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


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#1176
Melca36

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batlin wrote...

R0vena wrote...

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


Then turn your difficulty down to very easy and let those of us who like good stories AND challenging and rewarding combat have our good gameplay.


I still want to the hardcores to explain how enemies jumping down from the roof or appearing from the ceiling is innovation.

#1177
wsandista

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Melca36 wrote...

R0vena wrote...

bEVEsthda wrote...
...And unlike you, who chose to play so exploited and unimaginative, for whatever reason, - I never even had a choice.

Excuse me? How I am playing, again?

I think there is a lot of possibilities of imaginative combat in DA. Playing with different group. Choosing the different skills or spells. Exploring different CCC.  How about two two-handed warriors in the same group on NM? How about ony rogues? I played through DA 2 about 10 times - all my battles were different. Depending on my party some were more easy, some more difficult than in previous times, but they were rarely the same.

batlin,

I repeat - it is not difficulty. I prefer to play NM. It is personal preference of the certain feature and I am not sure why mine should be any less important than anybody else's. I prefer NWN rest system to BG rest system despite adoring BG as a game. It is my right, you know. You voice your opinion in hopes that developers will hear it? So do I.

I remembered suddenly why I rarely post on this forum. I guess I'll just remove myself from the discussion now. 



The battles were all the same. :lol:

 And I hope you realize the developers have stated the combat would be changing for DA:3 because most of the people didnt like how it was for DA:2. 

And DA:2 was Hack and Slash....sorry but it was.





DA2 reminded me of a xbox game my friends rented when I was in High School, D&D Legends. Basically it was a hack'n'slash that had some D&D leveling mechanics on the surface, but did not really follow any D&D rules I've ever played. It was fun to play with friends when you were a little high, but as a deep single player RPG it would fail horribly.

#1178
wsandista

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Melca36 wrote...

I still want to the hardcores to explain how enemies jumping down from the roof or appearing from the ceiling is innovation.


The closest I've gotten to a straight answer was "because it doesn't conform to expectations of what a RPG is".
I usually answer with "If it isn't broke, don't fix it, especially if by fixing it you break it very badly".

#1179
Realmzmaster

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R0vena has already stated that she plays on nightmare which means challenging combat is not a problem. She takes issue with non-regenerating health and mana after combat. I can understand why because it can be a time sink.

It is easy in both BG1 and its irk and especially in Dragon Age games to collect a great number of health and mana potions making non-regenerating health and mana a non-issue. D & D mechanics only had a weight restriction and potions weigh very little. A bag of holding or potion bag allowed for even more space.
Also abusing the rest system is equally easy even with random encounters, because there is no limit on how many times you can rest in any time period. and there is no sense of urgency.

Most gamers save after a big battle, So even if the party continues on and hits a random encounter the gamers just reloads the last save and continues. The only way to stop that is to make sure that the random encounter is not random and happens every time after the big battle which defeats the purpose and surprise of a random encounter or you disable the save mechanism for set period of time after the big battle.

The original Might and Magic, Bard's Tale, Wizardry only allowed saves at an Inn, but that was highly inconvenient . The save anywhere at anytime except combat makes abusing the rest system easy if random encounters are truly random.

#1180
Realmzmaster

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wsandista wrote...

Melca36 wrote...

I still want to the hardcores to explain how enemies jumping down from the roof or appearing from the ceiling is innovation.


The closest I've gotten to a straight answer was "because it doesn't conform to expectations of what a RPG is".
I usually answer with "If it isn't broke, don't fix it, especially if by fixing it you break it very badly".


I never said it was an  innovation. I simply said I did not care and adjusted my tactics accordingly. I had no problem with enenies jumping off of budildings no more than an Arrow of Slaying, Whirlwind or Archer's Lance. I had problems with enemies in full plate jumping off buildings but not in light armor. I had no problem with the waves. I have seen them in both old and modern cRPGs the same with FedEx quests. Like I said before gamers want to pick and choose their realism. I know what I want in a cRPG and every gamer on this forum would not wish to play the way I would. ( Think Ironman in Wizardry or perma -death with erased save file in Hack or only saving in Inns). YMMV.

Modifié par Realmzmaster, 12 juin 2012 - 12:22 .


#1181
wsandista

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Realmzmaster wrote...

R0vena has already stated that she plays on nightmare which means challenging combat is not a problem. She takes issue with non-regenerating health and mana after combat. I can understand why because it can be a time sink.

It is easy in both BG1 and its irk and especially in Dragon Age games to collect a great number of health and mana potions making non-regenerating health and mana a non-issue. D & D mechanics only had a weight restriction and potions weigh very little. A bag of holding or potion bag allowed for even more space.
Also abusing the rest system is equally easy even with random encounters, because there is no limit on how many times you can rest in any time period. and there is no sense of urgency.

Most gamers save after a big battle, So even if the party continues on and hits a random encounter the gamers just reloads the last save and continues. The only way to stop that is to make sure that the random encounter is not random and happens every time after the big battle which defeats the purpose and surprise of a random encounter or you disable the save mechanism for set period of time after the big battle.

The original Might and Magic, Bard's Tale, Wizardry only allowed saves at an Inn, but that was highly inconvenient . The save anywhere at anytime except combat makes abusing the rest system easy if random encounters are truly random.


I agree that many systems are open to abuse. However I think that the reason such quantities of potions were amassed is because the system is easy to abuse. Fast Jimmy's suggestion is open to save abuse, but I know that I personally wouldn't abuse it.

Damn Realmzmaster I agree with you again. I believe that Stygia has become engulfed in fire.

#1182
wsandista

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Realmzmaster wrote...

wsandista wrote...

Melca36 wrote...

I still want to the hardcores to explain how enemies jumping down from the roof or appearing from the ceiling is innovation.


The closest I've gotten to a straight answer was "because it doesn't conform to expectations of what a RPG is".
I usually answer with "If it isn't broke, don't fix it, especially if by fixing it you break it very badly".


I never said it was an  innovation. I simply said I did not care and adjusted my tactics accordingly. I had no problem with enenies jumping off of budildings no more than an Arrow of Slaying, Whirlwind or Archer's Lance. I had problems with enemies in full plate jumping off buildings but not in light armor. I had no problem with the waves. I have seen them in both old and modern cRPGs the same with FedEx quests. Like I said before gamers want to pick and choose their realism. I know what I want in a cRPG and every gamer on this forum would not wish to play the way I would. ( Think Ironman in Wizardry or perma -death with erased save file in Hack or only saving in Inns). YMMV.


I wasn't talking about you specifically. I've simply heard that wave combat was an innovation from some. When I ask them why, that is the answer I've gotten. Most do not even respond.

#1183
sickpixie

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wsandista wrote...

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.

Of course there's interest in BG-style games, however, Beamdog isn't nearly as big as Bioware, so they can afford to appeal to smaller audiences (much like those Kickstarter-funded groups are doing). I'm saying it's unlikely the Dragon Age audience would grow if Bioware turned the clock back.

Icewind Dale and Torment were not BG. The former was a linear dungeon crawl focused mostly on cutting down hordes of enemies with no non-player-created companions and the latter was also linear and emphasized story and high quality art at the expense of everything else. Odd that one would criticize Dragon Age 2 for linearity, taking place in a single city, and not allowing you to customize companion armor and then give Torment a free pass for example.

Knights of the Old Republic and Neverwinter Nights weren't BG either. When I say copycat I mean "a simulation-leaning game with no or very few, brief cinematics where you start out as a single non-voiced character, get a group of partially-voiced-acted companions with personalities to form a party and explore a semi-open world by clearing out the black areas on a map." I get the impression that's what many of you want, but I don't think anyone else has ever quite specifically tried to deliver that.

#1184
wsandista

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sickpixie wrote...

Of course there's interest in BG-style games, however, Beamdog isn't nearly as big as Bioware, so they can afford to appeal to smaller audiences (much like those Kickstarter-funded groups are doing). I'm saying it's unlikely the Dragon Age audience would grow if Bioware turned the clock back.


Well apparently the Dragon Age audience shrunk with the new direction. So how is the new direction any better?

Icewind Dale and Torment were not BG. The former was a linear dungeon crawl focused mostly on cutting down hordes of enemies with no non-player-created companions and the latter was also linear and emphasized story and high quality art at the expense of everything else. Odd that one would criticize Dragon Age 2 for linearity, taking place in a single city, and not allowing you to customize companion armor and then give Torment a free pass for example.


Both used the same ruleset and engine as BG.
I don't criticize DA2 for those reasons. My criticism usually is of the combat, voiced PC, and several other factors.

Knights of the Old Republic and Neverwinter Nights weren't BG either. When I say copycat I mean "a simulation-leaning game with no or very few, brief cinematics where you start out as a single non-voiced character, get a group of partially-voiced-acted companions with personalities to form a party and explore a semi-open world by clearing out the black areas on a map." I get the impression that's what many of you want, but I don't think anyone else has ever quite specifically tried to deliver that.


NWN was very much like that. DAO was similar, except for the exploration. Both of those games do very well with the base they appealed to while DA2 did not.

If DA2 turned off that demographic while failing to entice a new demographic, why was it a step in the right direction.

#1185
Sylvius the Mad

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Realmzmaster wrote...

Vancian casting makes no sense to me. It is simply unrealistic and not logical. A spellcaster does not forget a spell. Now if you wish to say that a spellcaster has to rest to regenerate mana that is fine.  But if my magic user takes a mana potion I see no reason why a spell my magic user knows would not be available. I accept the fact that I may not have enough mana to cast the spell but not that I must re-memorize it.

It's magic.  Why would you expect it to follow rules that you, a non-magical being, find intuituve.

As long as the rules are internally consistent, there's no realism issue.  What matters beyond that is whether it makes for fun gameplay.

But if you really need some sort of explanation as to how Vancian casting could work, I can give that a shot.  Suppose "memorisation", in the Vancian cating sense, isn't a simple memory trick, but instead is the layering of a specific pattern of magical energy in your mind.  Casting the spell is the act of releasing the energy.  The mage's brain, in this scenario, worked like the battery in an electric car, where it simply transports the power from one place to another, espending it far more quickly than it is replenished back at camp.

#1186
Sylvius the Mad

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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.

The older Star Wars PnP game - based on a d6 mechanic - was a great game system.  I wish that had made it into a computer game.

#1187
Sylvius the Mad

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bEVEsthda wrote...

In most other regards, TW2 actually went the wrong way, IMO. It's not the type of cRPG I want. I want a RPG as a 'toy'. Not as an interactive movie, with action combat and preset character, no thanks.

This is exactly right.  I have often argued that a roleplaying game isn't properly a game at all.  It's a toy, and developers should design it as such.

Roleplaying doesn't have winning conditions.  The point of playing is the playing itself.

#1188
Realmzmaster

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Sylvius the Mad wrote...

Realmzmaster wrote...

Vancian casting makes no sense to me. It is simply unrealistic and not logical. A spellcaster does not forget a spell. Now if you wish to say that a spellcaster has to rest to regenerate mana that is fine.  But if my magic user takes a mana potion I see no reason why a spell my magic user knows would not be available. I accept the fact that I may not have enough mana to cast the spell but not that I must re-memorize it.

It's magic.  Why would you expect it to follow rules that you, a non-magical being, find intuituve.

As long as the rules are internally consistent, there's no realism issue.  What matters beyond that is whether it makes for fun gameplay.

But if you really need some sort of explanation as to how Vancian casting could work, I can give that a shot.  Suppose "memorisation", in the Vancian cating sense, isn't a simple memory trick, but instead is the layering of a specific pattern of magical energy in your mind.  Casting the spell is the act of releasing the energy.  The mage's brain, in this scenario, worked like the battery in an electric car, where it simply transports the power from one place to another, espending it far more quickly than it is replenished back at camp.


That is not how it is explained in the D & D ruleset which specifically states memorization. The wizard must re-memorize the spell from the spellbook. Sorcerers have the innate ability to cast magic. Nice try, but not buying it. And I did not find Vancian casting fun. The magic system in Wizardry series was more to my liking.

Modifié par Realmzmaster, 12 juin 2012 - 03:47 .


#1189
Sylvius the Mad

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Realmzmaster wrote...

That is not how it is explained in the D & D ruleset which specifically states memorization. The wizard must re-memorize the spell from the spellbook. Sorcerers have the innate ability to cast magic. Nice try, but not buying it.

It says memorization, but does it really mean "memorization"?  Or is it being imprecise?

The rules are what you make of them.

I never liked Sorcerers.  They seemed like they were added just to appease people who didn't like Vancian casting, but I have difficulty explaining how both systems can co-exist.

I prefer the earlier editions.  3E added some good new features, but also had some problems.

Modifié par Sylvius the Mad, 12 juin 2012 - 03:54 .


#1190
wsandista

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Sylvius the Mad wrote...

It says memorization, but does it really mean "memorization"?  Or is it being imprecise?

The rules are what you make of them.

I never liked Sorcerers.  They seemed like they were added just to appease people who didn't like Vancian casting, but I have difficulty explaining how both systems can co-exist.

I prefer the earlier editions.  3E added some good new features, but also had some problems.


I have to agree with you. Sorcerers were never really properly explained, I could see why a Wizard(or Mage depending on edition) has spells per day, but why a Sorcerer, and why is the Sorcerer limited by spell-level in their spells-per-day like the Wizard?

If the Sorcerer functioned like a psionic character with power points, I think they would not only provide a sharper contrast to the Wizard, but their abilities would have fitted their explanation much better.

#1191
Sylvius the Mad

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wsandista wrote...

If the Sorcerer functioned like a psionic character with power points, I think they would not only provide a sharper contrast to the Wizard, but their abilities would have fitted their explanation much better.

That's an excellent point.  Psionics had worked well alongside wizards long before sorcerers came along.

And now I wonder why people who didn't like Vancian casting didn't just embrace psionics.

Modifié par Sylvius the Mad, 12 juin 2012 - 07:05 .


#1192
Vaeliorin

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Sylvius the Mad wrote...

wsandista wrote...

If the Sorcerer functioned like a psionic character with power points, I think they would not only provide a sharper contrast to the Wizard, but their abilities would have fitted their explanation much better.

That's an excellent point.  Psionics had worked well alongside wizards long before sorcerers came along.

And now I wonder why people who didn't like Vancian casting didn't just embrace psionics.

For one thing, psionics weren't part of the core rules in 2nd or 3rd edition. Also, I knew a number of DMs who disallowed psionics because, according to them, "psionics are sci-fi, not fantasy." Also, the 2nd edition and 3.0 psionic rules were pretty much a mess.

#1193
Realmzmaster

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Sylvius the Mad wrote...

Realmzmaster wrote...

That is not how it is explained in the D & D ruleset which specifically states memorization. The wizard must re-memorize the spell from the spellbook. Sorcerers have the innate ability to cast magic. Nice try, but not buying it.

It says memorization, but does it really mean "memorization"?  Or is it being imprecise?

The rules are what you make of them.

I never liked Sorcerers.  They seemed like they were added just to appease people who didn't like Vancian casting, but I have difficulty explaining how both systems can co-exist.

I prefer the earlier editions.  3E added some good new features, but also had some problems.


I can only go by the stated rules and how it was done at tournament level play. What people did for their house rules is a different matter. Most of the crpgs based on the ruleset adhere closely to them. 

And you are correct about why sorcerers were included. I also thought the spell per day rule should not apply to them.
Psionics are in the core rules of the first edition, but were removed from the other editions and made optional. The rules were all over the place and devolved into a mess.

#1194
Sylvius the Mad

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Realmzmaster wrote...

I can only go by the stated rules and how it was done at tournament level play.

The stated rules required 15 minutes of uninterrupted concentration per spell level to memorise each spell.  That's more than simple memorisation.

Vaeliorin wrote...

For one thing, psionics weren't part of the core rules in 2nd or 3rd edition.

But they were in 1st edition.  I loved rolling for Wild Talents. 

I don't understand why gamers would drop good features from their games just because the new edition did.  I miss dual-classing.

Modifié par Sylvius the Mad, 12 juin 2012 - 05:50 .


#1195
Xewaka

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Sylvius the Mad wrote...
I don't understand why gamers would drop good features from their games just because the new edition did.  I miss dual-classing.

If they're moving to the next edition, it is better to get a feel on how the system was intended before starting to homebrew new rules or modifications. And once the new edition is learned, there's the possibility that they see no need to apply older features that would probably break the new system.
Besides, it's not as if new editions destroy copies of former editions, so players who wish to use older rules can. People don't use it not because the new rules don't allow it, but because they don't want to use it.

Modifié par Xewaka, 12 juin 2012 - 06:21 .


#1196
Sylvius the Mad

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Xewaka wrote...

If they're moving to the next edition, it is better to get a feel on how the system was intended before starting to homebrew new rules or modifications.

If you've got a game you already like, why abandon it?  Read the new rules, incorporate the stuff you like into the system you already enjoy (which is probably already heavily house-ruled), and continue.

#1197
Vaeliorin

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Sylvius the Mad wrote...

Vaeliorin wrote...
For one thing, psionics weren't part of the core rules in 2nd or 3rd edition.

But they were in 1st edition.  I loved rolling for Wild Talents. 

I don't understand why gamers would drop good features from their games just because the new edition did.  I miss dual-classing.

Well, not everyone has played first edition, so they might not be aware of that. Personally, while I've seen a set of first edition rulebooks (my brother-in-law has a set) I've never had the opportunity to read through them.

#1198
Sylvius the Mad

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It's a good system. It has some issues (Bards), but overall I really like it.

#1199
Xewaka

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Sylvius the Mad wrote...
If you've got a game you already like, why abandon it?  Read the new rules, incorporate the stuff you like into the system you already enjoy (which is probably already heavily house-ruled), and continue.

You might have noticed I mentioned people keep their old handbooks and nothing keeps them from continuining using them. Going by my personal experience: I've played all four editions of Legend of the Five Rings and own the last two (the first two were owned by a friend). We basically skipped second edition entirely because the edition changes weren't to our liking, but the system improvements from first to third and from third to fourth were good enough to cause the switch. People will not play systems they dislike, and go back to former versions if they find them more to their tastes. But if the system is improved upon, people will switch. Granted, what constitutes an improvement varies from person to person. But the base concept remains.
It is true, however, that in the example I mentioned (L5R), they were basically refining the same base system, instead of the much more large overhauls that D&D experiments.

#1200
Realmzmaster

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Sylvius the Mad wrote...

Xewaka wrote...

If they're moving to the next edition, it is better to get a feel on how the system was intended before starting to homebrew new rules or modifications.

If you've got a game you already like, why abandon it?  Read the new rules, incorporate the stuff you like into the system you already enjoy (which is probably already heavily house-ruled), and continue.


It might be that since roleplaying is a group activity  it depends on the will and agreement of the group. If the group wishes to move on to a new ruleset a person can either move with them, convince them to incorporate the new rules into the old system (which can set up a whole slew of incompatabilities or not) or find a new group.

It could be in the group's opinion that the whole rule set in its entirety is better as a whole than a patchwork quilted together trying to blend different editions of a rule set.