Allan Schumacher wrote...
Mr Fixit wrote...
Renmiri1 wrote...
Math or logic are not really combat to me. And to a very big number of people, of all ages. 8 million or so at least 
You *do* know, I hope, that in order to enter a military academy in many countries around the world, you have to pass a comprehensive mathematics entry exam?
Combat is NOT what WOW would like you to believe.
It's not what DAO would have us believe either.
Curious about how comprehensive the entry exam really is.
Hello Alex
It could be argued that it is even the case with all fencing simulator in RL when compared to live steel.
The system I have studied fro the last 12 years could be called fencing with all weapons for the slow witted. Ringeck fencing manual (1430-1450) is really more a method of maximising your entry/passing the
point and improving or getting a dominant position by using 5 strikes that are good enough to cover all situations and optimal in none.
The system is quite researched and is based on very good biomechanics, angle and distance but when you fight
all you care about is where his/her hands are in respect to his centre line when you are breaking the distance or if he/she is weak or strong when there steel contact.
Yet it is still a matter of cognition to get keep on top of the game.
If we bring that analogy to gaming, in DA:0 you could created and manage a situation where you went from dominant position to dominant position and how that happened would vary.
In DA:2 that was not really the case, it was more a knuckle dragging-like experience. i.e. lets move in activating
super mincing power mix and potion up when needed. It is quite clear that some people had that experience in DA:0 though not in the same proportion as for DA:2.
Regardless bringing the debate on combat action vs combat RPG (ie button mashing vs need to pause) is missing the point. In fact I would argue that combat in DA:0 and DA:2 are not that different intrinsically and the
difference lay more in what it enabled the player to do within the game system.
In DA:0 you add way to know the force and the location of the enemy and decide how to approach it. you can't do that in DA:2
In DA:0 you could use the map (and the debatable path finding of the enemy) to your advantage, in DA:2 the best you can do is using natural choke point and you can used change map section to circumvent air drops but it is hampered by how far you can leave your crew behind and how quick they change area.
Of course people that like combat action vs combat RPG will find the other lacking, but in the two example the difference has nothing to do with combat mechanics it is really how the rest of the game works with combat.
If we forget the player skills vs character skill for demonstration purpose, you could even have FPS, enclave, skyrim, london hellgate combat system with the way DA:0 interface with the rest of the game.
all you need is ME like order system or a flight sim radio orders (pausing is only a different way to do the same thing).
IE you can select the position where you want your fire support team to be because you have enough Intel to
want them there and you know they will stay where you want them to stay and do what you want to do when you want to do it.
phil
Modifié par philippe willaume, 10 septembre 2012 - 09:18 .