Dragon Age 3: Inquisition - The Combat. What do you want for the combat?
#326
Posté 24 septembre 2012 - 12:38
These come in the order that they occured to me, not the order of their importance.
1: Greatswords were too slow. Most of the weapons were, I felt, a pretty decent pace - but two-handed swords are really not as heavy and unwieldy as most people seem to think, and in fact are typically used almost as quickly as any other sword and with a good deal of finesse.
2: Dodging, or at least generally getting out of the way of things, would be a nice addition. It's always annoying if your character is halfway across the set from the ogre but is somehow still hit. I thought that this was better in DA II, and it was nice to see it there.
3: Though I mostly liked the finishing animations, it would be nice if they were there and able to be broken off - always annoying to be shot to death while stabbing an ogre repeatedly and obliviously in the chest.
4: Although mostly this was pretty good already, I think that basic attacks should be fine for most of the time, and that the activated ones should be for things that you wouldn't always want to do. Whirlwind is a great one for that; shield bashes are also a good example. Called shots, that kind of thing.
5: On the subject of difficulty, what I really want to see on higher levels of difficulty is increased lethality and not tougher monsters. Everything is likely to kill you more, not that they are tougher. I would also like friendly fire to be on for everything but easy. (I can't actually remember how these settings were in Origins any more.)
6: Being able to fight with a staff as a mage was good in DA II. If you've already got it, you might as well be able to fight with it!
7: I'd like to see some more different fighting styles than dual-wielding, sword-and-shield, and archery. Just one weapon would be nice as an options for rogues, and it would be neat to have polearms also available for warriors.
8: No colour or sparkle or what effects on anything that isn't magical. It's kind of annoying, and it doesn't make sense.
9: Realistically sized weapons and armour would be great, but I suppose aren't directly related to combat.
10: I'd really like it if using poultices or drinking mana potions was the only way to restore those things, as in, if they didn't regenerate except upon resting.
11: Injuries should have greater effect! Maybe things like 'broken arm', and not even being able to use one of your weapons, or movement speed being greatly decreased, that kind of thing.
#327
Posté 24 septembre 2012 - 01:01
#328
Posté 24 septembre 2012 - 02:17
Combat is the main aspect of ingame agency. The one thing ill spend the most time doing. Its consequences wont be long lasting (like 'choices that matter') but I will need to achieve every encounter to get forward.
Get me involved Although I love feeling involved in DA story, I like feeling involved in the combat aspect too. When i have to plan an encounter, make up a strategy of attack, i really have a stake in the fight (other then clearing it to get loot/more story). If i fail at a planned encounter, i am motivated not to put the controller/keyboard away but to correct my mistake because I did not die out of random dumb luck/things I couldnt forsee or control. When I bash whatever comes my way, I tend to lose interest out of repetitiveness and have no insensive to replay an encounter.
What works for it
Having the opportunity to move the camera around, to look at the enemy formation
Being able to set up how members of the party should behave when Im not controlling them
Enemy class I can clearly identify
Enemies who have clear goals (Ex: rogues going after mages, mages trying to aoe my party if they stay close to each other. I can forsee what will happen and make counter plans and kill order)
What works against it
Waves of enemies all the time. Once here and there on special encounter can spice things up by putting me offguard, but thats it.
Enemies that will just hack the nearest party member. Theres nothing to counter plan, I better just run in be done with it.
What helps
A manageable number of abilities, buffs/debuffs and potions (I have to run a full party after all)
Potions that make a diffrence (buff potions that I can do without just take place in my inventory)
Planning that dont take forever (If I can easily see the enemy class and from what side i want them to come at me, Im all set)
Make me feel awsome When something I choose to do saves the day, I feel good. When my character (and his companions) make a string of flashy moves, I find it good looking. the first few times. Yes they are awsome in their own right by flipping here and there and making things go boom, but that does not make me feel awsome. Awsome is having the possibility to intercept a killing blow on my mage or render the enemy vulnerable at the right moment for some extra dmg to happen.
What works for it
Awsome button (maybe we just dont have the same idea of what an awsome buttom should do. Its not the one attack I use all the time, its the one hability that turns the tide of the battle. It doesnt need to make the screen glow, just needs to make me feel useful)
Combos (and if I have a way to setup the charachters to make them happen without micromanaging everything, its even more awsomer)
Enemies with abilities that need to be attended to (gives me something to do while my party fallows their setup).
Character-specific abilities, something that make them more useful in diverse situations
What works against it
Animations that take away the control on the character (it doesnt need to be boring, but big animations that amount to nothing in term of ingame effect is just nice to look at. The first 3 hours)
Very fast combat. I feel like Im fallowing my characters, not leading them.
What helps
Good reactivity is more important than animation speed
Enemy animations that let me forsee whats coming when its important
#329
Posté 24 septembre 2012 - 02:20
Halae Dral wrote...
3: Though I mostly liked the finishing animations, it would be nice if they were there and able to be broken off - always annoying to be shot to death while stabbing an ogre repeatedly and obliviously in the chest.
I always find this a funny complaint (not directed at you!) when combined with a post that discusses realism (again, not direct at you, just a musing on my part).
Part of realistic combat is exactly this sort of "oops, got killed while tangled up killing!" aspect of combat.
#330
Posté 24 septembre 2012 - 03:33
Lesson the dependance on Healing and get rid of health / mana potions.
I mean it. Get rid of them. It's no fun to be able to purchase a gazzillion potions and then spam for victory. This will require a few class changes such as more mana regen for mages and modest health / shieldwall abilities for warriors, but I would find it far more stimulating to rely on class abilities than to spam consumables...
Boss fights.
Enough of the standard tactic of set tank on boss, heal tank, DPS boss. It's boring and stale. I remember a cinematic for Origins where the Warden, Morrigan, Leliana and Sten took down the Dragon by executing a plan. I.e. Warden distracted the beast whilst the others set up the attack. I.e Leliana fighting to higher ground for the perfect shot, Sten doing what he does best and Morrigan debuffing with cold magic. Before every boss fight or set peice, perhaps we could have a brief interface or cinematic where we could set up a plan with our squad using environmental, strategic and class roll decisions. Use high ground, traps, siege weapons, whatever! just no more tank and spank.
Get rid of trash mobs.
Unless it's part of a set piece (which I would like more of), get rid of a lot of the trash mobs and replace them with fewer, harder and more interesting foes. One of the best fights in DA:O was fighting the mirror image of your own squad. Not to say that lots of weak mobs don't have their place, use them in l defense senarios and what not but not as filler.
#331
Posté 24 septembre 2012 - 03:46
Origins is only really playable to me as a dual wielder because of the ****** slow combat.
And DA2 actually made me want to use a mage.
Modifié par Arcane Warrior Mage Hawke, 24 septembre 2012 - 03:48 .
#332
Posté 24 septembre 2012 - 04:49
Modifié par Killer3000ad, 24 septembre 2012 - 04:50 .
#333
Posté 26 septembre 2012 - 11:55
#334
Posté 27 septembre 2012 - 12:09
Look at XCOM Enemy Unknown for inspiration. Focus on tactics, positioning, abilities, magics and the combination of all of the companions skills in cooperation with eachother.
A singleminded focus on a few options for cross class combos is not much of a tactic, and that is not good enough.
#335
Posté 27 septembre 2012 - 12:14
so something between between run and gun and the slower every turn pause to select an action.
also, i never did get the hang of the combat presets AI (or whatever it was called) but i do remember that drinking a health potion when health went below a certain threshold (ie 80%) was something i had to set manually. drinking a health potion should be automatic and included as part of all preset AI.
i could be wrong, but that's what i remember.
#336
Posté 27 septembre 2012 - 12:23
Then there's the rogue...the disappearing thing to stabbity stab, that boggled me. But to me the movements felt more fluid.
The warrior...I don't know. I don't think there's much you can do for someone running around with a giant sword.
#337
Guest_Imperium Alpha_*
Posté 27 septembre 2012 - 12:26
Guest_Imperium Alpha_*
#338
Posté 27 septembre 2012 - 12:33
#339
Posté 18 septembre 2014 - 05:57
I like the idea of there being pole-arms especially in a game like this. I feel like a lot of people would be very happy to see those kind of weapons in more role-playing games or at least i would be overjoyed to see them
#340
Posté 19 septembre 2014 - 01:45
I smell zombies.... brain eating necrophiliac zombies....
#341
Posté 19 septembre 2014 - 02:25
No fighting like some damn anime hero. And no oversized weapons.
Combat development team: "Crap, we ****ed it up!"
- Rawgrim aime ceci
#342
Posté 24 septembre 2014 - 06:46
#343
Posté 24 septembre 2014 - 10:26
Something as far from the DA2 combat as possible. Sadly this won't be the case. I am more interesting in the exploration than the combat in this game now, anyway. and that bit looks to be great.
#344
Posté 24 septembre 2014 - 10:46
I like the idea of there being pole-arms especially in a game like this. I feel like a lot of people would be very happy to see those kind of weapons in more role-playing games or at least i would be overjoyed to see them
wow nice Grave dig... *slow clap*
#345
Posté 24 septembre 2014 - 11:23
Ahhhh yeah, the good old 2012 threads.





Retour en haut




