Fast Jimmy wrote...
I can only assume that not having your whole party with you in combat is either a system limitation or a perceived limitation of players not being able to manage that many characters.
They would have to be really dynamic with the difficulty settings. A player not used to managing 6+ characters might be overwhelmed. Even if you don't have to worry about controlling them like on DA2's Casual setting, having that many might seem a bit excessive on a lower difficulty. If it could be done so that the higher you go in difficulty the more character slots you are allowed, I could see this being very interesting. However, that goes to your next point...
Honestly, I think with Bioware, they likely don't want to have to account for every possible character being available at the same time during every conversation. I could be off base on that.
I do think that Bioware's more cinematic style would be problematic with too many characters. Already with a party of four there are conversation scenes with the PC in the foreground and the other three followers in the background, just standing there, waiting. Occasionally they might input a line here or there, but that is uncommon, and only relegated to usually a single follower in your current party (more than one follower who has something to say during a specific quest seems to get to talk based on a scale of importance/relevancy -- if both Fenris and Merrill are present, Merrill might get priority.)
schalafi wrote...
A party of 4 is enough for me to handle, what with upgrading armor, spells, tactics, etc. I don't want to spend half my time fussing with my npcs, I would rather have more interesting quests, more good banter, and of course more meaningful romances.
Perhaps it's my OCD kicking in, but I tend to manage the gear and skills of all companions, whether I use them or not. That way, they are always ready if I need them for something (like their personal quest in each act). Every couple of levels I go to Fenris's mansion and spend a while swapping out companions, leveling them, getting their skills and tactics in order, and equipping any new gear I might have gotten for them. Then I take all of the left over junk loot and go sell it.
BobSmith101 wrote...
Ukki wrote...
Six companions, thats the way to go.
There is very little point when you only have 3 character classes.
I don't really see the point either. Currently, you can have a tank, a healer, and 2 DPS. Do we need a tank, a healer and 3 DPS, like the standard World of Warcraft 5-man dungeon party? Do we need 2 tanks, 2-3 healers, and 5-6 DPS like the WoW 10-man raid?
In other words:
what is the point of so many additional people when there are only 3 classes, 2/3 of which have alternate roles. The only benefit would be so you can bring
every possible combination of buff, debuff, and CCC. Devs don't actually like doing that with classes that have unique skills because then it becomes a requirement to bring this class or that spec just because of that skill alone, limiting player choice and freedom. It took Blizzard several years to understand this concept, but they finally did, and they work from the phrase "bring the player, not the class."
Also with characters being that much larger, six would crowed out the screen to the point of not being able to see what was going on.
This can be solved easily with my main desired feature: free camera movement (or zoom in/out, specifically)!! At the very least, if they increase the party size, they really should bring back the isometric camera.
Also, and this is a general comment, people are going to just have to get over the fact that
game companies want new players, whether they are inexperienced or old pros. Game companies want their games to be played on a variety of platforms so they
reach the most people. Really huge game companies like EA want it even more because they need it to justify the amount of dollars they put into the game development.
This isn't 1993 (Doom), 1999 (Everquest), 2000 (BG2), 2004 (World of Warcraft) anymore, when games required only MBs of RAM, were played by a majority young male audience who weren't afraid to crunch numbers with character stats, memorize enemy mob elemental resistance charts, or farm Diablo maps over and over again looking for awesome gear. Games are more socially acceptablle than ever before. Little old ladies fancy themselves gamers and knit faction banners while waiting for their battleground queue to pop.
Games are for everyone now. Game companies want to keep it that way to keep raking in the dough. You'll just have to accept it and move on.
Modifié par nightscrawl, 09 juillet 2012 - 09:53 .