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Dragon Age 3: Inquisition - The Combat. What do you want for the combat?


344 réponses à ce sujet

#26
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slimgrin wrote...

Pure action combat with dodging, blocking, and attacking.


^ This, I want it like Dragon age 2 but with more tactics and strategy instead of mindless button mashing

#27
The Hierophant

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slimgrin wrote...

Pure action combat with dodging, blocking, and attacking.

Like Dragon's Dogma?

#28
slimgrin

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Lol, I was trolling. I thought you guys would hate that.

#29
dzizass

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More skills to nuance the characters and give the player some actual choice how he wants his character to evolve. More tactical aproach. No manga-like animations. No manga-sized weapons.
And most of all: no goddamn parachuters. New waves spawning out of nowhere or jumping from the sky at your companions like they did in DA2. This made combat a bad joke.

#30
The Hierophant

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slimgrin wrote...

Lol, I was trolling. I thought you guys would hate that.

Nope doesn't bother me as much as the rest of the fandom, due to playing DMC, God of War, and DS. I do hope that strategy is emphasized more in DA3.

#31
CuriousArtemis

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I love DA2 style fighting; I find DA:O a snooze fest. My character just wanders aimlessly around the cluster of fighting, trying to get a hit in as the air suddenly turns into pure molasses...

I would say, however, to take out the sillier moves; I don't like how rogues in DA2 can leap 20 feet across a battlefield, for example. Once Isabela got stuck doing that over and over, and I can't tell you how ridiculous she looked! xD

Also take out the "cool effect" move that occurs when you hit "A" but there are no enemies ... staff twirling, bow twirling, etc.

And last but not least: STAFF FIGHTING! I want mages to be able to fight with their staffs 8D

#32
Stiler

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I want more tactical combat, no "spawning enemies out of thin air" and more tactical uses for party members in regards to formations and neat "combinations" (Ie not just magic combinations but realistic things between fighters/range, etc).

#33
Renmiri1

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DAO combat is almost unplayable to me. UGH

DA2 mages and Arcane Warriors from DAA please.

#34
Dubozz

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I WANT DEADLY MEGA SUPER SPELLS OF DOOM!!!SPELL COMBOS OF DEATH!!!!HUGE SWORDS!!! GORE!!!BLOOD!!!DIFFIRENT COMBAT STYLES!!!!(visual)MORE SKILLZZ!!!!!DRAGONS!!!FIRE!!FIRE!!!MORE TACTICS!!!COMPEX BOSS ENCOUNTERS!!!!BALDURS GATE STYLE SPELLS OF DOOM!!!!

#35
Frenetic Pony

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So here's what I've gathered from previous such threads:

The combat needs to be in realtime and responsive. So no turn based waiting. As soon as you tell someone to do something they do it. Obviously this is fine, turn based mechanics are an artifact of boardgames anyway. The computer has no trouble doing all the required stuff in realtime, so there's no reason not to.

Another is tactical combat. Or rather, just make sure the combat has one real focus. If it's going to be a Diablo/Witcher-esque combat system, then that should be THE ONLY combat. No wasting time trying to make two ways to play and having neither good enough. BUT!

But of course one assumes companions are back in, and with companion management (optional?) that makes it a tactical combat game. So make it ONLY a tactical combat game. Which means making sure it WORKS with a gamepad as well as a mouse and keyboard. Get companion switching, and power selection, and quick items, and a good drawn back camera to work with a gamepad is important to anyone playing with one. I'm sure it's possible even though it hasn't been done before. Once upon a time shooters didn't work with a gamepad.

Beyond that, just making sure all the classes are fun, which DA2 did better than DAO; where many people just controlled a mage all the time regardless. Anyway, do that and combat should be fine. But again, just one focus. There are enough games without good combat at all and they only have one "way" to play. Trying to do this twice for one game just means you have more than twice the chances to fail since your splitting how many people are working on each.

Modifié par Frenetic Pony, 17 septembre 2012 - 10:02 .


#36
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Middle ground between DA:O and DA2. I hate the poking mage animation with a passion but i do believe that DA2 could have had less outrageous animations

Modifié par FemaleMageFan, 17 septembre 2012 - 10:04 .


#37
JerZey CJ

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Slower, more realistic combat, but maybe give each class a "defensive" action by pressing a button. Warriors could block and have a chance to knock the attacker off balance, Rogues could be able to parry causing a critical hit and a VERY small chance for an insta-kill with a cool animation, and Mages could make a wall/geyser of what ever element their staff/stave is that makes some enemies stop attacking(don't want to run into a wall of flames, do you?) and can damage them if they're already in its way. Also, heavy attacks by holding down the attack button, Rogues have a chance for a critical(some sort of fancy-spining stab move), Warriors have a chance to knockdown(animation could be a really big over-head swing), And Mages inflict an effect that varies depending on their staff/stave(ice paralyses, flame makes them panic, lightning stuns them, force knocks them down. And the animation could be like the staff attack from Kingdoms of Amular, it was pretty much a short range, big"wave" of whatever element you were using).

#38
sharkboy421

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The Hierophant wrote...

slimgrin wrote...

Pure action combat with dodging, blocking, and attacking.

Like Dragon's Dogma?


I would be very ok with this.  The combat in Dragon's Dogma  was one of the best parts of the game I thought.  And a lot of times I found myself wishing I could keep the combat but set tactics for my pawns like you do in DA.

But if things are going to be kept more or less the same I vastly prefered the speed of DA2's combat over DAO.  I appreciate the tactical aspect of DAO but there times things just felt incredibly slow.

#39
Alexander1136

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60% origins 40% 2

#40
mp911

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keep the speed of da2 (slow it a little if you want) being a rogue or a warrior was more fun in da2, the button mashing felt more real than just watching your character attacking once you set huim on a target

bring the spell combo, they were great and logical

the friendly fire should be available for all difficulty, but in da2 too many of the warrior skills were unsuable because of friendly damage, so it should be rethink
the cross combo class in da2 were efficient but boring

NO MORE WAVES OF ENEMIES

#41
Nurot

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I prefer the DA2 combat. Fast-paced and "actiony" without being twitch-based (thanks to pause). I can't play real action games because of slow reactions. I even suck at Zelda... I like that the DA games are somewhat tactical, but I don't play DAO or DA2 mainly for the tactics. If I wanted tactical I would go back and play Baldurs gate or Icewind dale or play a turn based strategy game. It would be too bad if the combat from DA2 was slowed down in DA3 to put in more tactical elements. Better to do a new game series more like the old infinity engine games.

#42
The Hierophant

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sharkboy421 wrote...
I would be very ok with this.  The combat in Dragon's Dogma  was one of the best parts of the game I thought.  And a lot of times I found myself wishing I could keep the combat but set tactics for my pawns like you do in DA.

But if things are going to be kept more or less the same I vastly prefered the speed of DA2's combat over DAO.  I appreciate the tactical aspect of DAO but there times things just felt incredibly slow.

Agreed at the bolded. Aside from the para-trooper mooks or enemy waves, the combat animations for the Rogue, and warrior needs more practicality to them with less theatrics.

Modifié par The Hierophant, 17 septembre 2012 - 10:24 .


#43
BioFan (Official)

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I was ok with 2. I HATED the origins combat, it was so slow and glitchy. So maybe a happy medium?

#44
wsandista

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I would like to have Origins combat as a base.
1. Multiply the cooldown between basic attacks by .75.
2. Make sure each class can fill multiple roles efficiently, unlike DA2.
3. Do not have enemies that magically appear(unless magic is involved).
4. Have foes play by the same rules(attack, defense, armor, etc) and use abilities from the same sets as the party.
5. Make sure cooldowns match combat speed.
6. Have success determined by character skill, not player skill.
7. Have the isometric view as an option.

Modifié par wsandista, 17 septembre 2012 - 10:47 .


#45
obZen DF

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Also, another point is: Don't let the higher ranked enemies use 3 or 4 potions before they finally die.
That's a major reason why I die on Nightmare in DA2.

#46
hexaligned

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obZen DF wrote...

Also, another point is: Don't let the higher ranked enemies use 3 or 4 potions before they finally die.
That's a major reason why I die on Nightmare in DA2.


I would prefer to die once in awhile on Nightmare, (actually I would prefer to die often).  That was probably my biggest complaint about DAO combat, it was waaay too easy to get through the hardest difficulty setting.  I'm still half convinced the difficulty slider in DAO was just bugged, and didn't really change anything.

#47
hexaligned

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slimgrin wrote...

Lol, I was trolling. I thought you guys would hate that.


After Dragons Dogma, I am open to the idea.

#48
EssEeeEcks

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Origins Combat. preferably without that annoying slowdown as the game the longer you played, but with Frostbite that probably won't be a problem.

#49
Faroth

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Go back to Dragon Age Origins style. Give us the choice of tactics, make it worthwhile to sometimes swap through and tell companions what to do in combat, but also an in depth set of "rules" to set them to. No more action button smashing. Dragon Age was supposed to be a spiritual successor to Baldur's Gate and DA2 felt more like the console versions or honestly akin to Kingdom Hearts (not bashing KH).

Just tweak Origins speed a little, the positioning a bit smoother and it should fall into that comfortable zone.  It had some realism.  Nobody, and I mean nobody, runs around a battlefield at full sprint wielding a 20 lb Claymore.

And please please please go back to the fantasy realism of Origins. Some blood is fine, but let corpses remain on the battlefield, let enemies start and end in the battle rather than spawn waves and ABOVE ALL ELSE no more exploding into bones and blood from the swing of a sword or staff. That felt like someone spilled Mortal Kombat into Dragon Age. A body explosion spell I could see, but not swinging a sword for full body-splode.

Modifié par Faroth, 17 septembre 2012 - 11:12 .


#50
goofyomnivore

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Less 'wow' and 'awesome' action movie stunts and twirling dance routine combat animations please.

I love the tactics system, but I would also like to be able to hotkey some of my allies abilities like on Mass Effect 2 and 3. More hotkey-able quickslots would be cool too for us PC users.