact on skills (and ranged weapons!) as well.

And like some poster wrote before - party vs party battles are absolutly the best, most memorable combat experiences in crpgs. Battles between equals....

Please note I do disagree with your suggestion that "bigger numbers are better". They make no difference whatsoever. It's just a question of scaling. You can have 30 HP and Mighty Blow do 10 damage or you can have 9999 HP and Mighty Blow do 3333 damage.

Elemental weapons, as they were implemented in DA2 were kinda cool, but absurdly unbalanced (ignoring damage resistance? and doubling damage output on enemies with weaknesses? come on...). I liked them, liked the fact that they were actual elemental weapons, rather then steel arms with a tiny flame on top that does a miniscule damage modification. But I can only see place for them as absolute epic end-game gear, obtainable only in the final act.  Certainly not in fist act or, with DLC, from the start!

Well, finally some other points that were made before: re-used areas, maze or corridor like extremly confined pathways, over-the-top waves, weakling enemies exploding from one dagger poke.

#84
SandValleyKid

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I know this is very minor, but I would like to be able to use the D-pad to select options on the dialogue wheel and start menu. I don't know how many times I selected the wrong thing by accident.

#85
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i do apologise if this has been said already but
on the other game platforms i.e. Xbox , I read that they have an option to play Origins style I was wondering if the pc version could have the same thing, although i like the combat for mages I hate the waves of annoying idiots attacking me every 5 miniutes -_-

#86
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The Ethereal Writer Redux wrote...

I'd like lieutenants to actually give the grunts commands.

Like in God of War 3. In the 3 instances a Centaur showed up, they commanded the undead legionnaires to pile on top of Kratos, forcing him to use his strength to send them flying. The Centaur gave a command, and the grunts followed through with it.


I think commanders do give an "attack this dude" command sometimes, though that's about it as far as I know.

Example: A human commander could have all of his S&S wielders form a defensive line, and the only way for you to break the line would be to cast an AoE spell at them. Otherwise, you can't damage them because the shields block attacks.


Heh. Would that make the "fight like a Spartan" tagline (referencing the movie 300 of course, not the real Spartans) actually have some meaning? I approve. Though I think any ability with force should be able to knock individuals 'out of formation' probably.

Modifié par Filament, 12 juillet 2011 - 09:15 .


#87
Mike 9987

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Being as it seems that you are trying to make the game more tactical (with legacy), you really should bring traps back into the game.

#88
TEWR

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Filament wrote...



I think commanders do give an "attack this dude" command sometimes, though that's about it as far as I know.


Really? All I've ever seen them do is attack randomly. "Oh **** he's a threat! But so is she! ****!!"

Example: A human commander could have all of his S&S wielders form a defensive line, and the only way for you to break the line would be to cast an AoE spell at them. Otherwise, you can't damage them because the shields block attacks.


Heh. Would that make the "fight like a Spartan" tagline (referencing the movie 300 of course, not the real Spartans) actually have some meaning? I approve. Though I think any ability with force should be able to knock individuals 'out of formation' probably.



Of course (on both the Spartan thing and the knock out of formation thing). It would be nice to see these commanders give actual commands, as everyone seems to attack randomly. I could understand if they were all grunts. They have no leader on the field so they're trying to assume authority and it fails. But if there's a leader on the field, he should act like one.

#89
TEWR

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Also enemies need to use the same animations that the DA2 companions (and Maraas the Tal-Vashoth) used instead of being stuck using Origins animations with a very miniscule boost to attack speed.

#90
Sidney

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1. Limit waves. They work in some cases but not all the time - and when they are used have them come from somewhere and not drop from the sky.
2. Limit trash looting. You failed at this mission because instead of looting a ton of worthless darkspawn daggers I now loot a ton of worthless Ring +3% Fire Damage. Money or magic items and make the magic items rare and useful.
3. Preserve combat speed. Do not listen to people who want DAO back. I tried playing it again and dear god it is painful how bad that is. Do whatever about the animations that seem to bother folks but don't let the shuffle speed return.
4. Make stamina based on secondary class skills. Mages have a huge edge in power because they can pour all their stats into 2 buckets while warriors and rogues are forced to divvy by at least three. Warrior stamina should be a production of their CON not WIS for example.
5. Fix enemy AI. Enemies would be a lot tougher if they worked together more. Mages in particular seem to be totally wired wrong to help and benefit from their allies. When mages shell up in barrier to start a fight their allies get no benfit from them and then when the barrier wears off they no longer have any benefit from their allies.
6. Ally scripting. I run all my allies via scripts. One consequence of CCC is that I want my allies to reserve mana/stamina to use to finish a CCC. Nothing irks me like brittle-ing something and then Fenris can't seal the deal because he's blown all his stamina whacking other things.
7. Ally armor. I actually like this and not playing hand me down and dress up but I'd like more rune slots because they seem to be at a huge disadvantage vis a vis Hawke on that front. Plus, really even though some won't admit it the runes allow you to customize your allies a lot more than just slapping suits of armor on people.

#91
TEWR

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I'd like to customize armor again, but I think it should either be done a few ways:


A) various sets of companion specific armor, but they can also wear other non-specific armor too
B) companions appear wearing a certain something that could be established for future appearances as their unique look, but can still be customized. Morrigan was just this, as you find her in her robes in Witch Hunt.
C) able to equip various sets of armors, but later on you find their ultimate armor which acts as their unique look. Something that's fitting for the character.

Modifié par The Ethereal Writer Redux, 12 juillet 2011 - 12:44 .


#92
Giubba

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The Ethereal Writer Redux wrote...

I'd like to customize armor again, but I think it should either be done a few ways:


A) various sets of companion specific armor, but they can also wear other non-specific armor too
B) companions appear wearing a certain something that could be established for future appearances as their unique look, but can still be customized. Morrigan was just this, as you find her in her robes in Witch Hunt.
C) able to equip various sets of armors, but later on you find their ultimate armor which acts as their unique look. Something that's fitting for the character.


Support B, i think it's the more viable.

But i don't understand your example, Morrigan standard cloth and the robe of possession looks exactly the same.
Never understood why the latter wasn't visualy uprgraded from the "vanilla" robe.

Modifié par Giubba1985, 12 juillet 2011 - 01:15 .


#93
TEWR

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Giubba1985 wrote...

The Ethereal Writer Redux wrote...

I'd like to customize armor again, but I think it should either be done a few ways:


A) various sets of companion specific armor, but they can also wear other non-specific armor too
B) companions appear wearing a certain something that could be established for future appearances as their unique look, but can still be customized. Morrigan was just this, as you find her in her robes in Witch Hunt.
C) able to equip various sets of armors, but later on you find their ultimate armor which acts as their unique look. Something that's fitting for the character.


Support B, i think it's the more viable.

But i don't understand your example, morrigan standard cloth and the robe of possession looks exactly the same.
Never understood why the latter wasn't visualy uprgraded from the "vanilla" robe.


They put it in there I think so she could maintain her unique look that was given by her standard robes. Don't ask me though, I'm not a dev Image IPB


I think the two main problems with DA2's armor system are that:

1) the upgrades don't change the look of your characters' armor at all.
2) Hawke picks up armor for all classes that he can't use, so it's really just extra coin with an extra step. Instead of getting the coin, you get something that you have to sell for the coin.

#94
Giubba

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Yes agree, if i was in the dev with each of the four companion's armor upgrade you can obtain through the game you obtain also a visual upgrade for your armor.

Modifié par Giubba1985, 12 juillet 2011 - 01:15 .


#95
Blastback

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Vicious wrote...

DA2 had

No parrying, no blocking, no weight to the weapons or swings, same animations over and over with no randomness.

Please change this.

Yes, the auto attack felt like I was just watching my characters repeat the same pattern of four moves over and over and over and over and over.......

#96
SteveGarbage

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Hiya Luke - a couple small things come to mind for me:

1) Deathblows on regular monsters like in Origins. It was a little animation thing that really had no combat benefit (actual opened you up to take MORE hits) but it was a nice bit of flair in battle.

2) Armor set bonuses! This was one of my ABSOLUTE FAVORITE things about Origins (finally a system that rewarded me for my OCD about matching outfits) and then it was pretty much totally stripped out in DA2. I would definitely ask that more armor set bonuses be implemented. Maybe not on everything like basic chainmail/scalemail etc. like in Origins, but definitely more sets that have bonuses.

3) A couple new tactics - There were skills that were just asking for some tactics to support them, and I don't know how difficult it might be to set up. The big one would be "X numbers of enemies in a line" for Archer's Lance, Scythe and Rush. I missed that tactic all game.

Also if chains (dual weapon and Sebastian) are going to be something that return in future installments, a tactic to have them utilize a skill when the chain is full would be helpful too.

Modifié par SteveGarbage, 12 juillet 2011 - 03:29 .


#97
Rabbit-Heart

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1) Surprised nobody has mentioned this yet but traps have made me rage quit so many times when accidently stepping on one, i can take injuries, being knocked down, heavy damage or even death but missing out on xp ruins it for me. As somebody who plays through these games repeatedly its just plain annoying, i would rather there was no xp for traps and harsher penalties and damage inflicted instead.

2) Some of the items that have a story or lore behind them to level up with you, i feel limited in the effective equipment that i have to choose from and would like more variation and different looks to choose from come the end of the game.
This may not be gameplay but the whole custom sword in Legacy is more of what i would like to see, perfect for different builds and classes.

3) More specializations, any chance you could hint at whether there will be any in future dlc.
I read something a while back that said stuff was already in the game with regards to extra specs and that it was likely going to be dlc, dont know if that was true but i really hope we get that.
If so i hope they arent overpowered and that bard has the equivalent of haste or an aura/song that slows enemies something that doesnt stack with haste so people have an alternative to anders.
(or just nerf haste :D )

4) Allies run into friendly fire like firestorms or or fire traps, and they never get out of blood mage area spells in time. Something to stop this would be nice even if they refused to go into area spells when controlled.

5) I agree with weapon switch, allie customization, difficulty increase on nightmare.
I dont agree with getting rid of enemy waves as i liked being swarmed and kept on my toes in combat they just need to stop appearing from nowhere.

6) The idea of a place that respawns enemies to test out combat and builds is good like a darkspawn cave that gets harder the farther you go into it, no xp for grinding that though.
Agree with your ideas for toggles on difficulties but the final difficulty should have no toggles the hardest should be the very hardest,

#98
Luke Barrett

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The Ethereal Writer Redux wrote...
I think the two main problems with DA2's armor system are that:

1) the upgrades don't change the look of your characters' armor at all.
2) Hawke picks up armor for all classes that he can't use, so it's really just extra coin with an extra step. Instead of getting the coin, you get something that you have to sell for the coin.


The second point is not necessarily true. If you're really min/maxing your damage output you'll often see, for example, a Warrior/Rogue wearing a robe for +elemental damage or a Warrior/Mage wearing rogue armor for +crit% dmg or even a Mage/Rogue wearing warrior armor for a tank build. BUT in the majority of cases, yes you are correct. I think it would need an adjustment rather than completely removing the other classes armor type from your playthrough.

#99
Giltspur

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class Specializations
Regarding class specializations, I'd like it to be quest-based.  They should be accessible and an expected part of the game the way that companion quests are kind of expected in Dragon Age II or the way that guild quests are kind of expected in Morrowind/Oblivion.  So to become an assassin you might have to join a group of assassins and carry out, wait for it, assassinations.  Or perhaps a swashbuckler spec would join a group of pirates, etc.  I think that would be highly cool and give a lot of individuation to your character.  I know the natural criticism is that it's expensive and would be content that some players don't see.  That said, still cool.

Use Your Environment
I also like the idea of the environment affecting decisions.  I know I certainly like to put glyphs of repulsion on choke points and watching enemies fall down.  You'd think it would get old, but it really doesn't.  But I think the environment should be used to good purpose.  Hiding behind a pillar for a boss is fine for a change of pace.  But dodging attacks is not the enviornment's highest calling.  The way I see it Dragon is a "tactical RPG" and more specifically a "Healer-tank-DPS" RPG where the main decisions are "Where do I stand?", "What do I target?" and "What ability do I use?".  So the environment should complicate those decisions.  

For example, maybe there's a platform accessible by stairs or a hill will only one portion that can easily scaled.  And you're attacked by some mages with highly annoying spells and some "wizard slayers" that ignore aggro but are melee only.  You could in that situation run your mages up the hill/staircase and start attacking at range while your tank stays at the foot of the stairs using a shield wall ability to block the melee-oriented wizard slayers from getting to your mages while the your elevated ranged characters pepper the annoying enemy wizards with damage.  There your kill order and focus fire decisions (staple decisions of any tank-healer-dps RPG) were impacted by the environment.  So here the environment isn't a gimmick that you learn but instead plays into core decision-making.

Use Your Environment II - Destructible Environments
I also like the idea of destructible environments like some have mentioned.  Setting a bridge on fire and having it collapse as dumb enemies walk across it as the enemy casters just sort of shake their heads in disbelief at their melee companions.  (And maybe in the rain the bridge won't catch fire.  Unless you put oil or grease on it.)  Collapsing some rocks on one location and forcing melee through a choke point is cool as well. 

Use Your Environment III - Weather and More
Let's say you block a bridge.  And let's say the enemies start wading through the water.  And let's say you cast lightning into the water for bonus damage or for a greater aoe radius.  Who doesn't think that's cool? Well, besides the enemies.

Cross-class Combos and Immersion
In Dragon Age: Origins I could guess what a spell combo what be.  I just froze this dude.  Maybe I can make him shatter with this big rocky fist.  I did!  Or, hmm, what happens if I set grease on fire.  YES.  Stay away, party.  Stay away.  Look at that burn.  Ahahaha.  You don't have that in DAII.  You have cross-class combos.  Who would have figured that someone disoriented would be more susceptible to walking bomb damage than some other kind of damage?  I don't know.  I found it out by reading a tooltip.  But I'd rather learn from the world (the game's or the real world) than from a tooltip.  Overall, getting the party involved via ccc's was a cool thing.  And it was probably a net gain.  But I miss combos that made sense and that made the world feel more real.  It makes the world more immersive.

Tactical Advantage

Oftentimes DAII's enemies are rushing at you.  I like to sometimes approach stationary enemies (not stationery enemies as that would be a case of Bioware's gameplay folks really mailing it in) and think about how to best approach the battle.  Maybe undo a trap, take someone out from stealth.  Position my party so.  I want to set things up sometimes and not just react.

Better than an Interrupt
In Dragon Age, you  had conversations where you could use poison or could pickpocket someone.  In KOTOR you could use your force persuade.  In Witcher 2, you could do something similar with one of the signs.  I like being able to sometimes do more in a conversation than just talk--especially if it's a non-combat solution and isn't guaranteed to work.

Modifié par Giltspur, 12 juillet 2011 - 05:19 .


#100
telephasic

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Okay, I'll shoot.

1. Reinstitute the overhead camera.

2. Return inventory management to a more DA:O style. Comparing items was much easier there - I could see what my entire party had at camp (or when at a store). If I wasn't sure how good an item was, I could always compare the cost to equipped items for a general idea.

3. Just eliminate the item colors (copper/silver/gold/purple) entirely. They are confusing, particularly when it comes to rings, amulets, and belts, as they have little to do with item quality. I find myself in particular often swapping out gold for silver items in Chapter 3.

4. Although I haven't delved as deep into tactics as many posters here, something is very, very wrong with the game when I'm more scared of high HP rogues than mages. Outside of some of the Arcane Horrors, I can't think of a single mage which was a significant threat to my party. Given they tend to teleport, they're usually the last ones standing, despite my efforts to zerg them anyway. In contrast, backstabs are awful, and impossible to stop once you see a rogue successfully hide.

5. Eliminate silly loot. How do spiders get money and healing potions anyway?

6. Allowing for the use of a ballista in places would be sweet. It really added some strategy to some fights in DA:O.

7. I know that this is vague (again, I'm not an expert tactician) but more needs to be done to diversify fights. In older Bioware games, encounters felt very different depending upon who you were facing. In DA2 you usually faced a mixture of melee units, spellcasters, and ranged units regardless of their origin, and they all fought identically. This, ultimately is why I think combat is non-fun and grindy, outside of a few of the bosses. I think the best types of encounters are those which can be quickly decisively won if you know what you're doing (note, this shouldn't require pre-prep with special runes or potions, unless you know what's ahead due to character (not player) foreknowledge. To go back to my old experience with the BG series, I never felt lame using webs followed with cloudkills and fireballs to clear out an encounter - I felt like it was good use of tactics allowed by the game system. I also didn't feel lame using Storm of the Century where possible in DA:O. We should be given some very powerful offense, provided they cannot be used in every single encounter.