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Is it at least accepted that DA2 went the wrong direction?


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#1126
Realmzmaster

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Fast Jimmy wrote...


What I would accept is a recharge time for a School of spells, with a progressively longer recharge time the closer the spells are cast together.

For instance, if I cast a Primal spell, I could be able to cast another destruction spell in, say ten seconds from then. But if I did, it would take forty seconds to cast the next one. And then two minutes, etc. 

But if instead I cast a Primal spell, I could cast it again in ten seconds, but then I wait half that time more (five seconds in this case), I would be able to cast again with only a ten second cool down. Or, similarly, if I was waiting on a forty second cool down and I hit my forty seconds, then waited twenty more, I could cast again with only a ten second cool down.

Also, if I cast a Primal spell, then cast a Creation School spell (such as a healing spell), both would only have a ten second recharge time, despite casting two spells back to back.

Given that magic comes from the Will and being able to draw certain energies out of the Fade, it makes sense (to me) that pulling and manipulating certain forces would tax that part of your brain, or your spirit or your body (or whatever) while pulling and manipulating different energies may be like working out a different muscle group.

Plus, this would be determined by School, not by Skill Tree. Meaning the Primal school would include most of the spells in the Primal, Elemental and Force skill trees. Creation spells would be healing, so it wouldn't fall into Primal or any of the other skills.

This could help promote a more robust cache of spells to actually be used. I know I hardly ever used any Entropy or Spirit School spells in my builds, since they weren't really 100% relative to combat. Keeping spells going by having different cooldowns for the various Schools could keep from spamming AoE spells non-stop as a mage and could actually offer a pretty nuanced tactical rotation of magic.


I think the only limiting factors should be the amount of mana necessary to cast the spell ,the willpower and magic attribute is high enough to learn the spell and constitution. The higher the spell in the tree the more mana necessary to cast it and the higher the necessary magic attribute. I would remove the level requirements on spells. If the mage casts two Infernos in a row a constitution check should be made to see if the mage does not fall unconcious from the exertion.

If I want to role play the mage as a elemental magic user I should have no restrictions on that ability other than mana, magic, willpower and constitution attributes.

Modifié par Realmzmaster, 09 juin 2012 - 05:53 .


#1127
wsandista

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sickpixie wrote...

I disagree with you about the concept considering there's not enough evidence to prove whether most people weren't interested in the concept itself or just the poor implementation of certain aspects. We'll likely find out with the next one.


Just as there isn't enough evidence to show that those who want a carbon copy of BG are a minority. Not that I beleieve that either are a majority, or even a plurality, but there simply isn't enough evidence to support either assumption.

Modifié par wsandista, 09 juin 2012 - 05:49 .


#1128
wsandista

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Filament wrote...

wsandista wrote...

Implementation is EVERYTHING though.


If we're talking about the "direction" of the game, the ideas are, in fact, separable from their implementation. One can appreciate the direction they went even if the results weren't implemented well, because they could be implemented better in the future, while staying in that direction. Which they were, as we've seen in Legacy.

If you don't happen to appreciate this distinction, then maybe that is the crux of the disagreement here.


It doesn't matter how amazing an idea is, if it can't be implemented well, then it fails. There just are some thigs that while they sound like a great idea, simply cannot be implemented well with the limited resources avliable.

Modifié par wsandista, 09 juin 2012 - 06:14 .


#1129
wsandista

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Realmzmaster wrote...

I think the only limiting factors should be the amount of mana necessary to cast the spell ,the willpower and magic attribute is high enough to learn the spell and constitution. The higher the spell in the tree the more mana necessary to cast it and the higher the necessary magic attribute. I would remove the level requirements on spells. If the mage casts two Infernos in a row a constitution check should be made to see if the mage does not fall unconcious from the exertion.

If I want to role play the mage as a elemental magic user I should have no restrictions on that ability other than mana, magic, willpower and constitution attributes.


I agree.... with Realmzmaster? :blink: I think I may be going insane.

Spells-per-day work much better in PnP, while in cRPGs they are opn to rest abuse, and not to mention the AI for companions seems to throw out high-level spells out at almost every enemy.

Modifié par wsandista, 09 juin 2012 - 05:57 .


#1130
Realmzmaster

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wsandista wrote...

Filament wrote...

wsandista wrote...

Implementation is EVERYTHING though.


If we're talking about the "direction" of the game, the ideas are, in fact, separable from their implementation. One can appreciate the direction they went even if the results weren't implemented well, because they could be implemented better in the future, while staying in that direction. Which they were, as we've seen in Legacy.

If you don't happen to appreciate this distinction, then maybe that is the crux of the disagreement here.


It doesn't matter how amazing an idea is, if it can't be implemented well, then it fails. There just are some thigs that while they sound like a grweat idea, simply cannot be implemented well with the limited resources avliable.


I have to agree with wsandista! Did H E double hockey sticks just freeze over. :DNo matter how good the idea if it is implemented or executed poorly it fails. DA2 had some good ideas but the implementation was off the mark

#1131
eroeru

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Sylvius the Mad wrote...

I like filler trash.


Though I must say I always felt that even the weakest oponents in DA:O were sufficient in numbers, and their damage-output that when even one critter got too close and started doing damage without you doing anything about it, you were killed in a short amount of time, no matter the level or gear.

This I liked. There was importance behind getting rid of the critters.

edit: a vast arrange of enemy "abilities" also give this sensation - I'd argue that the next game needs more dynamically used special abilities for enemies.

Modifié par eroeru, 09 juin 2012 - 10:42 .


#1132
R0vena

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I have no problem with combat system in DAO and in DA 2 - mostly. Waves of enemies were annoying and I agree that not every encounter should have them (even in improved DLC version).
But my biggest concern was an animation of the default staff attack. If I tell a mage to do a spell he/she should be able to do it immediately. As we have it now they have to complete the animation first. As a result (for example) staggered enemies are no longer staggered and CCC is not possible any more. Or something even more annoying - while they are too busy doing their default animation the rogue goes into "invincible" mod with his somersault instead of being petrified/frozen.... etc... on the spot and disappears. That was probably my biggest complaint about DA 2 combat.

edit: typos

Modifié par R0vena, 09 juin 2012 - 12:01 .


#1133
eroeru

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^^ Interesting enough, that wasn't such a big problem in Origins, as the enemies were also as slow in their movements and abilities.

It didn't have the CCC, yes, but I personally fail to see what's so great about that.

#1134
R0vena

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Well, I personally like the idea that combos are no longer a mage prerogative. In DAO you could do CCC only with Shattering. But it is not a big deal, I can do without it, if it means I'll have more story and dialog. (What I mostly play Bioware games for, anyway.)

#1135
sickpixie

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wsandista wrote...

sickpixie wrote...

I disagree with you about the concept considering there's not enough evidence to prove whether most people weren't interested in the concept itself or just the poor implementation of certain aspects. We'll likely find out with the next one.


Just as there isn't enough evidence to show that those who want a carbon copy of BG are a minority. Not that I beleieve that either are a majority, or even a plurality, but there simply isn't enough evidence to support either assumption.

Sure there is: if there were a large enough demand for such a game, it would have been made in the nearly-14 years since its release.

Modifié par sickpixie, 09 juin 2012 - 02:28 .


#1136
wsandista

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sickpixie wrote...

wsandista wrote...

sickpixie wrote...

I disagree with you about the concept considering there's not enough evidence to prove whether most people weren't interested in the concept itself or just the poor implementation of certain aspects. We'll likely find out with the next one.


Just as there isn't enough evidence to show that those who want a carbon copy of BG are a minority. Not that I beleieve that either are a majority, or even a plurality, but there simply isn't enough evidence to support either assumption.

Sure there is: if there were a large enough demand for such a game, it would have been made in the nearly-14 years since its release.


Like this? 

Do you have any concrete evidence? The most likely reason there was no BG3 was because D&D 3rd was recently released. It seems like everytime a new D&D edition is released, series using older rules are no longer expanded.

#1137
eroeru

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sickpixie wrote...

wsandista wrote...

sickpixie wrote...

I disagree with you about the concept considering there's not enough evidence to prove whether most people weren't interested in the concept itself or just the poor implementation of certain aspects. We'll likely find out with the next one.


Just as there isn't enough evidence to show that those who want a carbon copy of BG are a minority. Not that I beleieve that either are a majority, or even a plurality, but there simply isn't enough evidence to support either assumption.

Sure there is: if there were a large enough demand for such a game, it would have been made in the nearly-14 years since its release.


The presence of demand is ascertained only after the release, it is not what initiates game making (and a relevant guess is only one aspect that indeed does so).

#1138
sickpixie

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wsandista wrote...

Like this? 

Do
you have any concrete evidence? The most likely reason there was no BG3
was because D&D 3rd was recently released. It seems like everytime a
new D&D edition is released, series using older rules are no longer
expanded

That's an enhanced rerelease.

Bioware didn't
make a BG3 because their story had been told, and they had moved on and wanted to do things in
their own worlds. Black Isle wanted to do a BG3, but it was in in-name
only sequel that would have had a very different focus in both gameplay and story and I doubt BG fans would have liked it (a completely not-epic non-mass murdering personal story you could complete at level 4). Atari wanted to do a BG3 after that, but they were using words like "cinematic" "evolving" "action" and "immersive" so I doubt that's the BG you're looking for either.


eroeru wrote...

The presence of demand is ascertained only after the release, it is not what initiates game making (and a relevant guess is only one aspect that indeed does so).

When popular things are released, dozens of copycats pop up trying to ride that wave of success. No such thing happened with Baldur's Gate. It was popular and succesful, yes, but not a huge hit worth trying to replicate by anyone or else they would have tried.

#1139
batlin

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sickpixie wrote...

When popular things are released, dozens of copycats pop up trying to ride that wave of success. No such thing happened with Baldur's Gate. It was popular and succesful, yes, but not a huge hit worth trying to replicate by anyone or else they would have tried.


Uh, KotOR and Neverwinter Nights used D&D 2nd edition rules

Modifié par batlin, 09 juin 2012 - 11:55 .


#1140
wsandista

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sickpixie wrote...

That's an enhanced rerelease.

Bioware didn't
make a BG3 because their story had been told, and they had moved on and wanted to do things in
their own worlds. Black Isle wanted to do a BG3, but it was in in-name
only sequel that would have had a very different focus in both gameplay and story and I doubt BG fans would have liked it (a completely not-epic non-mass murdering personal story you could complete at level 4). Atari wanted to do a BG3 after that, but they were using words like "cinematic" "evolving" "action" and "immersive" so I doubt that's the BG you're looking for either.


Still shows that their is some intrest in BG. Also they have said they will try to make BG3.


When popular things are released, dozens of copycats pop up trying to ride that wave of success. No such thing happened with Baldur's Gate. It was popular and succesful, yes, but not a huge hit worth trying to replicate by anyone or else they would have tried.


So what were Icewind Dale and Planescape: Torment then?

batlin wrote...

Uh, KotOR and Neverwinter Nights used D&D 2nd edition rules


Actually I believe they used a StarWars PnP as a base. The StarWars PnP was almost a direct copy mechanic-wise of D&D 3rd though.

Modifié par wsandista, 10 juin 2012 - 12:00 .


#1141
batlin

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wsandista wrote...

Actually I believe they used a StarWars PnP as a base. The StarWars PnP was almost a direct copy mechanic-wise of D&D 3rd though.


My mistake, they did use 3rd edition D&D rules.

Still though, 3rd edition isn't a great deal different than 2nd edition. My point is that there was indeed a great amount of interest in BG2-style gameplay. There certainly have been no big games to use it that suggests otherwise.

#1142
bEVEsthda

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[quote]Vaeliorin wrote...

[quote]bEVEsthda wrote...

This is one of many, many reasons why Vancian casting is totally superior to the "modern" mana systems. They allowed you to save things for the right moment. Which is undeniably much, much more interesting.[/quote]

Of course, with Vancian casting you can't possibly adapt to a changing or unexpected situation.  It's why the inital playthrough of games like BG2 is hard, and subsequent playthroughs are easy, because you know what to expect and can prepare accordingly.  I'd much rather not have to know what to expect, and be able to react and adapt  to any situation I find myself in,[/quote]
This is not making any sense. If you replay, then you always know what to expect. What has Vancian casting to do with that?

[quote]


[quote]Not to mention the non-regenerating health, which meant that an overiding concern at every battle was to minimise injuries to your party. Another of many dimensions of gameplay that used to be, but now have been lost.[/quote]All non-regenerating health means is that game designers have to give you lots of boring, non-threatening encounters.  They can't be tightly tuned because the devs will never be sure of exactly what resources you have at your disposal.  That's why the vast majority of the fights in D&D cRPGs are simply filler trash that's not particularly interesting.  There are 2 fights in all of BG1 that are remotely interesting, the final battle and the demon under Ulgoth's Beard (whose name I can never remember.)  Everything else is just trash that requires no real strategy to beat.

That's not to say that most modern game developers take advantage of the opportunities that regenerating health gives.  Most (I might go so far as to say all, but I haven't played every game) still don't tune their encounters to be challenging enough.  It basically just results in filler trash like you'd get in a non-regenerating health game without all the resting thrown in.  If designers would just design the encounters so that every single one required you to make use of everything at your disposal or risk a TPK, regenerating health would be an asset as opposed to simply an annoyance remover.
[/quote] [/quote]
I so totally disagree with this. All combat encounters always become easy when you've figured out how to beat them. Doesn't matter what magic system is underneath. There were plenty of really challenging combat encounters in BG and IWD series. Desperate even. So don't give me any nonsens on that. Now, when you've learned how to beat them, yes then they become easier. Easier for every time you do it. But that's always true.

Now, also in this regard, what you had with Vancian casting and non-regenerating health, was that you entered every combat encounter with different party properties and combat strength. Wether it's "filler trash" or not depends on your condition. You had a campaign that you had to manage, a party to care about. More dimensions of gameplay. Combat wasn't isolated and cut off from the rest of the game. And filler trash was fun. The variation in opposition made for a richer and more fun RPG experience. And filler trash wasn't really. There was still a challenge that tested you. You had to make it with the least possible spells and taking as little damage as possible. Since it was always a part of a bigger campaign you couldn't look on anything as an "easy fight". And you also had the possibility of getting in above your head. You weren't guaranteed to be able to win. I like things like that. It adds value and richness to the experience.

The always fixed and set combat in DA2 and similar, reduces gameplay to just a console combat platformer. It's the fixed combat sets that are boring. I have a strong background in console fighting games and PC FPS games. If you catched me a couple years ago I would have had calloused thumbs, and I own practically the entire catalogues of important fighting and FPS series, and I've played them to death. But level after level of fixed, unrealistic combat sets, is not anything that I look for in RPGs. I loathe to see cRPG being reduced to that.

Finally, I'm happy to see that you haven't gone to a certain place. Thank you for that. Still, I'm going to say this: Just because some players want to cheat and exploit, in their games, to make them easier (like always resting, always go back to earlier saves to try out the best option, etc), is a very poor reason to make them ready-cheated from the beginning, for the convenience of those gamers. Which is exactly how I regard mana systems and health auto-regeneration. Ready-cheated.

It is true that these fixed combat sets make it possible to ensure that all gamers always get the same challenge, finely tuned. Lose, reload and try again, console style. But I don't feel this is really desirable. I'd like cRPGs to play in a different manner. No balancing environment either. Let the player beware where & when to go.

This point is sort of irrelevant. Since the decision to remove strategic elements was made long ago, and I certainly don't believe we'll ever see Vancian casting again. But I do want to stir a discussion and maybe drop ideas of what a cRPG could be. Lately, in this thread, there's been some interesting suggestions about changes to spells and mana. It's important that the pieces don't just fall into a convenient formula.

Modifié par bEVEsthda, 10 juin 2012 - 10:38 .


#1143
meeho

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DA2 went the absolute right direction. Copypasted scenes and a crappy story that sollicits no emotional investment are awesome as long as the combat is more flashy. In honor of DA2's awesomeness, I think that Dragon Age 3 should be renamed into Copypaste Age 3: More Flashy Combat.

Modifié par meeho, 10 juin 2012 - 02:28 .


#1144
wsandista

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meeho wrote...

DA2 went the absolute right direction. Copypasted scenes and a crappy story that sollicits no emotional investment are awesome as long as the combat is more flashy. In honor of DA2's awesomeness, I think that Dragon Age 3 should be renamed into Copypaste Age 3: More Flashy Combat.


Copypasta Dragon Effect 3: Moar Awsumz

#1145
Fast Jimmy

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What I'd love to see in future DA games is no rapid-recharge mana, no auto-heal health and, to top it off, a form of roaming or respawning enemies, so the swath of enemies you cut a line through in a dungeon doesn't always stay an open road of escape. You should be capable of beating your average fight without fear of death, but FEAR fighting over the long term, as the damage and wounds collected can weaken you and leave you trapped.

But I'm the kind of guy who likes to lose, because I know then that true victory will seem that much sweeter.

#1146
TEWR

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Fast Jimmy wrote...

What I'd love to see in future DA games is no rapid-recharge mana, no auto-heal health and, to top it off, a form of roaming or respawning enemies, so the swath of enemies you cut a line through in a dungeon doesn't always stay an open road of escape. You should be capable of beating your average fight without fear of death, but FEAR fighting over the long term, as the damage and wounds collected can weaken you and leave you trapped.

But I'm the kind of guy who likes to lose, because I know then that true victory will seem that much sweeter.


This gets the TEWR seal of approval.

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#1147
wsandista

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The Ethereal Writer Redux wrote...

Fast Jimmy wrote...

What I'd love to see in future DA games is no rapid-recharge mana, no auto-heal health and, to top it off, a form of roaming or respawning enemies, so the swath of enemies you cut a line through in a dungeon doesn't always stay an open road of escape. You should be capable of beating your average fight without fear of death, but FEAR fighting over the long term, as the damage and wounds collected can weaken you and leave you trapped.

But I'm the kind of guy who likes to lose, because I know then that true victory will seem that much sweeter.


This gets the TEWR seal of approval.

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I also approve, but unlike TEWR here I do not have a seal to give you.

#1148
batlin

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Fast Jimmy wrote...

What I'd love to see in future DA games is no rapid-recharge mana, no auto-heal health and, to top it off, a form of roaming or respawning enemies, so the swath of enemies you cut a line through in a dungeon doesn't always stay an open road of escape. You should be capable of beating your average fight without fear of death, but FEAR fighting over the long term, as the damage and wounds collected can weaken you and leave you trapped.

But I'm the kind of guy who likes to lose, because I know then that true victory will seem that much sweeter.


Agreed 110%. Gmaes like this should run like a well-crafted dungeon in D&D.  Fighting hoards of mobs should be like a war of attrition to see how well you can manage your resources until you reach the boss of the area, who is a REAL threat to the party and how well they fought the previous enemies and how well you managed your resources is what matters.

And let's face it, trash mobs in DA2 were rarely though enough to defeat you even on hard mode. Giving the player immediately-regenerating health and mana takes away the entire resource-managing side of the game and doesn't reward players for coming out of battles with a lot of their health and mana left.

#1149
R0vena

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Fast Jimmy wrote...

What I'd love to see in future DA games is no rapid-recharge mana, no auto-heal health and, to top it off, a form of roaming or respawning enemies, so the swath of enemies you cut a line through in a dungeon doesn't always stay an open road of escape. You should be capable of beating your average fight without fear of death, but FEAR fighting over the long term, as the damage and wounds collected can weaken you and leave you trapped.

But I'm the kind of guy who likes to lose, because I know then that true victory will seem that much sweeter.


oh, no.... I don't play Bioware games for challenge in fighting. Less hack&slash, more story, please...

#1150
Jerrybnsn

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Over-the-top combat was the wrong direction. Also unrealistic weapons that belong in FFXIII.

Fix this for the next game.

edit::  I should add that the archer and mage use of their weapons in combat was a good addition.

Modifié par Jerrybnsn, 11 juin 2012 - 01:26 .