Dragon Age 3: Inquisition - The Combat. What do you want for the combat?
#251
Posté 19 septembre 2012 - 07:49
#252
Posté 19 septembre 2012 - 07:51
#253
Posté 19 septembre 2012 - 07:57
#254
Posté 19 septembre 2012 - 10:30
#255
Posté 19 septembre 2012 - 11:04
Consolized super cool anime-heroes-clashing - action RPG combat with backflips and rogues teleporting around looks cool. By cool I mean stuff heterosexual males between years 7 and 16 can appreciate. The complete and utter loss of physical aspect of medieval combat is the cost of such approach though. This is bit of a pity since what most people imagine when they read " Medieval melee combat" looks actually very good.
If I play a warrior and bash somebody with a huge sword, it needs to look and feel just that. Rather than looking like a a dude swinging a flashlight. Make motions in combat look physical, slow and..majestic! This opens doors for some awesome looking animation. Not least because this enables players to actually see and appreciate what is going on on their screens. Imagine the polar opposite of that retarded mess of ill-animated excuse of super cool wapanese combat the game we all try to forget featured.
Modifié par LTD, 19 septembre 2012 - 11:07 .
#256
Posté 20 septembre 2012 - 12:43
#257
Posté 20 septembre 2012 - 01:06
Not really. The entropy tree for example, had you getting all those spells you were never going to use for deathcloud. Then there was the fact that many moves were like half a move without the upgrade but you have to invest certain amount of points into the tree to get the upgrade. If you just wanted non sucky fireballs, you had to invest in frost magic and stuff to get the upgraded fireballs and the plus fire damage perk. It was still all of the never used spells of Origins but in a flashier package. If I have a choice between the two, I would much rather have Origins when I know that last spell, Inferno, is going to be badass from the get go rather than a gimped half spell that requires you to upgrade (by picking never going to be used other spells) before it does much of anything on nightmare.DarkZexy wrote...
Mix between DAO and DA2. More like in first game but faster (and maybe animations) like in second game. And possibility to choose whatever skills I want without needing to choose unwanted skills. DA2 did better with that that DAO.
#258
Guest_Trista Faux Hawke_*
Posté 20 septembre 2012 - 03:53
Guest_Trista Faux Hawke_*
edit: Also, I second everyone's complaint about the spawning of enemies - they just popped out of nowhere. I rarely ever glanced at my characters' tactics, but if I had attempted to construct a more tactical approach, I assume the rate at which the enemies spawned would be annoying. They were annoying even without messing with tactics.
Another thing, anyone ever play Kingdom of Amalur? The combat in that was incredible. It was also incredible in Dragon's Dogma, as well. (But that's not tactical combat. It's more arcade style. Definitely fun!)
Modifié par Trista Faux Hawke, 20 septembre 2012 - 03:58 .
#259
Posté 20 septembre 2012 - 07:20
Unfortunately, my first reaction is bawling laughter as I watched my victims explode into bloody pulps; The clouds of blood spraying left and right only add the insanity of this anime. I can't take it seriously. Even as somber lines are delivered from the characters, they are spattered in red paint.
I have to say on a whole, I am not finding the combat enjoyable. Let me explain. On a purely mechanical level, combat is true enough. It gets the job done while bypassing frustration. However, combat segments conflict with the rest of the game that wishes to immerse me into its universe. The presentation layer specifically fails to mesh well with the rest of the games efforts of emersion.
Camera direction during dialogue gameplay and cinematic moments maintain a respective distance to the character to imply you are that character despite viewing him from the outside. During combat this is thrown out the window for a omnipotent god view able to jump from character to character. Its not so much the actual combat camera it self, but the huge contrast with dialogue gameplay that disorientates my suspension of disbelief. Combat separates me from my character. One moment I am talking through that character, the next I am overseeing a yellow circle bellow with a sword. I don't feel like I am fighting through that character and thus don't feel like I really matter in the games conflicts. I liked Mass Effect in this way because it transitioned from dialogue too combat smoothly and maintains a consistency between the two. I got the impression in Mass Effect that my performance in battle was pressing while still open to a more tactical option via pausing. In Dragon Age I felt like I was going through the motions after some time, pressing the same button and waiting for the next wave.
I also found the combat UI pretty bad. I really don't need giant glowing red circles and red outlining to understand who to fight. In fact it detriments the tension in the fight by abstracting my foes to just more red bad things to spam attacks at. I want to appreciate the art put into the enemies, to visually communicate to me why they are evil or dangerous. The camera is so far away and everything is smothered in UI elements and blood that I can't appreciate how cool everyone looks. Never really was a fan of numbers flying everywhere to tell me I am doing damage. The animation and reaction of they AI should communicate that.
Hell, maybe I am just a stupid Dragon Age noob that doesn't get that's just how it's supposed to be. I really do like the game on a whole but that's just some of my thoughts on the combat coming off games like Mass Effect, Skyrim, and Assassins Creed.
In Short: I hope Dragon Age 3 finds a way to incorporate more cinematic combat.
#260
Posté 20 septembre 2012 - 08:09
Also please add some way to disable one sustain and enable another in one or two tactic slots- having to set four tactics to try and activate Vengeance if x, then deactivate if y, then activate Panacea, then deactivate Panacea is a bit ridiculous.
Another tactics request- if possible, add a tactic such that "if 2 or more party members are below x% health" that you can cast either party heals or auto-turn on healing buffs (such as Panacea.)
Eliminate companion-specific abilities that mimic regular tree abilities in function, e.g. Aveline's sustained buff that is very similar to the sustain in the sword-and-shield tree. Give companions UNIQUE abilities so they're not duplicating two near-identical skills in order to unlock others.
Lock bash for warriors, knock spell for mages, a chance of destroying the item inside the chest if bashed? Rogues should be people you add to your party for their damage, specific abilities, or personality, not simply because you need them to unlock a box.
Somewhat related- add a "hide weapon out of combat" function similar to "hide helms" that can be toggled on and off. Having a giant hilt get in the way of a great screenshot is definitely irritating.
Modifié par katiebour, 20 septembre 2012 - 08:11 .
#261
Posté 20 septembre 2012 - 08:10
Combat Style- Less ridiculous(DA2's style was insanely out there). Closer to DAO's.
#262
Guest_Cerberus Commando_*
Posté 20 septembre 2012 - 08:13
Guest_Cerberus Commando_*
#263
Posté 20 septembre 2012 - 08:16
DAO was so incredibly boring I can barely replay the game since tons of combat, especially with bosses seem to be "SWING- MISS! SWING-MISS! SWING-CRITICAL HIT/MISS" Ugh it was bloody awful.
Gimme moar DA2 combat. Playing as a rogue in DA2 was damn awesome.
EDIT: Apart from the stupid "swing two handed weapons around with one hand" thing
Modifié par KiwiQuiche, 20 septembre 2012 - 08:24 .
#264
Posté 20 septembre 2012 - 08:28
#265
Posté 20 septembre 2012 - 08:49
No,KiwiQuiche wrote...
Am I the only one who really loved the combat in DA2? It was great and I loved the different skills and abilities you could gain
DAO was so incredibly boring I can barely replay the game since tons of combat, especially with bosses seem to be "SWING- MISS! SWING-MISS! SWING-CRITICAL HIT/MISS" Ugh it was bloody awful.
Gimme moar DA2 combat. Playing as a rogue in DA2 was damn awesome.
EDIT: Apart from the stupid "swing two handed weapons around with one hand" thing
It is just that the experience you get in DA:0 and in DA:2 will varies accoring to what you play and what companion you are taking with you.
For me DA:2 combat was boring and a mindless ad nauseam repetition of the same thing from ACT I to ACTIII.
in DA:0 I had to use all the group, In DA:2 what the companion did did not really matter. I don't mind the single player action if there and option to play the game as a group RPG.
I did not buy DA:2 to have the Game play of (Divinity II: dragon knight /Ego Draconis)
For group based RPG. the speed of combat is only a problem when it detract you from using your team members.
Phil
#266
Posté 20 septembre 2012 - 09:26
#267
Posté 20 septembre 2012 - 09:29
#268
Posté 20 septembre 2012 - 09:31
As it is said, Witcher had tough but interesting combat. It was hard to master but was satisfying. But if I were to pick, I would go with something close to Guild Wars 2 combat .
#269
Posté 20 septembre 2012 - 09:33
#270
Posté 20 septembre 2012 - 09:34
#271
Posté 20 septembre 2012 - 09:45
nightcobra8928 wrote...
still think that a combat system akin to kingdoms of amalur would fit a dragon age game like a glove.
I like Kindoms of Amalur but it was pretty basic for an RPG leveling/combat system.
#272
Posté 20 septembre 2012 - 09:54
Last Vizard wrote...
nightcobra8928 wrote...
still think that a combat system akin to kingdoms of amalur would fit a dragon age game like a glove.
I like Kindoms of Amalur but it was pretty basic for an RPG leveling/combat system.
that's why expanding that combat system while using the dragon age's levelling system (they complement each other quite nicely) would be awesome as that combat was IMO a lot more fun to use.
#273
Posté 20 septembre 2012 - 09:59
I did not like enemy spawns that jumped on us out of nowhere. I like to be able to do a stealth recon and seeing where the opposition is before engaging. I like knowing that my flanks will be secured and that ghosts won't be spawning in my back all of sudden.
I like to be able to set up traps and deploy my party before engaging.
I also do not like enemies that all look the same. I like to fight mixed enemies like in Baldurs Gate 2 ( warriors, clerics and mages all having their specific gear ). Enemies that have names.
I also like random treasure drops and never knowing what i will find everytime i replay the game.
I do not like simplistic items that only have a DPS tag on them. I like original items like every magic items that were in Baldurs Gate 2. I like Codex and that every single item in the game has a long definition like in Dragon Age 1 or BG when you right-clicked on item.
I want my characters to have ability to equip any weapon even if they are not specifly meant for their class. Exemple, i hated that i could not equip a two-handed sword on Isabella just for the fun of it.
I want CUSTOMIZATION. Not just 3-4 armor upgrades for my companions. I want the whole thing and be able to equip them with whatever i find looks cool on them.
I want slower pace combat, slower autoattacks. Reduce mob HPs if need be but it should not require 200 arrows to take out one enemy. On the other hand, enemies shoudl last long enough to justify using buffs and special skills.
I know i ask lot of things but there you have it.
#274
Posté 20 septembre 2012 - 10:03
#275
Posté 20 septembre 2012 - 10:04
DAO handled it well, from what I remember. In DAII I didn't see a difference between swords and maces beyond visual - unless they hid the stats from us (Bad. Bad devs. Naughty.) - but in DAO each weapon had its own role. Maybe a mace does less damage but crushes armour better.
As for daggers versus swords, well, perhaps swords do more damage but daggers swing faster. A sword hits harder with more force but is more easily blocked. Swords do stronger executes (seeing someone getting 'brutally stabbed' with the very tip of a dagger or decapitated from, what, the slipstream? was a little weird in DAO) but daggers get a backstab bonus.
For other weapons, maybe maces and hammers cannot backstab at all, but do more damage all-round if forced in a face-to-face engagement (because 'stabbing' with a blunt mace IS funny but for the wrong reason). Stuff like that!





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