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Bioware needs to learn how to make boss fights


4 réponses à ce sujet

#1
cipher86

cipher86
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  • 1 551 messages
No boss fight feels like such.  I actually find all boss encounters to be easier than random encounters and some general battles.

Like the four faced statue in the Deep Roads.  Uninspired and boring.

#2
Stanley Woo

Stanley Woo
  • BioWare Employees
  • 8 368 messages

cipher86 wrote...

No boss fight feels like such.  I actually find all boss encounters to be easier than random encounters and some general battles.

Like the four faced statue in the Deep Roads.  Uninspired and boring.

Please help us out by clarifying your criticisms.

what does a boss fight "feel" like? How do we make them equally difficult for everyone, and how can we measure that? What makes you the baseline measurement rather than someone who finds them too difficult?

And while the 4-faced statue is not a boss fight--most, I believe, would refer to that as a "gimmick fight"--how could we make it more inspired and less boring?

Random criticism is all well and good, but to help us make things better, you should also give us suggestions on how to improve ourselves. Which boss fights in which games are good examples of such to you? What makes them good? What makes them bad?

#3
Gabo

Gabo
  • BioWare Employees
  • 66 messages

cipher86 wrote...

My problem is not limited to boss fights.  Combat feels drab and repetitive, yes, but there is more.  Now that I'm going through the game a second time, I'm actually finding more that I dislike about the game than I like (and during my initial impressions, this game would have been a 10).

- Combat,
- Loot i
- Exploration 
- Same goes for dialogue 

I think DA:O would have been best if it were a 20 hour game, but it seems to suffer the same problem a lot of entertainment does:  Quantity over quality. 


The first part of your post makes me feel all depressed about our gameplay :(. However, I do believe that for most people we did a good job. But know that we do take all the feedback we can and whenever good, feasible ideas come up, we try to incorporate them into our new designs. And all the feedback from this thread will certainly help with the boss fights.

As far as the second part, it looks like the DLC team though the same as you do, and look at how so many people are responding with hour per dollar evaluations. However, this is off-topic, back to talking about bosses!

I hope you guys at least enjoy the large creature's special movements, since those were a pain to program!

#4
Gabo

Gabo
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  • 66 messages

Kolaris8472 wrote...

My thoughts upon seeing High Dragons, Ogres, and Sylvan Trees using Massive Attacks to knock my damage-dealing Rogues on their asses varied from utter frustration to sheer amazement.

Definite appreciation!


There's a specific talent on one of the weapon styles just for that!

#5
Gabo

Gabo
  • BioWare Employees
  • 66 messages

Spaceweed10 wrote...

Gabochido wrote... 
There's a specific talent on one of the weapon styles just for that!

What?  On the Rogue trees?


Nope <_<, I I guess hacking at large creatures isn't what rogues are best at. Don't want to say more though, since this should be in the gameplay forum (and probably already is somewhere).