What gameplay improvements would you like to see in Dragon Age 3?
#51
Posté 23 juin 2012 - 06:21
#52
Guest_Faerunner_*
Posté 23 juin 2012 - 06:28
Guest_Faerunner_*
Not to mention I firmly believe a medieval fantasy game should have combat that looks and feels like medieval people swinging metal objects and firing string-drawn sticks at each other, rather than rapid, explosive, obnoxious blastfests more befitting a scifi shooter or arcade game.
I don’t know. I don't have that much to say about game-play. I just want more role-playing again.
Modifié par Faerunner, 23 juin 2012 - 10:44 .
#53
Posté 23 juin 2012 - 02:48
Celboy89 wrote...
oh oh also! Do the ME3 thing and try to bring back any of the party members that made it to the end of the first game who could have not made it due to the players choices!...okay i'll shut up now lol
Actually, I was thinking it'd be pretty awesome if there were a whole bunch of optional party members who join you if you didn't kill them earlier. Like if Alistair joined the Grey Wardens instead of dying or taking the crown, if Zathrian didn't get killed or kill himself, if The Warden him/herself isn't dead, that kind of thing.
Edit: Too bad Sophia Dryden isn't an option.
Modifié par Riverdaleswhiteflash, 23 juin 2012 - 02:49 .
#54
Posté 23 juin 2012 - 05:03
#55
Posté 23 juin 2012 - 07:58
Origins is not 'slow'. Typically, the battles last about as long in Origins as they do in DA2. The difference is that whereas Origins tends to throw in small groups of moderately capable opponents, DA2 hits you with thirty mooks at a time and makes them so pathetically weak you can kill half a dozen in one hit.
At higher levels, Origins characters can unleash a near-endless storm of abilities. Mages especially can hotkey up a wide variety of abilities and throw them all down in succession. Warriors, I find, are not so much limited by cooldown times as by simply running out of stamina (a problem that is already plaguing my level 12 Dwarf Lord Warrior).
In short, the answer lies not in appealing to players of Call of Attention Defecit Disorder. The answer lies in ensuring a good mix of available skills, and that players can afford to use them requently in battle.
#56
Posté 24 juin 2012 - 09:47
Assassin's Creed 3
Can do without the excessive need for environment interaction like climbing up, jumping about between trees, and scaling cliffs.
Modifié par SphereofSilence, 24 juin 2012 - 09:47 .
#57
Posté 24 juin 2012 - 10:49
Sylvius the Mad wrote...
Let us cast combat spells at any time - not just during combat.
Let us use stealth outside of combat for reconnaissance.
In fact, just scrap the whole concept of there being some metaphysical state of combat. Let the game's mechanics work the same way all of the time.
Totally agree but it will only work if you can scout ahead and the enemies are there waiting for you not just spawning out of thin air.
As long as the enemies dont exist in the world until you trigger them you can't have a tactical game because you can't plan anything if you dont know what you are facing.
#58
Posté 24 juin 2012 - 12:15
Ideally I would like to see the ability to plan ahead and define tactics with the companion as well as the ability to give ad hoc orders.
I don’t really care how the ad hoc orders are implemented. It can be with a pause button, the ME pause, space hulk timed pause or flight simulator “radio orders”.
Talents/skill should have intrinsic tactical value, so that you establish a strategy/tactic.
The closer to assassin creed you want to be the better the tactical support system need to be both in planning the action and ad hoc orders.
What is important to me is that you have enough time and opportunity during a fight to use your companions and not just take care of the main char.
During the preparation phase or better during normal play, it would nice to have the ability to use spells and or talent to prepare for action
Combat & classes
I would like it to be more definite both in terms of actual result and in class definition.
All classes should be as versatile as the mages is.
I would like to see rogues dodge more and be more on the move and by default trying to say on the on the flanking side by default.
I would like to see warriors being more efficient in one to one combat and the ability to hold ground.
I would like to see more roguish warriors and more warriorish- rogue. So that a rogue could should the player choose to hold ground as warrior or a warrior use hit and run tactics.
Each class should have two directing attribute + one of the player choosing
Warrior strength, vitality
Stamina (jugernaught), cunning (scout) agility (weapon master)
Rogue cunning stamina
Strength (brawler), acrobat (agility) bruiser (vitality)
Mage magic stamina
Heavy staff (strength), apotycary (cunning), rune-crafter (agility), blood mage (vitality)
Each talent tree or skill would have a directing ability and a backup ability
That wills govern who cam take the skill/talent as well as the bonus and fatigue taken from using the skill
Weapons should not be limited to classes but have different damage and speed multiplier according to your directing abilities (or a talent that substitute one directing ability for an other)
Ie Zweihander damage*strength/10 or agigility/20; Speed/fatigue-(strength/10 or agility/20)
Dagger damage*cunning or agility/10 or strength/50 speed/fatigue –(agility/10 or cunning/10
Crafting & bartering
It is good to be able to produce stuff but it is better to produce stuff that is actually useful.
It is fun to find out and make the first object (rune/potion/weapons/armor) but it soon become tedious. So may be once we have discovered/made the object once. Clicking on the scroll to get it done might be a nice shortcut.
A bartering skill or relationship would be nice so that you don’t feed as if you have been fleeced every time.
Stealth
It is king of quintessential, for tactic or to try to resolve situation other than fighting.
The stealth in MotB was a good concept provided that failure had consequences.
Stealth should be usable in and out combat. And every class should be able to walk without making noises.
RPG & Companion
I’d like to have the abilities to customise each companion as I want their role to be.
In DA:O you had the impression that companion mattered more that in DAII even though the companions quest were much better designed in DAII.
I would like my action to be taking in account in the world the char is living in. i.e. if you are the Hero of Kirkwall, it should show. If you openly support mages templar should not like you and vice-versa. The same goes with the companion, just imagine Morigan instead of Anders in DAII
#59
Posté 25 juin 2012 - 05:52
#60
Posté 25 juin 2012 - 05:58
This is certainly true. The enemies need to exist in the world prior to us engaging them. Reinforcements need to exist prior them arriving. New enemies basically can't spawn ever.ianvillan wrote...
Totally agree but it will only work if you can scout ahead and the enemies are there waiting for you not just spawning out of thin air.Sylvius the Mad wrote...
Let us cast combat spells at any time - not just during combat.
Let us use stealth outside of combat for reconnaissance.
In fact, just scrap the whole concept of there being some metaphysical state of combat. Let the game's mechanics work the same way all of the time.
As long as the enemies dont exist in the world until you trigger them you can't have a tactical game because you can't plan anything if you dont know what you are facing.
#61
Posté 26 juin 2012 - 10:46
Sylvius the Mad wrote...
This is certainly true. The enemies need to exist in the world prior to us engaging them. Reinforcements need to exist prior them arriving. New enemies basically can't spawn ever.ianvillan wrote...
Totally agree but it will only work if you can scout ahead and the enemies are there waiting for you not just spawning out of thin air.Sylvius the Mad wrote...
Let us cast combat spells at any time - not just during combat.
Let us use stealth outside of combat for reconnaissance.
In fact, just scrap the whole concept of there being some metaphysical state of combat. Let the game's mechanics work the same way all of the time.
As long as the enemies dont exist in the world until you trigger them you can't have a tactical game because you can't plan anything if you dont know what you are facing.
I don't think that's what he's saying. I think it's more "you should be able to see enemies ahead on the road rather than them simply appearing once you get within two feet of them."
Does DA2 do that? Because I've played Neverwinter Nights modules that do and it fries me. I mean, in a setting where either teleportation or advanced stealth is possible, it's acceptable to have magically appearing enemies as something that happens occasionally, as a way to mark opponents as both unusual and dangerous. Heck, in settings where they're standard, I'd encourage it. And when you're fighting indoors, it's just unrealistic not to have people burst of doors at random moments. And sure, people ambushing you from some dark area where someone could realistically be without you seeing them should happen occasionally. But having it as standard just gets old. It gets especially annoying if, as in case of those Nwn mods, they invariably spawn behind you.
Modifié par Riverdaleswhiteflash, 26 juin 2012 - 10:49 .
#62
Posté 27 juin 2012 - 11:34
#63
Posté 27 juin 2012 - 12:12
Riverdaleswhiteflash wrote...
Sylvius the Mad wrote...
This is certainly true. The enemies need to exist in the world prior to us engaging them. Reinforcements need to exist prior them arriving. New enemies basically can't spawn ever.ianvillan wrote...
Totally agree but it will only work if you can scout ahead and the enemies are there waiting for you not just spawning out of thin air.Sylvius the Mad wrote...
Let us cast combat spells at any time - not just during combat.
Let us use stealth outside of combat for reconnaissance.
In fact, just scrap the whole concept of there being some metaphysical state of combat. Let the game's mechanics work the same way all of the time.
As long as the enemies dont exist in the world until you trigger them you can't have a tactical game because you can't plan anything if you dont know what you are facing.
Does DA2 do that?
Did you play DA2? Every fight did this. People would hop down from the ceilings of caves, randomly. Robbers would hop off of the building tops in every encounter. Doors that are unopenable by your character turn out to be magic portal closets that spwan waves of cannon fodder enemies.
#64
Posté 27 juin 2012 - 05:04
That's a subset of what I'm saying. You should be able to see enemies ahead on the road rather than them simply appearing you you get within two feet of them.Riverdaleswhiteflash wrote...
I don't think that's what he's saying. I think it's more "you should be able to see enemies ahead on the road rather than them simply appearing once you get within two feet of them."Sylvius the Mad wrote...
This is certainly true. The enemies need to exist in the world prior to us engaging them. Reinforcements need to exist prior them arriving. New enemies basically can't spawn ever.ianvillan wrote...
Totally agree but it will only work if you can scout ahead and the enemies are there waiting for you not just spawning out of thin air.
As long as the enemies dont exist in the world until you trigger them you can't have a tactical game because you can't plan anything if you dont know what you are facing.
But that should apply to all of the enemies. The enemies you see ahead on the road should be all of them, not just the first wave.
#65
Posté 27 juin 2012 - 05:25
Fast Jimmy wrote...
Did you play DA2?
Clearly not. And given some of the stuff on this thread, I'm not sure I want to.
#66
Posté 27 juin 2012 - 05:27
Sylvius the Mad wrote...
But that should apply to all of the enemies. The enemies you see ahead on the road should be all of them, not just the first wave.
Wait, you were serious? Because while I hate it when games spam surprise attacks, they're pretty fun once in a while.
#67
Posté 27 juin 2012 - 05:53
Riverdaleswhiteflash wrote...
Fast Jimmy wrote...
Did you play DA2?
Clearly not. And given some of the stuff on this thread, I'm not sure I want to.
Enemies drop from the sky or just pop up out of thin air.
#68
Posté 27 juin 2012 - 06:56
Yep. There will be 12 bandits ahead, except you can't see them until you trigger the appropriate cutscene, and then you can't attack them until they attack you first, and then once you kill them 12 more will magically fall from the sky all around you. And when you kill them, 12 more will magically fall from the sky all around you.Riverdaleswhiteflash wrote...
Wait, you were serious? Because while I hate it when games spam surprise attacks, they're pretty fun once in a while.
I am not exaggerating.
Modifié par Sylvius the Mad, 27 juin 2012 - 06:56 .
#69
Posté 27 juin 2012 - 07:54
To run with the current conversation; say there's a group of enemies in their camp, and some patrols/sentries scattered around the perimeter, you could use some stealth/tactics to pick off the stragglers then get the jump on the ones in the camp on your own terms or - if someone spots you and reports to the camp - it puts you on the defensive and you have to deal with them all in one go.
Might be nice if you could subdue enemies stealthily without killing them and have the game reflect that in some way too, have NPCs / factions react differently to you for it or something, but I'm getting ahead of myself.
#70
Posté 27 juin 2012 - 08:25
There only needs to be one gameplay mode. In but in gameplay mode, all actions should be possible.nerdage wrote...
A gameplay mode that's neither all-out combat nor just running around, perhaps building on the stealth gameplay in MotA.
#71
Posté 27 juin 2012 - 08:45
I don't mean the kind of mechanical game mode that stops you saving in combat, I really just mean ways for the player to play.Sylvius the Mad wrote...
There only needs to be one gameplay mode. In but in gameplay mode, all actions should be possible.nerdage wrote...
A gameplay mode that's neither all-out combat nor just running around, perhaps building on the stealth gameplay in MotA.
#72
Posté 27 juin 2012 - 09:16
I just needed to point that out, because the MotA stealth gameplay you cited was different-in-kind from the rest of DA2's gameplay.nerdage wrote...
I don't mean the kind of mechanical game mode that stops you saving in combat, I really just mean ways for the player to play.Sylvius the Mad wrote...
There only needs to be one gameplay mode. In but in gameplay mode, all actions should be possible.nerdage wrote...
A gameplay mode that's neither all-out combat nor just running around, perhaps building on the stealth gameplay in MotA.
Stealth should integrate seamlessly into the rest of the game.
#73
Posté 27 juin 2012 - 09:16
nerdage wrote...
A gameplay mode that's neither all-out combat nor just running around, perhaps building on the stealth gameplay in MotA.
To run with the current conversation; say there's a group of enemies in their camp, and some patrols/sentries scattered around the perimeter, you could use some stealth/tactics to pick off the stragglers then get the jump on the ones in the camp on your own terms or - if someone spots you and reports to the camp - it puts you on the defensive and you have to deal with them all in one go.
Might be nice if you could subdue enemies stealthily without killing them and have the game reflect that in some way too, have NPCs / factions react differently to you for it or something, but I'm getting ahead of myself.
That's pretty much what happens in a DA:O random encounter. You can choose to jump a bunch of bandits or you can sneak around them, and if you want pick off some guys without drawing the rest of them towards you.
#74
Posté 27 juin 2012 - 11:13
But that encounter is all scripted. Those options are presented to you explicitly.coles4971 wrote...
That's pretty much what happens in a DA:O random encounter. You can choose to jump a bunch of bandits or you can sneak around them, and if you want pick off some guys without drawing the rest of them towards you.
I'd like to see those sorts of tactical options always be available just through the regular interface. We should always be able to sneak. We should always be able to hide. We should always be able to attack.
#75
Posté 28 juin 2012 - 01:38





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