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Combat Feedback & What I'd like to see more.


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10 réponses à ce sujet

#1
Levi Kornelsen

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Overall, I find the combat
system fun; this is about making it even more funner.  Some of my own thinkiness on said topic follows, others are invited to add their own, or discuss ideas, as desired.

(Oh!  And you, in the back, about to comment on "Funner" and "thinkiness" not being words?  Shush, you.)

1.
I overall feel that there are a few too many "you don't get to do anything" attacks from
enemies (web, getting mauled, getting picked up, getting knocked on
your butt, and more besides). It's not a game-breaker, but it can be a
grave irritant in a short list of fights. I'd rather see things changed
up a bit on that end.

2. I'd like to see something on the
lines of the Ranger talents for foes - as in, here's the buffed-up
beast, and there is the handler. Get the handler, and the beastie goes
"poof", or just debuffs hard. There seem to be some instances of this kind of thing, but I'd enjoy such instances being very much up-front.

3.
More locational allies,please. In the ogre tower, there are dogs you can set
loose in one room. You can then drag all foes on the floor to them if
they stay put, or lure them along with small fights as you go. This is
excellent. The "gate for reinforcements" in Redcliffe castle, slightly
similar, but it was scripted much more; the dogs were just there.

4.
I enjoy the cleaner sets slightly more; being able to see "you run that
way to get there" instantly is good, and it's not as clear as it could
be in some environments.

5. Puzzling fights (like the Spirit
Apparatus just before the Anvil of the Void) are sweet. Giving a quick
note on them beforehand might be helpful for some players; it took me a
couple baddies before I saw that blatting one turned on a thing, but
that was no big deal. I can imagine someone getting stuck on that,
though.

6. More "the bad guys arrive over there after you talk
to guy X" stuff; right now, I can only think of one such fight, and
it's in the endgame. Such fights would give trap-wielding,
tactical-thinking players places to really, really shine.  There are loads of fights where the enemies have their set-up perfected; I'd like a few where a player could perfect their own.


So...   To everyone else:   What do you want to see?

(Also, apologies if this belongs in a differing subfora - first post here).

#2
Original182

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I want them to give solid numbers in talents and spells.

Glyph of Warding gives bonuses to defense and mental resistance. Ok sounds neat, but how much do they boost defense and mental resistance?

War cry reduces enemy's attack. Again sounds neat, but by how much?

Shield Wall increases armor and defense. But tell me by how much!

Not to mention various debuffs that you can give enemies with spells. Most of them do basically the same thing, but I gotta see how much they debuff or buff something.

#3
Levi Kornelsen

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Original182 wrote...

I want them to give solid numbers in talents and spells.


I share your desire for an improved mathhammer.

#4
MrHarmaa

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Indeed.. the numbers.





I play at ps3 @ Nightmare

Long term BG fan :)

Couple of points



When you talk to someone you know to fight in 2secs you realy cant set up your party as they teleport next to guy, ofc some story parts require this as it might be friendly at first but then it gets hostile but i would love more BG style preperations for fights.



Too many stunlocks, Too little "unique moves" or stat weakening spells, silences' , charm's and so on, basicly what Levi Kornelsen said at 1.



1 mob has like... say 2 different moves or it uses most of the time 1. Same would do in many places if it had more skills / tallents. Hostile mages seem ok thou (bit too much staff shooting still thou)



Most of the fights with the normal trash mobs are over in a sec, i would hapily ½ all the damage for friends foes and so... consepts like tanking and so have little meaning in mid & end game or so i feel.



Balistas and those things realy didnt work for me atlest, too action rpg thingie hard to tell.. plz not those in dlc's. Releasing the dogs and that stuff is nice.



allthou not a combat thing, but more different kinds of mobs there are now like... 20 different kind of mobs most of the part? too little for me.



I will edit and add more when more comes to my mind.

#5
Deflagratio

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I'd rather keep more obscure descriptions. Lest the help text on things in game become a clusterfck of info. A lot of the abilities work off of a formula and not a straight increase. Mostly magic abilities, but do you really want to look at a math book for half the game? If you really got a boner for mathematics, wikiaphiles have the info up within 3 hours of the game's release...



Keep the Fast and vicious combat. I hate the redundant swingfests like you see in Oblivion. If I wanted to swing at a minotaur for 45minutes, I would go play that. I prefer the combat speed of Dragon Age to any RPG thus far.



2handed weapons really need something more going for them. I think maybe a Fatigue bonus (Talents(Not spells) cost x% less to activate) in order to keep a situation like Dual Wield = DPS, Two-Handed = Technique spam. I honestly would have liked to see a combo like system for the melee as well. Or more interaction Melee's and Mages, so there is a combat reason to keep a diverse party.

#6
Chezdon

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Anyone that says, "more funner" doesn't deserve to be listened to imo.

#7
Levi Kornelsen

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I'd rather keep more obscure descriptions. Lest the help text on things in game become a clusterfck of info. A lot of the abilities work off of a formula and not a straight increase. Mostly magic abilities, but do you really want to look at a math book for half the game?


Here, imagine these stats under one of your skill or other scores:

Currently
Defense Bonus: +4
Attack Bonus: +1

Next level:
Defense Bonus: +4.1
Attack Bonus: +2

...Would that bother you?

#8
kelsjet

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Your first point is the only one that is really pertinent to the thread title since the others deal more with encounter design than combat mechanics.

One thing we need to keep in mind about having abilities that counter other abilities is that if you have too many, then the original ability that is being used to immobilize/CC will be devalued to the point where it will be worthless.

In short, having a counter to ALL forms of CC will just end up making CC superfluous to the game, which is a bad thing since it will devolve combat to nothing more than spamming DPS (which is boring).

It is worthwhile to have abilities that do not have a clear counter since it forces the player to accommodate the effect and plan around it, rather then having a counter to it and just removing it from the combat space when it occurs by pressing a button.

Essentially, my point is that having some abilities that do not have a counter makes combat more interesting since it gives the abilities being used more meaning.


As a side note, you can actually look at other RPGs which fell down the slippery slope of giving every ability a counter. That design philosophy did nothing more than start an arms race between abilities and their counters. This arms race then in turn turned combat into nothing more than a script being followed by the players. A script that went something like:
class A uses ability X
class B counters with ability Y
class A counters Y with Z
class B counters Z with .. and so on.

All this did was make combat more about following a script rather then actively participating in the battle. Boring imo.

#9
Bibdy

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Shameless self-plug man, to the rescue!



http://social.biowar...m/project/1117/



My mod gives you more detailed information about a lot of abilities, potions, traps etc. Info pulled straight from the game's scripting source code.

#10
kelsjet

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Bibdy wrote...

Shameless self-plug man, to the rescue!

http://social.biowar...m/project/1117/

My mod gives you more detailed information about a lot of abilities, potions, traps etc. Info pulled straight from the game's scripting source code.

Great job on those tooltips btw Bibdy, but I have been meaning to ask you.

Is there some way to have the tooltips dynamically update the numbers (scale as your SP or AP increases or something)?

I only ask coz even though I do like seeing the numbers, having entire formulas out there in the tooltip gets a bit excessive for me. I'd rather just have the computation done and a simple number spat out onto the tooltip.

I was going to look into it myself when I got the time (specifically to see whether the tooltips have access to some form of API that lets us use variables as placeholders which we can then update via script). But since you are already working in the system, I thought maybe you would know?

Its not a big issue though.

#11
Astorax

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Levi, watch your spoilers please.



Moving to spoiler forum.