Dragon Age 3: Inquisition - The Combat. What do you want for the combat?
#301
Posté 20 septembre 2012 - 08:04
Related note: I much preferred the leveling system in DA2. The GUI was crisp, easy to use, and easy to understand. I probably severely underutilized DA:O because leveling was so onerous.
#302
Posté 20 septembre 2012 - 08:19
thats1evildude wrote...
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.
I prefer DA2 combat as well.
After originally bashing DA2 combat and preferring DAO combat, I went back and played both games earlier this year. Gotta say, the speed of combat in DA2 was refreshing, I just really missed the tactical camera.
#303
Posté 20 septembre 2012 - 08:36
SoulRebel_1979 wrote...
thats1evildude wrote...
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.
I prefer DA2 combat as well.
After originally bashing DA2 combat and preferring DAO combat, I went back and played both games earlier this year. Gotta say, the speed of combat in DA2 was refreshing, I just really missed the tactical camera.
I vastly prefered DA:O Combat (mind you I am on The War of the Roses beta, so that should tell you how bone crunchingly authentic I like my combat..oh and I do reenactment IRL anyway
#304
Posté 20 septembre 2012 - 08:44
obZen DF wrote...
Blue Face Beast wrote...
I also want good old fashion tactical combat.
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.
Alot of people think your points are excellent. You mind if I put these ideas in the OP for an example?
Do as you wish
#305
Posté 20 septembre 2012 - 11:09
Blue Face Beast wrote...
obZen DF wrote...
Blue Face Beast wrote...
I also want good old fashion tactical combat.
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.
Alot of people think your points are excellent. You mind if I put these ideas in the OP for an example?
Do as you wish
Edited OP, thanks.
#306
Posté 21 septembre 2012 - 12:24
LET US SEE THE NUMBERS.
I don't care if the formulas are crazy complex. Let us actually see how, say, fireball damage and other effects are calculated. If the spell says it does 12-121 damage, then it darn well ought to do between 12 and 121 damage. There is NO ABILITY that actually works like this because the numbers are all modified in some unknown and unknowable way by your stats and gear. The ability ought to show what it will ACTUALLY do when wielded BY THAT CHARACTER with their current stats and currently equipped gear.
#307
Posté 21 septembre 2012 - 12:31
PsychoBlonde wrote...
Oh, something I forgot:
LET US SEE THE NUMBERS.
I don't care if the formulas are crazy complex. Let us actually see how, say, fireball damage and other effects are calculated. If the spell says it does 12-121 damage, then it darn well ought to do between 12 and 121 damage. There is NO ABILITY that actually works like this because the numbers are all modified in some unknown and unknowable way by your stats and gear. The ability ought to show what it will ACTUALLY do when wielded BY THAT CHARACTER with their current stats and currently equipped gear.
I think they should thoroughly document every equation. If I equip an item with +457 attack, I need to know what attack does if I am to equip my party optimally.
#308
Posté 21 septembre 2012 - 06:09
Some things I would like to see:
1. I loved the finishing moves from DA:O. Whever I got one, I knew my character made a really powerful hit and I could pause and rotate your camera around the action for a really good view. The finishing move cinematics from DAII were really underwhelming and never reflected how I actually killed the enemy.
2. I thought you did a good job with the Archery improvements in DAII. The sound effects were really nice. Varic and Sebastian had some nice unique talent trees. But DA:O had a much more comprehensive skill tree for the PC to work with. All warriors and rogues should be able to use Archery.
3. I would like to see a more realistic approach to Melee combat. In DA:O it was very slow to move rogues into position for backstabs, or get your warrior into position to protect your mage. But the "teleporting backstabs" and the "lightspeed rushes" are also too magical in nature.
4. In the trailers for Assassin's Creed III, they have animations where the character rolls past the enemy smacks him with a backhanded axe strike from behind. I am not advocating that method of combat. I would just like to see more variety in the combat animations than simple hack and slash moves. I want to see attacks that take into account your position relative to your opponent's orientation. Twin Fangs for the Rogue was a very nicely animated ability. The Two Handed sweep was great too. But those are examples of ability attacks. I want to see more variety in the standard attacks.
5. I want to see a character with a high dexterity parry the enemies attacks. I want a shield bash to leave the opponent so stunned, that he can be finished with one stroke.
6. Spell Combinations. I did like the DAII Mage/Rogue/Warrior cross-class combo bonuses. But I miss the surprises that came from accidentally discovering a spell combo in DA:O. I never did discover them all.
7. Bring back more of the spells from DA:O in one form or another. Fireball was always my goto spell for taking out enemies, but it was just so nerfed in DAII.
8. Since you are using Frostbite 2. I want to see destructible environments and a use of terrain and physics to gain an advantage over your enemy. If I am a Force Mage and I use the Pull attack to suck all of my enemies together, the force of that spell should pull barrels, and rocks, and wagons and anything else in the area into the pile and deal more damage to the enemy. (Loved the Force Mage spells btw.)
9. If there is any intent to implement a weather system into the game, that should affect combat as well. Fireballs not as effective during Rain or Snow. Spells that call lightning from the sky should not work indoors. Maybe some powers are more effective at night than in the daytime? Hmm. Maybe that is too much like DragonLance. But High winds and turbulence should affect archery powers. Dust storms that affect visibility would affect all classes attack accuracy. And for each negative effect, there should be a counter for it. Maybe a Mage can calm the weather to allow the Archer to be more effective?
10 I don't really mind the lack of a tactical camera. But I do play on PC and our camera was not as restricted as it was on the console. I would not want it to be restricted any more than that.
Ok. I'll stop there. Don't want to repeat too much of what has already been suggested.
Modifié par Dead Reckoning, 21 septembre 2012 - 06:13 .
#309
Posté 21 septembre 2012 - 06:23
A middleground between the slow-weapon-swinging-awkward-shuffling of Origins and the over-the-top-body-exploding of the second will do just nicely.
As long as they don't forget the auto-attack option for consoles again...I got so sick of hitting A...
#310
Posté 21 septembre 2012 - 06:31
I want to use/see those really bad ass spells/abilities. IE, the spell from the DA2 trailer where hawke carves on his arm then reaches through the fade to rip the Kossith apart. When you fight that first ogre as a mage, you kind of see your character do it, but its only like Hawke's upper body and part of his/her arms.
I think I'd like the giant AoE's back from DAO also, the supposedly bigs ones didn't feel that impressive in DA2. Though the frost nova spell was a very cool animation. (sorry, forgeting names atm)
#311
Posté 21 septembre 2012 - 07:25
One of the main reasons why I hated so much DA2 is that (until recently) it was for me the announcement of the death of the genre.
So now what prevented DA2 to be a tactical RPG?
The lack of tactical view: The removal of the isometric camera was one of the worst decisions Bioware has make during the development of the game (to my point of view). It could seems to be a detail for some people but the lack of a good view of the fights alone turn the game into a less tactical more action oriented game.
The appearing enemies: It has been discussed a lot and partially resolved in the last DLCs but this element kills the importance of positioning.
All the teleport, back flip, jump… abilities: again, how can an RPG be tactical if the position has no importance (as you can change it whenever you want)? I have no problem if mage and/or rogue have access to some evade abilities when there are in a bad situation but this kind of abilities should be limited in number and have a long countdown to make your positioning important.
All the active dodging: For me the possibility to actively dodge an attack that has already been launched shouldn’t be present in a tactical RPG. The dodging ability should only be determined by the characteristics/skills/class of the character. To prevent the strange situation we had in DAO (when the attack was applied to an enemy that was already far away) the animations should just be faster and the damages should be applied earlier during the animation.
The lack of zone of control (it applies also to DAO): I don’t know where the taunting system comes from but for me it is a totally non-logical non-tactical system. You were not able to prevent the enemy fighters to reach your mage? Just click on taunt so they will stop attacking your unprotected mage to attack your heavily armoured warriors…. There are really good reasons why for years so many tactical and strategic games have introduced a zone of control system, it enhances the importance of positioning and it makes a lot of sense; If a character is engaged by an enemy, trying to move away ignoring him to reach the second line should expose the character a lot.
The lack of tactical view: Yes, I know I already spoke about that but this element but it is the most important and alone could prevent DA3 to be a good tactical RPG.
Why do I consider that it is so important for DA3 to be a tactical RPG? Because we already have plenty of Action oriented RPG and DA2 was far from being the best amongst them. By opposition, there are still a lot of demands for tactical RPG and very few games are released. It is the reason why DAO was such a success and why the kickstarter of Project Eternity is so successful.
About the other element of combats system, I want to speak about the scaling system. I am not opposed to the scaling system in general, it is a good way to keep challenge but give some freedom to the player. However in DA2 it was realised awfully; rather than fighting tougher enemy we where not progressing which is a nonsense in a RPG. What should be determined by the level of the player should never be the strength of the enemies (a hurlock is a hurlock) but the number and type of enemies (depending of your level in a given position you could encounter 3, 6 or 9 hurlocks supported or not by an emissary and/or a hurlock alpha for example).
About the speed of the combats, if I can agree that the combats in DAO were a little bit to slow, the ideal speed (for me) would be much closer to the one of DAO than to the one of DA2.
Finally, a sword should not be the same as a mace or an axe with just another skin. Every weapon type should have advantages and disadvantages.
I don’t have as much expectation for DA3 as I had for DA2. If DA3 is not the game that I hope I will simply not buy it.
It such a case happens for me it would be:
The king (Dragon age) is dead; long live the king (Project Eternity).
#312
Posté 21 septembre 2012 - 03:14
Cameron Lee wrote...
Thanks for another thread of constructive comments! If it stay’s focused on what you’d like for combat in DA3 it will be useful for the combat team and I’ll make sure your thoughts are passed to them.
This thread should get a sticky.
#313
Posté 21 septembre 2012 - 03:22
Heck, I don't know... maybe something like Dark Souls would be preferable as well?
#314
Posté 21 septembre 2012 - 07:40
Avalla'ch wrote...
Mind you, I hated those overblown animations such as the wild 2handed sword swinging like a moron.
A lot of people in this topic have said the same. I'm a huge DA2 fan and even I found the combat animations a little ridiculous. It helps If you think of DA2 as Varric's story of what happened instead of what actually went down. Sort of unrealistic in the same way actors sword fight for a play? I hope they tone it down for DA3.
#315
Posté 21 septembre 2012 - 07:48
I would also like enemy speed increased.
#316
Posté 21 septembre 2012 - 07:51
#317
Posté 21 septembre 2012 - 07:58
#318
Posté 21 septembre 2012 - 08:05
Bring back dual wielding for warriors again.. :'c
*da3 wet fantasy> hacking and slashing templars (duncan style)*
#319
Posté 21 septembre 2012 - 08:09
#320
Posté 23 septembre 2012 - 09:10
#321
Posté 23 septembre 2012 - 09:17
In DAO I think I followed a pattern. Hear combat music > halt party > stealth > sneak towards enemies > disable traps > set traps > find a target to crit backstab > take of halt
In DA2, this didn't work out so well... maybe I was just doing it wrong? idk, but that was my only problem with DA2 combat.
#322
Posté 23 septembre 2012 - 09:39
#323
Posté 23 septembre 2012 - 09:54
So somewhere faster than DAO and slower than DA2, and no teleporting rogues and no waves of enemies (or have it be a limited thing that only occurs when it makes sense).
#324
Posté 23 septembre 2012 - 11:02
In asking for the moon, I would like to be able to choose between a slow playstyle (even as far slow as turn based) or a fast style (DA2). I don't think "gating" the pace by adding turns would add too much work, but I'm far from a professional game designer so I'm not sure that it would be worth the cost.
The wave mechanic isn't bad in and of itself, but it needs to be used sparingly. I did miss being able to prep for or position in fights because the wave mechanic just ruins positioning, at least as it was implemented.
Kill animations make the world go 'round. Put in as many as you can. At the very least, do it for higher difficulty enemies. If in a fast system, I would like a slow-time effect so that the kill animations don't cost you combat effectiveness.
I like comboing spells/abilities, but perhaps have them be more common with a milder payoff?
Make it so that your companions can form a full party without you. In other words, there is a tank, mage, healer, rogue + you. Alternatively, or in addition to, don't make spirit healer or its equivalent only available on one companion NPC. Basically, I want to be able to have a party comp where its chosen based more on plot line than combat role.
The AOE friendly fire was a bit silly. Friendly fire on abilities is fine. I expect my companions to be competent enough when doing standard attacks to avoid their buddies.
Re: some posters saying Witcher 2 combat was good. I couldn't stand the Witcher 2 gameplay on PC, so please avoid that unless there is an alternative method of playing the game (i.e. turn based).
edit: detachable overhead camera, advanced (full/complete calculation) tooltips
Modifié par PantheraOnca, 23 septembre 2012 - 11:05 .
#325
Posté 24 septembre 2012 - 12:10
couldn't agree morefreche wrote...
The short answer would be mixture of both.
I liked the more tactical aspect from DA1 but it was a bit too slow and it felt un-responsive.They changed combat quite a bit for DA2, for the better in my opinion. But they overdid it, it's too fast and therefor it's really hard to implement good tactical combat.
For DA3 i'd like to see
1. Faster then DA1 but slower then DA2.
2. Bring back tactial combat, this is probably the hardest one since it would require much better AI then we have seen in DA, better teamwork from NPCs so that they don't need a million HP that just becomes rediculus after a while.
AI and some Combat tweaks:
The AI in DA2 was quite poor and the NPCs quite stupid.
1. If I'm in the front chopping enemies with my big axe and my friend decides to join I will most likely try not to chop him too. So there should only be a small chance that I hit him, something like a fumble. (This goes for normal type of attacks, if I would do something like a whirlwind attack then I probably would hit him).
2. Another note is that when my friend is running up to me he also might decide it's not the best of ideas to run straight into my axe.
3. Similar thing with Spells, my friendly mage in the backline notices that there are three enemies fighting me and my friend and he knows that a cluster of enemies & fireball = good, but instead of aiming it straight on the cluster hitting the enemies AND me he could actually aim it behind the enemies hitting ONLY them.
Another thing I'd love to see is that Companions have some sort of learning combined with the normal "Tactical" setup. If they notice that a particular kind of monster is immune to an attack type then they might decide it's better to use something else. Same goes if they have weaknesses then the companions might prioritise that over other things.
Eg. My stupid mage friend has speciallised in Frost and Arcane, I have told him to use his frost spells first when we engage combat, so our first encounter with an Ice Elemental he starts with Ice blast followed up by cone of cold, the next Ice elemental he does the same thing even though it's immune too all frost spells he casts.
If he hadn't been so stupid he might have done a mental note that Ice Blast was usless so was CoC so lets not use them on Ice Elementals.
SUMMARY
Less HP on enemies on harder difficulties.
Less Stupidity among NPCs.
Better designed friendly fire.
Combine the normal Tactics setup with some sort of learning for what creatures strenghts and weaknesses are for more intelligent priorites.





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