Multiplayer (Long thread scroll down to the bold ialicized text for the sum up)
#1
Posté 29 novembre 2009 - 07:51
( for you ladies). Or possibly facing eachother in combat. I must say that Bioware could have gone that extra mile to put in Multiplayer. Possibly putting in more enemies or special places as you play along with your friends. Kicking the difficulty up a notch past nightmare wouldn't hurt either if you are to go through the game with other players that like a challenge. Think about it, it sets it all up with having a warrior being an unstopable force or just a burst head smashing brute. Then you have a mage that can heal or dish out some searious damage.
2) I don't know if any of you have ever played Too Human, which wasn't half bad, but it did need some improvement, but you had classes that could be a tank, a healer or someone who can dish out the damage and you got rare drops from those enemies that cause huge problems. Even though the multiplayer was only 2 I still enjoyed it myself though this is only my personal opinion. That is another thing also that Dragon Age didn't fully give you. The reward for slaying those powerful enemies that you feel were too tough to beat. Like the High Dragon. I killed him and got the loot and realized that I could go to a merchent and buy better. The Juggernaut armour was really the only thing I found that was better than anything you could buy. For a tank atleast. If you aren't going to buy weapons or armor for 100 sovereigns then you have to settle for the lesser. It isn't a bad thing because there is quite a few good drops, but most of the all out powerful things in the game come from the merchents. Now I haven't played Warden's Keep, but I plan on getting it today though, I feel as though Multiplayer should have been added to allow you to tear through the game or allow just a more fun experience and the drops from bosses or other powerful foes could have been a little better rather than buying from merchents for what's best.
#2
Posté 29 novembre 2009 - 07:54
#3
Posté 29 novembre 2009 - 07:56
#4
Posté 29 novembre 2009 - 07:58
Modifié par dmcguk, 29 novembre 2009 - 07:58 .
#5
Posté 29 novembre 2009 - 08:00
Topher87 wrote...
Wall of text crits for 1337 mental damage.
HAHA!
#6
Posté 29 novembre 2009 - 08:00

Seriously, what is with all the mouthbreathing multiplayer threads by people that have no concept of what making a game multiplayer entails, or how doing so would impact the very nature of the game.
#7
Posté 29 novembre 2009 - 08:03
Multiplayer support, co-operative support or any other rendition of online play will not be made available to this IP.
#8
Posté 29 novembre 2009 - 08:05
#9
Posté 29 novembre 2009 - 08:06
As it is, it could end with that players would come together and make there own client and server side of the game for it being posible to have multiplayer as it is.
On some of the above posts I would have to say that they would be lesser experienced with different Bioware games, but that is just an assumption.
#10
Posté 29 novembre 2009 - 08:07
#11
Posté 29 novembre 2009 - 08:09
#12
Posté 29 novembre 2009 - 08:13
#13
Posté 29 novembre 2009 - 08:14
#14
Posté 29 novembre 2009 - 08:17
#15
Posté 29 novembre 2009 - 08:18
GHL_Soul_Reaver wrote...
Server side you can remove pausing, serverside you can do alot of stuff that the clients to the server would have to be under as it is.
But that's the issue - it's strictly essential, in ways beyond just being able to manage the AI characters, which would also be at issue in games of any less than 4 players.
Making the game multiplayer would destroy the way it works.
Modifié par Inarai, 29 novembre 2009 - 08:19 .
#16
Posté 29 novembre 2009 - 08:18
#17
Posté 29 novembre 2009 - 08:19
I agree that DA:O should never turn into say Diablo2, og even WOW. But it would be awesome to play the game 2-4 frends together.
#18
Posté 29 novembre 2009 - 08:20
It's amazing and kinda sad the degree to which these players have been programmed.
Modifié par - Archangel -, 29 novembre 2009 - 08:21 .
#19
Posté 29 novembre 2009 - 08:23
Inarai wrote...
GHL_Soul_Reaver wrote...
Server side you can remove pausing, serverside you can do alot of stuff that the clients to the server would have to be under as it is.
But that's the issue - it's strictly essential, in ways beyond just being able to manage the AI characters, which would also be at issue in games of any less than 4 players.
It wont work in the official campaign, I already stated that did I not? I am thinkin about actual player content, they gave us a toolset to play around with, you could make everything from self made campaigns to playerworlds with tonnes of content in that there would be to do as it is.
Why does people always think whenever, no matter in which game, that my intensions is NOT for the singleplayer campaign, you guys simply got no idea about the potentials with this toolset?!?!?
How many in here has been playing on Neverwinter Night 1 or 2 playerworlds? Content made by players... that made the game stay alive and that made it posible for people to make there own stuff and what more?!?
How many of you in here actually have worked with the Toolset of NwN 1 and 2 and the one for Dragon age?
#20
Posté 29 novembre 2009 - 08:24
Inarai wrote...
Making the game multiplayer would destroy the way it works.
- Archangel - wrote...
It's what the console generation
has brought upon us. Console devs can't make long engaging storylines
any more (for the most part) so they have conditioned this generation
of gamers to think single player is only a minor game point and the
most important part is multiplayer.
I find it amusing that so many people seem to forget that Baldur's Gate 1 and 2 both had co-operative multiplayer.
Modifié par LethalBlade, 29 novembre 2009 - 08:30 .
#21
Posté 29 novembre 2009 - 08:25
Prexxus wrote...
Imagine if there was pvp... people are crying about mages now...
You don't get it, in a playerworld you can even put in items that make so that mages would not be that insane, also you can engage a mage in stealth and backstab him, this is for private servers I am speaking of.
#22
Posté 29 novembre 2009 - 08:37
dmcguk wrote...
Is it really that hard to understand why multiplayer would not work in Dragon Age Origins ?
It isn't hard at all. It is a great game and I am still playing it after 3 weeks. Though the conversations can be skipped or answered as a group if need be and the occational pause in combat doesn't make a difference if you already know what you want to do. The multiplayer wouldn't affect anything it'd just give those who enjoy an online experience some more fun. I enjoy it as a game and overall I give it a 9.6 out of 10, but multiplayer in it would be interesting and fun. They could easily change it up to have it flow. Now as I said in the original post it is my opinion, you can disagree if you like though I think multiplayer in it would be entertaining.
#23
Posté 29 novembre 2009 - 08:52
GHL_Soul_Reaver wrote...
Inarai wrote...
GHL_Soul_Reaver wrote...
Server side you can remove pausing, serverside you can do alot of stuff that the clients to the server would have to be under as it is.
But that's the issue - it's strictly essential, in ways beyond just being able to manage the AI characters, which would also be at issue in games of any less than 4 players.
It wont work in the official campaign, I already stated that did I not? I am thinkin about actual player content, they gave us a toolset to play around with, you could make everything from self made campaigns to playerworlds with tonnes of content in that there would be to do as it is.
Why does people always think whenever, no matter in which game, that my intensions is NOT for the singleplayer campaign, you guys simply got no idea about the potentials with this toolset?!?!?
How many in here has been playing on Neverwinter Night 1 or 2 playerworlds? Content made by players... that made the game stay alive and that made it posible for people to make there own stuff and what more?!
So, you're hoping the players will make dumbed-down content... *facepalm*
Look, players might be able to make some good content. Making multi-player from scratch? I don't see it happening - even if the toolset is capable, that's an amount of work I don't see anyone doing for free.
LethalBlade wrote...
I find it amusing that so many people seem to forget that Baldur's Gate 1 and 2 both had co-operative multiplayer.
For all the similarities, Baldur's Gate was a very different game. It may have worked well there - I wouldn't be surprised. But here, I doubt it would.
Modifié par Inarai, 29 novembre 2009 - 08:57 .
#24
Posté 29 novembre 2009 - 09:40
Inarai wrote...
GHL_Soul_Reaver wrote...
Inarai wrote...
GHL_Soul_Reaver wrote...
Server side you can remove pausing, serverside you can do alot of stuff that the clients to the server would have to be under as it is.
But that's the issue - it's strictly essential, in ways beyond just being able to manage the AI characters, which would also be at issue in games of any less than 4 players.
It wont work in the official campaign, I already stated that did I not? I am thinkin about actual player content, they gave us a toolset to play around with, you could make everything from self made campaigns to playerworlds with tonnes of content in that there would be to do as it is.
Why does people always think whenever, no matter in which game, that my intensions is NOT for the singleplayer campaign, you guys simply got no idea about the potentials with this toolset?!?!?
How many in here has been playing on Neverwinter Night 1 or 2 playerworlds? Content made by players... that made the game stay alive and that made it posible for people to make there own stuff and what more?!
So, you're hoping the players will make dumbed-down content... *facepalm*
Look, players might be able to make some good content. Making multi-player from scratch? I don't see it happening - even if the toolset is capable, that's an amount of work I don't see anyone doing for free.
You don't get it either, looking on it with a developers eye in mind not a players, you seem more like one of them newage kids, making multiplayer from scratch hmm it is technically not as difficult as you put it.
Making a world from scratch is not as difficult as you put it either you got no idea about how it works out appearently they gave us a toolset to simplify the process, no need to make voice overs and stuff or whatever in the beginning just go ahead and make 10 different areas linked together and see how long it would take for you to do!
It wont take long... look at some of the NwN 1 and 2 servers there has been going and some of them there still is out there... look at the builder community there look at the modifications they made to the game the hardcore way using 3D Studio max and the likes since the toolset back then was not that advanced.
Scripting, adding in portal systems... and whatsoever else can be done... so going by hey making a world from scratch is BS kind of thinking, been doing... been working with people on projects in nwn 1 and 2... beeen testing... been adding stuff and even got my own mod though I never really got to finish it due to that I was active in other projects.
Modifié par GHL_Soul_Reaver, 29 novembre 2009 - 09:49 .
#25
Posté 29 novembre 2009 - 09:42
I find it amusing that so many people seem to forget that Baldur's Gate 1 and 2 both had co-operative multiplayer.
[/quote]
For all the similarities, Baldur's Gate was a very different game. It may have worked well there - I wouldn't be surprised. But here, I doubt it would.
[/quote]
Baldurs Gate is not yet just as different from DAO as you put it, with the AI characters you had story lines and stuff going as well... yes the user interface was different, but not the gameplay, pretty much the same gameplay idealogy.





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