MichaelStuart wrote...
I curious, what is the point of strategy based combat?
It stimulates different parts of the brain compared to reflex-based combat. Some people prefer it that way.
MichaelStuart wrote...
I curious, what is the point of strategy based combat?
MichaelStuart wrote...
Sylvius the Mad wrote...
In a party-based game we should be controlling all of the characters equally. This is why action combat of any sort will not work.MichaelStuart wrote...
I could see it working.
I would prefer something more like assassins creeds combat.
Also, why do people believe you can't have action combat in a party game?
Its not hard, you just give orders to your companions while your fighting enemies. If that's too hard for people, just pause the game, give orders, then fight enemies.
I don't see how were controling them equally in Dragon Age so far?
Pause, give all the characters orders, unpause. No character ever had to be controlled in real-time. As long as we can't control all of them simultaneously in real-time, there cannot be a requirement that any of them be controlled in real-time.MichaelStuart wrote...
I don't see how were controling them equally in Dragon Age so far?
Modifié par Fast Jimmy, 30 août 2012 - 06:52 .
Sylvius the Mad wrote...
In a party-based game we should be controlling all of the characters equally. This is why action combat of any sort will not work.MichaelStuart wrote...
I could see it working.
I would prefer something more like assassins creeds combat.
Also, why do people believe you can't have action combat in a party game?
Its not hard, you just give orders to your companions while your fighting enemies. If that's too hard for people, just pause the game, give orders, then fight enemies.
there is truth in thatFast Jimmy wrote...
The difference between strategic combat and action combat is the difference between chess and Hungry, Hungry Hippos.
I think one thing that the DA series could do would be to do a better job of teaching tactical strategies to the player. Telling the player early on that moving your long-range attackers, such as your mages and archers, into high points, while having your tanks wade into the mix, and then using the correct buffs, etc. would give people who have never played RTS or RPG games that involve tactical combat a better grasp on what this type of combat offers.
As is, developers seem to be too afraid to make combat so hard that tactics are required, so they are defaulting more to the action side. But in an attempt to also remain tactical, they can only deliver a mediocre action experience, so no one is satisfied.
Fast Jimmy wrote...
The difference between strategic combat and action combat is the difference between chess and Hungry, Hungry Hippos.
Modifié par MichaelStuart, 30 août 2012 - 07:42 .
A queue would work wonderfully.philippe willaume wrote...
hello sylvius
There are way aroud it, but i agree with you can't be in control of the protagonist the whole time.
the implication of that if we want real time is to some form of autopilot/action queue where the game is doing the dodging defending and attacking for you.
I hate this idea. The player should be given as much time as he needs to make decisions. Otherwise the characters will be constrained by the player's ability to make quick decisions.i have to say that i like the idea of limited pause time when the action is started.
ME's combat worked really well for a single character. The ability to aim while paused was genius. I don't see how to adapt that for full-party control, though.i can live with a mass effect combat style, with a different companion interaction interface.
Modifié par Sylvius the Mad, 30 août 2012 - 08:18 .
If my character is constrained by my abilities, then the game is broken.MichaelStuart wrote...
In action combat, you need to do guess work, and then you need to actually go do the hard work.
I for once, feel more rewarded for doing so.
Sylvius the Mad wrote...
If my character is constrained by my abilities, then the game is broken.MichaelStuart wrote...
In action combat, you need to do guess work, and then you need to actually go do the hard work.
I for once, feel more rewarded for doing so.
Sylvius the Mad wrote...
If my character is constrained by my abilities, then the game is broken.MichaelStuart wrote...
In action combat, you need to do guess work, and then you need to actually go do the hard work.
I for once, feel more rewarded for doing so.
As roleplaying games, yes, they are.Foolsfolly wrote...
Someone needs to inform the Game Mechanics President that platformers, shooters, racing, and puzzle games are all fundamentally broken.Sylvius the Mad wrote...
If my character is constrained by my abilities, then the game is broken.MichaelStuart wrote...
In action combat, you need to do guess work, and then you need to actually go do the hard work.
I for once, feel more rewarded for doing so.
What matters in a roleplaying game isn't player agency, it's character agency. And the character lacks agency if his abilities are limited by something that doesn't even exist within his reality.Seriously, it all comes down to preferences and not hyperbolic statements. Ater all even you don't mean that statement as the player having agency over the player character is entirely what seperates a video game from say a movie.
A ropleplaying game should be playable by a quadriplegic. Playable slowly, but playable.MichaelStuart wrote...
No, I just means you need to pratice your abilities.Sylvius the Mad wrote...
If my character is constrained by my abilities, then the game is broken.MichaelStuart wrote...
In action combat, you need to do guess work, and then you need to actually go do the hard work.
I for once, feel more rewarded for doing so.
KproTM wrote...
In my mind, I was imagining Dragon Age III utilizing some sort of combat engine similar to the Freeflow engine. And if some of you people are confused, just look up gameplay combat from Batman Arkham Asylum/City or Sleeping Dogs.
What do you guys think about a Dragon Age game having a similar combat engine as Freeflow?
Sylvius the Mad wrote...
As roleplaying games, yes, they are.Foolsfolly wrote...
Someone needs to inform the Game Mechanics President that platformers, shooters, racing, and puzzle games are all fundamentally broken.Sylvius the Mad wrote...
If my character is constrained by my abilities, then the game is broken.MichaelStuart wrote...
In action combat, you need to do guess work, and then you need to actually go do the hard work.
I for once, feel more rewarded for doing so.What matters in a roleplaying game isn't player agency, it's character agency. And the character lacks agency if his abilities are limited by something that doesn't even exist within his reality.Seriously, it all comes down to preferences and not hyperbolic statements. Ater all even you don't mean that statement as the player having agency over the player character is entirely what seperates a video game from say a movie.
Fast Jimmy wrote...
^
Sylvius is directly referencing a role playing game.
If I am playing a character who is a master swordsman, there is no reason why he should suck in combat because I can press buttons quickly enough or in the right rhythm. I should also not be able to play a full-plate mail armor wearing character with no points in dexterity and be able dodge attacks because I have become good in the system. My character should not s able to do things that dot make sense based on my skill.
Note - this is for RPGs only. A racing simulator is simulating me driving, or a shooter simulating me shooting a gun and being in combat. Last I checked, the DA series had 'RPG' hanging on the door.
Fast Jimmy wrote...
The difference between strategic combat and action combat is the difference between chess and Hungry, Hungry Hippos.
I think one thing that the DA series could do would be to do a better job of teaching tactical strategies to the player. Telling the player early on that moving your long-range attackers, such as your mages and archers, into high points, while having your tanks wade into the mix, and then using the correct buffs, etc. would give people who have never played RTS or RPG games that involve tactical combat a better grasp on what this type of combat offers.
As is, developers seem to be too afraid to make combat so hard that tactics are required, so they are defaulting more to the action side. But in an attempt to also remain tactical, they can only deliver a mediocre action experience, so no one is satisfied.
Sylvius the Mad wrote...
A ropleplaying game should be playable by a quadriplegic. Playable slowly, but playable.MichaelStuart wrote...
No, I just means you need to pratice your abilities.Sylvius the Mad wrote...
If my character is constrained by my abilities, then the game is broken.MichaelStuart wrote...
In action combat, you need to do guess work, and then you need to actually go do the hard work.
I for once, feel more rewarded for doing so.
Similarly, the player's mental abilities should not constrain his character. This is why I oppose time limits for decision-making. The player should be given as much time as he needs to make a decision on his character's behalf, even if his character (within the game) is making that decision in an instant.
During combat, not only does the character need not to be limited by the player's physical limitations, but the character's tactical decisions need not to be limited by the player's mental limitations.
But there isn't always character agency, which is the thing that is harmed by action combat.Foolsfolly wrote...
You're purposely looking to argue. The game doesn't play itself. There is ALWAYS player agency in any game.
I would dispute that the player is necessarily "messing up". It's certainly possible to make a character less effective at some things than he might otherwise have been, but there's no guarantee that such an allocation of attribute points is a mistake.Since you seem to think RPGs are except from this do you think it's impossible to mess up a character by wasting attribute points in non-class specific attributes or ability points on uneven or poorly thoughtout spread of abilities or spells?
See, you're assuming that all players assign points for relevantly similar reasons, and that's simply not true.Of course it is! That's why your first character in any game is always the weakest character you run. Because you're testing out abilities and powers and haven't found a balance.
It can be. If you have a wrist injury, your ability to move your fingers will be impaired.MichaelStuart wrote...
Please, don't tell you consider having to move you fingers half a cm to imput commands to be a limitation.
Being able to pause the game to make decisions is vital, yes, but being forced to implement the action in real time is unnecessarily stressful, and, frankly, unfun.Because its not about how fast you can move your fingers, it always about out thinking your enemy.
If enemy is just to fast for someone, then they just have to pause the game, think about what they need to, then do it.
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