That's actually one feature Mike Laidlaw has said he likes. He once described the movable camera as "critical to tactical play". As such, I expect we'll get it back if its technically possible.darkringwraith wrote...
I just want the game to be controlled by the mouse (like DA and NWN), ability to pause during combat, and to me an RPG has to have stats and levels (sorry, michaelstuart), a top-down view would be great, I had a lot of trouble playing a mage and trying to aim AOE spells so they wouldn't envelop my allies in DA2, so bring back the top-down view capability.
What gameplay improvements would you like to see in Dragon Age 3?
#76
Posté 28 juin 2012 - 07:03
#77
Posté 28 juin 2012 - 11:34
Kind of.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.
As I remember it, if you choose to ambush them (and I agree with Sylvius that that's not the way to present the option) you're droppped right next to the main group who pretty much immediately aggro, so it's no different to any other fight, there's no sense that I'm ambushing them so much as I'm just entering a fight with them.
Then if you choose to sneak past then ambush them, maybe you can get an arrow of slaying or scattershot off before pulling them, stealth a rogue into position, put down a glyph, but even then your choices are kind of limited in how you can take advantage of the element of surprise. It'd be nice if you could, for example, stealth a mage closer to the group using shadows and avoiding patrols (ala MotA), so they're close enough to throw a more tactical fireball before the fight begins
The fight is also pretty trivial anyway, putting too much thought into ambushing them is pretty much making extra work for no obvious reward.
Then with the patrols around the perimeter; they aren't tied to the main group, if they spot you they just charge you in a futile attack where they're outnumbered 2-4 to 1. I'd prefer if they returned to the main camp when they spot you and called all those guys to help fight you off.
#78
Posté 28 juin 2012 - 01:05
#79
Guest_Nizaris1_*
Posté 28 juin 2012 - 02:00
Guest_Nizaris1_*
In DA:O it much more than talk and fight, such as
1. the landsmeet - there are debates, decision, political movement or emotional movement
2. Orzamar/Dalish-Werewolves quests - sabotaging, exploration, political backstabs, decisions
3. Origins story - need me to say more?
4. Sacred Ash quest - exploration, interrogation, investigation, puzzles
5. Fade puzzles
6. many more
While in DA2...you meet people, talk...then fight...explore then fight...meet people again, talk, then fight...talk...fight...fight...talk...from the beginning to the end
#80
Posté 28 juin 2012 - 02:38
#81
Posté 28 juin 2012 - 03:03
I think there's already a purpose, but I also consider it a failure if anyone hits me in combat. My goal in combat is to win without taking any damage at all.Fast Jimmy wrote...
I think that adding a Tactics skill that gives general bonuses to your entire team and would raise in points if you did things like scout ahead, take advantage of terrain, execute ambushes, place traps/glyphs, etc. That way, there would actually be a purpose to doing these things, other than just running head long into combat every time.
#82
Posté 28 juin 2012 - 05:42
Sylvius the Mad wrote...
I think there's already a purpose, but I also consider it a failure if anyone hits me in combat. My goal in combat is to win without taking any damage at all.Fast Jimmy wrote...
I think that adding a Tactics skill that gives general bonuses to your entire team and would raise in points if you did things like scout ahead, take advantage of terrain, execute ambushes, place traps/glyphs, etc. That way, there would actually be a purpose to doing these things, other than just running head long into combat every time.
Hmmm... perhaps I should have said an 'in-game reward' for using more intelligent means.
Also, having non-critical NPC companions who can experience perma-death would be interesting. No one that would be crucial, but replaceable NPCs without serious impact, but could give us a reason to fear heading into combat all willy-billy, instead of the current immortal companions we have now.
#83
Posté 28 juin 2012 - 06:06
Not that I wouldn't like to see the return of perma-death, but I find its absence less troubling than I once did.
#84
Guest_Nizaris1_*
Posté 28 juin 2012 - 06:46
Guest_Nizaris1_*
#85
Posté 28 juin 2012 - 06:55
Nizaris1 wrote...
i hope there will be no more DLCs, why not just put it all in the a complete game? Why nee to download just because want a cool sword? Put it all in the game already and play
I remember complaining to another member of the video game club at my school that despite the drawbacks of non-internet-capable gaming consoles, one benefit was that game-makers had to sell complete games... unless you were a PC gamer, in which case they were already able to make your wallet squeal like a piggy. (Louder, LOUDER!)
Still, that doesn't seem to have become fashionable until just recently. Probably for the same reason single player games now require constant internet connections...
Modifié par Riverdaleswhiteflash, 28 juin 2012 - 06:57 .
#86
Posté 28 juin 2012 - 07:48
Sylvius the Mad wrote...
I remember complaining about the lack of perma-death in KotOR, and how it promoted tactics like using one squadmate as bait. I eventually got around that by roleplaying combat better.
Not that I wouldn't like to see the return of perma-death, but I find its absence less troubling than I once did.
I do see the drawback of permadeath for companions from a writing perspective. Also, it tends to be a very unceremonial event when you are cursing that now you have to leave some of their gear or inventory because you can't haul it all back to town...
But lack of permadeath has now given gamers no recourse for going all out, taking no strategy other than kill-kill-kill, no build other than the highest DPS possible.
Its fine for people to say that they don't want to be forced to play a certain way... but lack of any risk in combat other than having to reload if you experienced the worst outcome of everyone dying... that's leading to only one philosophy on combat - button mashing.
If you had to legitimately consider reloading if even one of your companions was killed in a fight, it would make combat more scary, instead of a boring chore. It would also make sneaking more useful, traps more wise and diplomatic solutions much more enticing.
And all of those thugs are good things for an RPG.
#87
Posté 29 juin 2012 - 02:06
Fast Jimmy wrote...
Sylvius the Mad wrote...
I remember complaining about the lack of perma-death in KotOR, and how it promoted tactics like using one squadmate as bait. I eventually got around that by roleplaying combat better.
Not that I wouldn't like to see the return of perma-death, but I find its absence less troubling than I once did.
I do see the drawback of permadeath for companions from a writing perspective. Also, it tends to be a very unceremonial event when you are cursing that now you have to leave some of their gear or inventory because you can't haul it all back to town...
But lack of permadeath has now given gamers no recourse for going all out, taking no strategy other than kill-kill-kill, no build other than the highest DPS possible.
Its fine for people to say that they don't want to be forced to play a certain way... but lack of any risk in combat other than having to reload if you experienced the worst outcome of everyone dying... that's leading to only one philosophy on combat - button mashing.
If you had to legitimately consider reloading if even one of your companions was killed in a fight, it would make combat more scary, instead of a boring chore. It would also make sneaking more useful, traps more wise and diplomatic solutions much more enticing.
And all of those thugs are good things for an RPG.
I dunno. The first Dragon Age didn't have the permanent death option in most cases, but I still take the scaring people senseless option in DA:O to avoid fights sometimes, not because it's to my advantage (though there is that: it's still faster and easier), but because it's so damn fun to watch the villains brown their pants.
I also try to talk my way around Cauthrien, if only because that fight is hard and reloading and trying again is such a waste of my time (not to mention humbling.) (I killed her with my mage because I was roleplaying a dick, with my Dalish because I wanted the Summer Sword, and with my City Elf because I'd never offed her outside the Landsmeet chambers before. That's less than half my playthroughs.)
Modifié par Riverdaleswhiteflash, 29 juin 2012 - 02:10 .
#88
Posté 29 juin 2012 - 09:13
/fin.
#89
Posté 29 juin 2012 - 02:21
Wivvix wrote...
Go back to Origins gameplay. Polish character animations. Introduce combo's and status effects for classes other than the mage.
/fin.
I would add to that the following:
> Let Melee classes hit multiple enemies with a single attack (especially great weapons).
> Fix bows so they are not laughably underpowered until you unlock the game-breakingly cheap "stun the entire battlefield" ability.
#90
Posté 29 juin 2012 - 04:21
Sylvius the Mad wrote...
I think there's already a purpose, but I also consider it a failure if anyone hits me in combat. My goal in combat is to win without taking any damage at all.Fast Jimmy wrote...
I think that adding a Tactics skill that gives general bonuses to your entire team and would raise in points if you did things like scout ahead, take advantage of terrain, execute ambushes, place traps/glyphs, etc. That way, there would actually be a purpose to doing these things, other than just running head long into combat every time.
That probably comes from games where healing took time or consumed other resources. With all health, stamina, mana instantly restored after combat, it doesn't seem to matter so much in DA world - although it can still be fun to role-play that way.
Modifié par Pasquale1234, 29 juin 2012 - 04:21 .
#91
Posté 01 juillet 2012 - 02:06
#92
Posté 01 juillet 2012 - 02:22
#93
Posté 01 juillet 2012 - 02:42
Modifié par wowpwnslol, 01 juillet 2012 - 02:42 .
#94
Posté 01 juillet 2012 - 04:51
No, it comes from how getting hit hurts, and my characters don't really look forward to pain.Pasquale1234 wrote...
That probably comes from games where healing took time or consumed other resources.Sylvius the Mad wrote...
I think there's already a purpose, but I also consider it a failure if anyone hits me in combat. My goal in combat is to win without taking any damage at all.
#95
Posté 01 juillet 2012 - 04:58
#96
Posté 01 juillet 2012 - 05:28
A game is not "incomplete" just because it has DLC.Nizaris1 wrote...
i hope there will be no more DLCs, why not just put it all in the a complete game? Why nee to download just because want a cool sword? Put it all in the game already and play
You would not get more content in your main game if Bioware stopped making DLC. You would simply lose the option of having that extra content.
Modifié par Plaintiff, 01 juillet 2012 - 05:35 .
#97
Posté 01 juillet 2012 - 06:00
Exactly.Plaintiff wrote...
A game is not "incomplete" just because it has DLC.Nizaris1 wrote...
i hope there will be no more DLCs, why not just put it all in the a complete game? Why nee to download just because want a cool sword? Put it all in the game already and play
I don't think anyone claims BG is incomplete without the TotSC expansion, or BG2 is incomplete without ToB.
#98
Posté 01 juillet 2012 - 04:57
2. Choose your own race with the awesome origin sotries.
3. own/purchase property you actually can get something (had a mine... didnt get a copper) and also improve it and do quests. (if you keep the mine safe, you get more)
4. being able to affect things, if i sell a trader 2-3 rare items, he should get a s*** load of money and being able to increase his business or if i have a iron mine and sell the stuff in one city, i want to get a discount on armor and weapons. (since iron is cheaper)
5.NO 2 end story (either you are good or evil) I want to see a 4 end story (good, good-bad; bad-good, bad) Just so i can say (yeah mages should have MORE freedom, but we need the circle!
6. more will come....
#99
Posté 02 juillet 2012 - 12:24
Plaintiff wrote...
A game is not "incomplete" just because it has DLC.Nizaris1 wrote...
i hope there will be no more DLCs, why not just put it all in the a complete game? Why nee to download just because want a cool sword? Put it all in the game already and play
You would not get more content in your main game if Bioware stopped making DLC. You would simply lose the option of having that extra content.
In some (probably most) cases, yes. But I'm pretty sure they cut Shale from the main game just to make her DLC.
#100
Posté 02 juillet 2012 - 12:36
Based on what?Riverdaleswhiteflash wrote...
Plaintiff wrote...
A game is not "incomplete" just because it has DLC.Nizaris1 wrote...
i hope there will be no more DLCs, why not just put it all in the a complete game? Why nee to download just because want a cool sword? Put it all in the game already and play
You would not get more content in your main game if Bioware stopped making DLC. You would simply lose the option of having that extra content.
In some (probably most) cases, yes. But I'm pretty sure they cut Shale from the main game just to make her DLC.





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