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This game is beginning to tire me...


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#26
XOGHunter246

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if it too hard play casual too easy play nightmare don't give up no game is impossible

#27
Loc'n'lol

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Chragen wrote...

You'd be surprised just how beating Alistair can take when you got 42 armor and 100+ defense combined with a constant stream of healing.


No I wouldn't be surprised because I had 2 characters like that in my no mage playthrough and in the end they could tank just about anything, dragon, gaxkang, whatever.

That being said, before you reach the good gear and the unholy defense score, you have to painfully make your way up there in your plain steel heavy chainmail. Mages can get the godlike spells very early. If you don't use those spells, you have to find some workaround, because you're not going to tank the Brecilian ruins with a lvl 10 warrior that spread his stats between dex and str.


@OP : the receipes may be a little expensive in the early-mid  game(~lvl10-12), but are totally worth it. In the long run you will have plenty of gold. I have personnally never really bothered with traps but they might be worth a try too.

#28
12monkeys

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@ chragen: 42 armor on alistair? let me check his armor rating on my next playthrough. i do not think i've reached that number yet at my level. i do check equipment from time to time. but most of the time, the really good ones are too expensive.

#29
Kashtan

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Im not quite sure I understand you. On one hand you dont like the idea of multiple fights one after another because they are hard. On the other hand you dislike having the right cooki-cutter build to survive those encounters...Im just confused.



Myself I do like being stuck at one encounter. This game provides so many playstyles, builds and party setups its really fun (for me) to try what might work. Im using DW rogue, Alister, Shale and Morigan. I just cant get enough of foghts when I have to use tank to gather and line those foes so that Mori can CC them, then backstab and crush those silly icy monuments ;)



An all those traps, potions, granades etc. Take your pick.



On the other hand (third ?) I understand that fighting more less the same mob of mobs for the fourth time might be boring. But if there were 4 main monsters would it be better ?


#30
voidcommander9111980

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its easy ... learn to play nabs -_- communists pfff

#31
Mork_ba

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Chragen wrote...

To be blunt you need to learn to play, and I mean that in a good way, not trying to be a ****** :P
But when I played through the game the first time I played on normal as a 2h warrior and I had Leliana, Alistair and Wynne in my party, and I found the game hard. Though I personally enjoy that.

Now I'm playing through the game on nightmare as a dagger/dagger rogue with Alistair Wynne and Morrigan and I find it easier now then on normal. And this is without using any of the really cheap spells that make the game trivial like Forcefield tanking, Storm of the Century, constant cone of cold, ect. Nor do I use any potions at all. Used about 7 in total so far and I've got 1/5 of the game left.

But the biggest difference I noticed in my play through now that I think contributed to the game feeling really easy even on nightmare is just knowing the game mechanics.
I'm not sure how you've trained Alistair and Morrigan, but I suggest if you havn't done so already to get taunt ASAP with Alistair. That ability alone will change everything.
Also if you haven't trained any of the healing spells with Morrigan then I really recommend you do that. Regeneration is amazing and getting spirit healer and group heal the moment you reach level 14 will make combat much more enjoyable.

But I know the place you're referring to and the archers there are a pain in the backside. All I can suggest for that area is spread out to avoid the Scattershot stun and just get agro with Alistair and keep him alive while you kill the archers one by one.
Also using line of sight where possible in Denerim really helps.

Hope that helps a little since Dragon Age is absolutely worth playing. Best RPG since Throne of Bhaal came out for me. Shame it couldn't be as great as the baldurs gate series, but maybe it will get there in time :D



Do what this guy said. Also keep in mind that not all areas are for the same levels. If you find an area too difficult you can always try another and come back later. Like in Baldur's Gate, you could leave some fights for later.

Appart from that you should get to know the game's mechanics. My nightmare run with a rogue(which is considered inferior to mage) turned out a lot easier than my first normal run with a mage.

Don't neglect healing, and more importantly don't neglect crowd controlling. Spells like paralyse etc will really save the day (in that room with the mages in the back, you can paralyze them  and kill them from afar before they get a chance to blow you away).


You can also try reducing the difficulty to easy for your first run. It'll let you get used to the game more, and try more stuff out in fights as you'll get less damage and have more potent heals.  Experiment with spells and skills, and don't leave your characters' stamina and mana pools full.

As you learn more about building skills and stats your party will become more powerful and as you learn the game more you'll become better, so the game will become significantly easier.

Both my first 2 runs I built my heroes in a less than mediocre way. But I enjoyed both of them equally.

Give us more feedback as you try out these things if they work for you

#32
JosieJ

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Denerim can get tedious because it's one fight-against-overwhelming-odds encounter after another. Other areas have mixed things up a bit better.



However, if you just hate the idea of fight-against-overwhelming-odds combat in general, you probably won't like this game any better as you continue to play it, as there are plenty more of those types of encounters scattered throughout the game.

#33
bonscott87

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I hit those back alleys around level 11 or so. Myself as a DW rougue, Allister, Morrigan and Wynn. I found the back alleys a challenge but not bad overall after I got slaughtered on the first one. After that it reminded me I need to tactically control the battle field.



So when you enter the alley you're usually at the entrance and "safe". Hold the party and spread them out, Morrigan and Wynn near the back all. Allister to one side and me to the other. Take my rougue and slip out in the open. They all start attacking. Quickly move back to position. Meanwhile have Wynn cast Earthquake in the middle of the area which will really slow down the guys coming after you. Morrigan casts Tempest on the area along with one set of archers to the side. That really hurts them.



Then me and Allister take on anyone that makes it into our area, Morrigan and Wynn start picking off the archers with spells like Arcane Bolt, Lightning bolt, stone fist, etc. Once all melee are taken care of me and Allister charge to each set of archers that are left and let Morrigan and Wynn keep picking them off at long range.



All means the back alley thugs are dead nice and quick. :)

#34
CloudOfShadows

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12monkeys wrote...

i just got to denerim after finishing all those quests in redcliffe. at this point, i am really, really getting tired of all the swarms of enemies the game throws at you. the combat in this game feels a lot like icewind dale ii, at least to me. "party of adventurers goes on a daring quest to save the world; therefore, stop them by throwing lots of enemies, cast a lot of disabling spells, cast a lot of damage-dealing spells, throw goblin archers, goblin worg riders, orc shamans, goblin sorcerers and what-have-yous in the mix.  (replace goblins and orcs with genlocks and hurlocks). there's the challenge in the game. 

pray tell me now, is this going to be like this until the game ends? if it is going to be like this, i will stop playing now.


Yes.
The game is very combat heavy. While it is not every area in the game that throws endless hordes at your party, it does happen frequently.
As has been said before, the areas you mention are among the most repetitive, but the basic concept: "party of four, vs. legions of bad guys" is repeated over and over. If you find that tiresome, it's probably better to not play it.
The alternatives have been suggested already, tone down difficulty, use other tactics - I think the story is great, but I also really liked the tactical combat parts - but I understand that this game is not for you, if you dislike the combat.

#35
sinosleep

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The honest answer is Denerim is too hard to try and do at level 9. I've done every encounter in the game and they're all perfectly doable without resorting to cheese like the taunt then force field trick, just depends on what level you are and how well you know the game mechanics. I pretty much just follow a few basics (always attack archers/mages first, have your entire party target one guy when possible and split up when necessary i/e when there's more than one mage have your tank stun one, morrigan ff the other one, get grenades asap, get greater health/mana recipes and ingredients asap) and with a party featuring myself as a sword and board warrior, Morrigan with no healing spells, Sten, and Leliana had beaten the high dragon and gaxkhang by around lvl 12.

Did lothering, then redcliffe, went to denerim to start the sacred ashes questline (and pick up all the side quests), did sacred ashes, killed high dragon, made all of wade's superior armors, 1st half of brecelian forrest to pick up Gaxkhang quest, killed Gaxkhang for keening sword, and THEN did the quests I knew were too hard at low level like the back alleys, and the elven road block encounter. Once properly geared and with access to higher level cc spells the rest of the game was pretty easy. And the quests that I did at low level weren't too hard because I chose to do the easier quests.

Again, with the right tactics, and enough familiarity with the game mechanics EVERY battle in the game is doable with out resorting to cheese.

Modifié par sinosleep, 07 décembre 2009 - 06:22 .


#36
ogreballerina2

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Sleep and Waking Nightmare are the best for crowd control...



They do not affect party members.....



Perfect for causing chaos as the 15 people who just attacked you are now fighting amongst themselves...and if you can snag a couple of archers with that spell..?



Made the back alleys of Denerhim a cakewalk...



Usually for archers( mages) I have my rogue cloaked ..run over and backstab them or throw a bomb..what have you.



In only one instance in the back alleys are you unable to plan your attack...( after first Pearl quest )



With 2 mages you should have little difficulty in the game....I even gave Wynn some AOE spells ( Fireball )



A 3 mage party could destroy any enemy....easy.

#37
grymstone

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Honestly OP it sounds like you don't want to play an rpg anymore. Perhaps try an action adventure game more focused on lengthy boss battles. Rpg's combat has always been about questing and killing tons of enemies to level up with boss battles for loot mixed in here and there. It sounds like you just want an unobstructed path from boss fight to boss fight. If that is the case try setting the game to easy for the small stuff and nightmare for the boss battles. Nwn AND nwn2 always had tons of little enemies Baldur's gate 1 and 2 had a lot of enemies as well I think you are romanticizing your time playing those games because my memories of those gaming experiences are quite different i can clearly remember at least one battle in nwn where hordes of dark elves were thrown at the pc. Like wise with bg1 and 2. with orcs ogres and goblins.

#38
sinosleep

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The problem with walking nightmare is that one of the effects can be to simply have the target attack someone else in your party, which does you no good at all. For some reason in the one playthrough where I took the spell I seemed to get that effect a lot more often than the ones where the targets become your allies or are stunned for a time.



I'm a much bigger fan of mass paralysis, blood control, or sleep. At least with those I always know what I'm getting. Either they'll work, or they'll be resisted.

#39
metatrans

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the areas in the game are only somewhat scaled by level. they have absolute level ranges and expected level for encounter difficulty as well. the rankings are rough, and the game will fudge them around your level somewhat, but here is the approximate difficulty ranking of zones in the game.



Lothering Village - level 5-7

The Mage Circle Tower - level 6-9

Redcliffe Village - level 7-9

Brecilian Forest - level 7-10

Haven Village/Mountain Shrine - level 8-11

Denerim - level 10+

Orzamar - level 10+



but again thats very approximate. even ignoring the level guidelines, just consider that as a totally relative ranking. you'll see that Denerim is one of the most challenging areas in the game. you will need a well developed party with sound tactics to defeat some of the harder fights there (the back alley ambushes, for example).



also keep in mind that you can complete just the easy quests in an area and then come back later. for example, you can do lots of questing in the Orzamar commons and dust town areas at relatively low level. but you shouldn't try to go out to the deep roads until your party is stronger. you can screw around in brecilian forest at low level but shouldn't try to tackle the ancient ruins/werewolf lair part until you're a bit stronger.



in addition to managing your area selection, it would be of great benefit to in general improve your tactics and strategies. the game tends to heavily value crowd control effects and ways to handle groups. spells like Cone of Cold and Fireball are awesome for this reason. so is the Sleep spell. the best bet is usually good tanking though. if your tank is solid and you have a mage casting defensive buffs and heals on him (or just let him chug health poultices) you'll be able to control a large number of mobs just by absorbing their hits on your tank.




#40
qthulu

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Its sad that all rpg's lately are all about fighting.

I found the fighting boring too. I always considered that in a real rpg you should have the choise in most situation and they shouldnt be about fighting your way to the game end... probably the result of Diablo. Many times I considered to cheat my way trough the fiths, not because they are hard, but because they are boring. The dialoge and story are quite nice, too bad you have to hack trough dosens of enemies to get from one interesting part to another.

But I was probably spoiled by Planescape Torment and compare all other prg to that.

#41
sinosleep

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That sounds more like an adventure game than an rpg. Every rpg I've ever played, had a ton of battles. Whether they were random battles, turn based, Diablo style, or tactical battles like the ones in Dragon Age, the games usually went like this story section where you get told to go to a dungeon, random battle on the way there, battles in said dungeon, random battle on way back, rinse, repeat. It's been like that since I first started playing games in 1990.



Games where that isn't the case usually fall into the adventure game category, which may have rpg elements, but are 90% exploration/story 10% combat.

#42
ogreballerina2

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sinosleep wrote...

The problem with walking nightmare is that one of the effects can be to simply have the target attack someone else in your party, which does you no good at all. For some reason in the one playthrough where I took the spell I seemed to get that effect a lot more often than the ones where the targets become your allies or are stunned for a time.

I'm a much bigger fan of mass paralysis, blood control, or sleep. At least with those I always know what I'm getting. Either they'll work, or they'll be resisted.



True...but not every one will attack you ( Waking Nightmare ) and since you your fighting them anyway..?

I just like the craziness involved in watching former allies turning on each other....defintely gives you breathing room. Especially mage fights..what a hoot..!!!

Maybe the effects vary due to difficulty level..but I love this combo..( Normal Difficulty )

Modifié par ogreballerina2, 07 décembre 2009 - 07:39 .


#43
sinosleep

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The problem for me is, if I cast a spell specifically for crowd control then I expect just that, control. The target attacking someone other than mage isn't control and it's not taking them out of the fight, which is why I tend to just use sleep alone, blood control, mass paralysis, etc, etc. Because with those I know so long as the spell is not resisted, the people I casted it on are now out of the fight and I'm free to fight whoever's left with the numbers on my side for once.

#44
RockGnasher

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I definitely know what the original postee is talking about...  I prefer unique strategic battles and situations as well, with fewer more difficult enemies.  When the game becomes a cluster*buck it sort of drains the texture of the experience for me, it becomes assembly line. 

I just got the game so I guess I will find out....  People just dont have the juice to make something unique and original, what with all the selling/farming-out that is part and parcel of our culture today...  if they do have what it takes they find the industry mobbed with the inertial lazies anyways, I suppose.  Meanwhile the original folks are kicked to the curb, crazies with little hope of being embraced by the mob of one-uppers and ninja sales-people.

Image IPB

#45
CBGB

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Do posts like these ask, 'Can you convince me to continue this game?'

or do they ask, "I'm having a hard time here. Help me."



The former is easy: "No."

The latter has more room for constructive input.

#46
12monkeys

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"Dragon Age Patches



Dragon Age: Origins 1.02

Patch details:

Many
of the fixes affecting balance, gameplay, or plot scripting are already
included in the Xbox 360 and PlayStation®3 versions of Dragon Age:
Origins.

You do not need to download patches prior to
Patch 1.02. Downloading Patch 1.02 contains all previous patches.
Downloading Patch 1.02 will provide you with all patch data available.

Balance
  • Daggers
    now apply 0.5 points of damage per additional point in dexterity and
    0.5 points of damage per additional point in strength, as originally
    intended. This increases dagger damage for high-dexterity characters.
  • During
    combat, mana or stamina reserves now correctly regenerate more quickly
    when reserves are low. This allows players to occasionally use an
    talent or spell in the later stages of lengthy fights.
  • When exploring, mana and stamina now regenerate more quickly at higher character levels. This reduces downtime between fights.
  • The
    spells Force Field, Crushing Prison, Cone of Cold, and Blizzard now
    have shorter durations and/or longer cooldowns. This ensures that
    combatants can no longer stun-lock each other by repeatedly casting the
    same spell.
  • The cooldowns for several low-level
    sustained abilities are now shorter. This ensures that players are not
    penalized for accidentally deactivating them.
  • Certain battles were not scaling properly, resulting in excessively difficult fights. They now scale as intended.
  • Enemy corpses now drop health poultices and money more appropriately, resulting in less clutter in the player's inventory.

Gameplay
  • In rare cases, enemy corpses were selectable when they contained no loot. This no longer occurs.
  • Party members whose combat tactics were set to defensive behavior no longer stop attacking after using a spell or talent.
  • In
    rare cases, combat tactics conditions could fail to determine whether a
    character had enough mana or stamina to use an ability. This no longer
    occurs.
  • The Rally talent no longer repeats its audio effect if it is active during certain conversations.
  • The Rally talent no longer deactivates upon area transitions or conversations.
  • The Shimmering Shield spell now deactivates when the character is out of mana.

Plot *Spoiler Warning*
  • Promotional
    downloadable content items now remain in the player's inventory when
    standard items are removed at the end of the dwarf noble origin.
  • Repeatedly
    talking to Duncan after gathering the vials in the Korcari Wilds but
    not the treaties no longer provides duplicate experience.
  • Leliana's
    personal plot can now be completed if the player substantially
    increased her approval (through gifts) before talking to her.
  • During the siege of Redcliffe, enemies are no longer able to spawn in locations that would break the plot.
  • Bann Teagan no longer disappears when he is supposed to be accessible during Urn of Sacred Ashes.

PC Specific
  • Controlling
    a summoned creature (like a ranger's pets) during certain special area
    transitions no longer results in odd behavior.
  • Creating
    a character in a custom module did not create a folder for saves. This
    could result in corruption of main campaign saves. This no longer
    occurs.
  • In some cases, the class icon was set
    incorrectly for characters imported from the downloadable Character
    Creator. This no longer occurs.
  • The options menu now includes a setting to automatically download previously purchased content that is not currently installed.
  • After installing new downloadable content, the game now always reminds the user to restart the game.
  • The icons for some promotional downloadable content items were missing. They now appear correctly.
  • The
    screenshot upload GUI would stop working from time to time on the
    client. There was a memory override that was fixed. It is a client fix.
    It doesn't affect the other problems we have seen on the server."
guys, once again, thanks for the inputs. much appreciated. now i will direct your attention to the notes on the latest patch for dao.

look on the 6th item under the "balance" changes. i think that really addresses my concern. i found some fights were "excessively difficult", and that is taking me away from the beauty of the story. and i do not want to do it over and over and over again in this game. i do llike playing rpg's. i do quests in the game, read all the books, codex, etc., talk to all the characters, immerse myself in the world, those sorts of things. the last rpg i truly enjoyed playing was motb. i have me 1 but haven't played it yet. will do someday, but i generally prefer medieval fantasy settings. now back to motb, once you have mid to high level influence with gann and kaelyn, ask kaelyn what she thinks about gann. there you will find out what character development is all about. i loved that part.

there's another excellent post by samuraiwindu about critical redesign for dao. i couldn't find it now, but he talks exhaustively about game design. his is a long post, but he does point out valid game mechanics. i particularly liked the way he pointed out the flaws in talents and skills, particularly on archery. now i am beginning to realize why my archers just do not cut it.

he sums it up pretty well: dao is a great rpg but the combat still can be improved.

i share the same sentiment.

once again, thanks. this has been a fairly good constructive discussion. let's keep it up. :: two thumbs up::

#47
ellisDwilder

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I for one found the game to be too easy on hard/nightmare settings and wanted to kill more creatures.  As well as having too much dialog at times.  When i got to the dwarf city, all i wanted was to go kill darkspawn but had to deal with TONS of polotics first.

I think the deal for the OP is ranged classes suck : (, and if you wanna do rp, turn the difficulty down if you get too frustrated.

are you on a console perchance? computers have even MORE enimies to deal with

Modifié par ellisDwilder, 08 décembre 2009 - 01:00 .


#48
Guest_Lemonio_*

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it feels like what you are saying is just that the game is too hard
well
turn down the difficulty
or use better strategy
you don't have to solo nightmare, even though that's very doable
play on normal, and get an AoE mage

#49
Zarenthar

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Simply put?



L2P

#50
LadyVaJedi

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OMG!! If you think this game is hard how about giving Demon's Souls on the PS3 a try. Now that has tons of bad guys rushing up on you.