Dragon Age 3: Inquisition - The Combat. What do you want for the combat?
#101
Posté 18 septembre 2012 - 02:59
And don't stick it on to difficulty either. I want to play a difficult game. In particular I don't care for fighting the same battle a dozen times in a row simply going between quests on the streets at night.
The talent system in DA II felt better. The pacing of combat was snappier, but the over-the-top animations were nauseating. My rogue bounced like a circus-poodle in combat. I don't want the animations to be so flashy I'm distracted by them, any more than I want the music to be flashy, for similar reason. You could easily keep the pace of combat snappy by making character's sprint. Rogues could disappear and reappear, perhaps? Mages could rush forward (if they need to) with a sprint or magically enhanced movement.
It would be ideal if caster's had more spells, and some spells that had roleplay or utility purpose only. I miss that aspect of DnD.
#102
Posté 18 septembre 2012 - 03:00
Also, would you kindly allow us to chain-command spells/skills? That would rock so much! And it would make for a much more dynamic combat system. Add a way of cancelling either the entire chain or just part of it, from newly added first. I'm getting all tingly just thinking about chains of doom! xD
Edit: AI is crucial at this point in time as well. Please, make the normal difficulty setting have a decently challenging AI with enemies running out of AoE spell areas, enemies running from your front to your back to attack you without being hit (this is specially important for rogues), enemies attacking low-armor companions first, enemies attacking low-health companions first, that sort of thing. I'm sure the numbers involved can be tweaked as to not turn the difficulty too high. But a proper sense of challenge, even on normal difficulty, would be MUCH appreciated. I suppose all this may be filed under "tactical combat", but these are my 2 euro cents.
Modifié par Spedfrom, 18 septembre 2012 - 03:10 .
#103
Posté 18 septembre 2012 - 03:15
I will say, I want a more action oriented combat system. A system where I actually feel in control of my character rather then sitting on the side lines watching things happen and crossing my fingers that I get lucky with hits and misses, which is what DA:O felt like to me except when playing a mage.
DA:O felt like an increadibly slow MMO to me. DA2 felt more like a normal MMO but the cooldowns on abilities were too long and used too much stamina/mana which meant a lot of sitting around inbetween the awesome parts where you could actually do something. Following the MMOish of Dragon Age combat, I'd like DA3 to play like Guild Wars 2. I don't know how best to describe some of GW2 combat features, but it's sort of got tab target like normal MMO but at the same time it doesn't. You're attacks hit enemies that you haven't target if you're attack is in range and aimed in their direction. You also have to move out of the way of incoming attacks and there's a button you can push to make your character roll out of the way. You also have a limited number of abilites on your action bar which means it doesn't get clogged up with useless spells you'll never use (which happened a lot in DA:O with mages) or the fights won't require you to use a heap of abilites (like TOR does). It's MMO combat, but it's a lot more action oriented than normal MMO combat and it's a lot of fun.
I don't know how hard it would be to implement, but ultimatly I think DA3 needs two combat modes. One mode that plays like DA:O with all its tactics and slow paced combat, another that plays like what I just described above for those of us who want to play the game more actiony.
#104
Posté 18 septembre 2012 - 03:19
#105
Posté 18 septembre 2012 - 05:32
2. Warriors and Rogues: More realistic combat and opponent engagement akin to DAO (Punisher, Flurry, Riposte, Dual Sweep) instead of slashing at air or having an area effect with a sword like in DA2
3. Slow down the combat speed so we can see what's happening
4. Mages: DA2 combat was perfect for them imo, please keep force magic
#106
Posté 18 septembre 2012 - 05:43
Sometimes its hard to tell if the combat in DA2 was really that bad or if it was the enemy AI and the wave combat that made it suffer :/
One thing for sure is that they need to slow down the combat speed. The combat in DA2 was way to over the top.
Modifié par Mark of the Dragon, 18 septembre 2012 - 05:44 .
#107
Posté 18 septembre 2012 - 06:05
randomlycosmic wrote...
1. Finishing moves
2. Warriors and Rogues: More realistic combat and opponent engagement akin to DAO (Punisher, Flurry, Riposte, Dual Sweep) instead of slashing at air or having an area effect with a sword like in DA2
3. Slow down the combat speed so we can see what's happening
4. Mages: DA2 combat was perfect for them imo, please keep force magic
I agree. DA:O mages were too slow, and their staff was virtually useless. However, in DA2 their speed was perfect, and the staff actually did damage.
And slower combat speed, but not as slow as DA:O. That was just way too slow.
#108
Posté 18 septembre 2012 - 06:09
The Witcher 2 gave you the ability to either hit the target with a flurry of quick blows that had a higher chance of hitting the enemy but did less damage or attacking with slower attacks that do more damage.
#109
Guest_Guest12345_*
Posté 18 septembre 2012 - 06:16
Guest_Guest12345_*
#110
Posté 18 septembre 2012 - 06:37
No random elemental immunities. It makes no sense it a human mercenary is immune against fire while a human slaver is weak against fire.
A camera that you can zoom out more and detach from your character, like in DAO, but without beeing isometric.
Spell Combinations and CCC.
Debuffs that don't wear off instantly. Debuffs are against elite+ only, no need to use them against normals that day fast anyway, so they should lasst a bit on them.
Use the enviroment, a like to push someone from a cliff with sonefist or land a devastating lighting attack against a group of enemies standing in water. Or freeze a pond so I can walk on it, and when the enemy is on the ice I melt it with a fireball.
#111
Posté 18 septembre 2012 - 07:13
This way more "customizable" gameplay can be possible.
Also, every single action needs to be "neat" and "discreet", for enemies as well as yourself. If you cannot differentiate between movements, a whole aspect of planning and the pause button will simply go to waste. At the same, they should be possibly interrupted with a tradeoff - that's how it worked in Origins, you trade off the casting of the spell in order to get running from the foe.
And the speed of enemies(' attacks)... that should differ, but never reach the silly point of DA2's.
Ultimately, I'd like strategy, planning, maybe some well-implemented tactics that take into account the environment. But most of all, I'd like an actual sense of threat and thrill. This came into Origins via both the art-style and a slower pacing. The character didn't feel like an arrogant, stupid, blunt guy with extraordinary superpowers demolishing everything in its wake only to go back to snuggling in bed (as did Hawke). Any abnormal capabilities (and the situation overall) should and would bring the main character angst. It's interesting how role-play characters deal with angst, an especially interesting one was Geralt. But enough of that.
Sheesh, got lost in another topic.
I wanted to point out only that a slower speed would possibly bring a felt possiblility of demise to the player, which is always good in more "dark" games. It's basically what made Silent Hill and Resident Evil.
Modifié par eroeru, 18 septembre 2012 - 08:59 .
#112
Posté 18 septembre 2012 - 07:23
1) Finishing moves. Especially for mages. I liked the finishing moves in the cutscenes from DA2, but I also really miss the finishing moves from DAO. Watching Alistair jump on an ogre and whack-a-pow it in slow-motion was amazing. I'd love it if those came back, with some new finishing moves for us lowly mages.
2) I enjoy gore (perhaps more than is healthy) but I was sort of indifferent to the way enemies sort of . . . randomly collapsed into multiple pieces in DA2, especially after being hit with, say, an arrow. So, maybe still gore upon impact/injury, but not exploding bodies? Except for walking bomb. That was amazing!
3) I realize that combat has to be balanced so no one class has a huge advantage, but please, if blood magic is such a huge deal in lore, make it a little more useful in combat. Probably not possible, but still something I'd like to see.
Yep, none of that is a huge deal. Just my opinion.
Modifié par SgtElias, 18 septembre 2012 - 07:24 .
#113
Posté 18 septembre 2012 - 07:36
#114
Posté 18 septembre 2012 - 07:51
Dragon Age: Origins with the Combat Tweaks mod was an amazing tactical ride, with the best stop scene screenshots of any tactical game I've ever played. I hope those hired to work on DAIII are familiar with this incredibly popular mod for DA:O, because it made the tactical combat beyond excellent.
Add-on: In regards to blood magic, yes, if it's a big deal in lore, and it requires so many sacrifices in terms of your character, it should be powerful. DA:O and DAII did not have this, and mods were required to make Blood Magic the thing it was wrote to be. It should be coverted by those who pursue to pure magic side.
andraip wrote...
And friendly fire should be available to lower difficulties.
Yes please! It helps with immersion, but sometimes the higher difficulties are too much of a slog for it to be fun.
Modifié par Bathaius, 18 septembre 2012 - 07:58 .
#115
Posté 18 septembre 2012 - 08:00
I want swordfights and combat as a whole to feel belivable. I don't want to see flying and teleporting ninja-rogues or some other type of over the top combat. It has to feel real and painfull. I don't want to see enemies exploding in giant heaps of blood from sword strikes for example. Combat should feel deadly and realistic, not cartoonish.
I want combat encounters to be meaningfull, tactical and intresting. I don't wish to fight against waves of enemies all the time. I think combat scenarios should be designed by hand carefully and each scenario should allow players to use various tactics and approaches. Not just drop enemies from sky. I'd also like to customize my party's abilities and items fully like in DAO and use line formations like in the classic era rpgs (baldur's gates for example). And please friendly fire should be in lower difficulties as well like in the orgins.
Modifié par Sir Caradoc, 18 septembre 2012 - 08:07 .
#116
Posté 18 septembre 2012 - 08:02
#117
Posté 18 septembre 2012 - 08:12
Cut all those abominable awesome buttons, arcade playstile, acrobatics, lack of planning and thinking, buton mashing.
Modifié par Cultist, 18 septembre 2012 - 08:42 .
#118
Posté 18 septembre 2012 - 08:41
Also as other people have said the ability to chain commands would be awesome and significantly add to the tactical feeling of the game.
Not sure if you could do it but an enemy morale system would be nice so when you are steamrolling your n+1 group of bandits if they've taken like 50% losses and haven't scratched you they either attempt to run or surrender rather than die for nothing. It also allows for the possibility of abilities that would manipulate that like enemy leaders make them less likely to run or upgrades to warrior trees to make the party seem more intimidating.
Loved the DA2 skill trees though and the more fluid combat so I would love for those to be kept in.
#119
Posté 18 septembre 2012 - 08:47
Smarter (and fewer!) enemies with similar abilities to what the player can have are of course needed for this, possibly even a larger party (not really see this happening).
I realize that I'm pretty much wishing for DAoC with pause... I'd love all that complexity in a single player game.
#120
Posté 18 septembre 2012 - 08:47
So please tone down on the whole enemies bursting thing, it seemed the game took an almost childlike glee in the gore, something along the lines of ME3 would be nice
#121
Posté 18 septembre 2012 - 08:54
relhart wrote...
slimgrin wrote...
Lol, I was trolling. I thought you guys would hate that.
After Dragons Dogma, I am open to the idea.
While Dragon's Dogma was a fun combat game that used combos, that would mean getting rid of Dragon Age's hot buttons for special attacks which I think is just as fun. I expect them to make DA3 have autoattack so you're not spaming your attack button all the time in combat.
But the only thing I would keep from the DA2 combat is the archer/mage melee combat with their weapons. The exploding bodies, the backwards flipping and oversized weapons that can be swung around like tooth picks should go. Also bring back duel-weapons and backstab. I hated how I always had to attack in front of the enemy instead of being able to get to the side or behind them.
And the finishing moves, with critical hits or something so that it's not overdone, is a must.
Modifié par Jerrybnsn, 18 septembre 2012 - 08:58 .
#122
Posté 18 septembre 2012 - 09:00
Modifié par Fredvdp, 18 septembre 2012 - 09:05 .
#123
Posté 18 septembre 2012 - 09:06
But as for the combat itself? More intelligent enemies for one. Difficulty shouldn't be about enemies doing more damage and having more HP, it should be about enemies doing smart things, such as using Crowd Control, AoE and positioning to make my day bad.
DA:O's combat was a bit slow for my taste and I think DA2 hit the nail with its speed, but that game was flashy to the point of being silly, what with the kicking of flasks and back-flipping dwarfs (Varric is amazing and it's totally believable HE can do it, but not other dwarfs). I think waves of enemies can be fun in certain situations, but not in ALL encounters and they shouldn't drop out of nowhere. Lastly, bring back being able to switch sets of weapons on the fly like you could in DA:O, that was amazing!
#124
Posté 18 septembre 2012 - 09:11
With less enemies tactics can have a greater role and be more fun, a wide range of possible moves and tricks to use.
Bane of all games. HP/difficulty. Especially in regard to higher difficulty setting. ITS NOT A HIGHER DIFFICULTY when you crank up HP of enemies to insane amounts, IT'S TMIECONSUMING!. FFS! Will we ever see reason in games? I expect enemies to use advanced skill set and cast higher level magic spells on higher difficulty. Not to be buffed with 10x the HP and doubled defence/armour. IT. IS. A. MORONIC. APPROACH. Can sombody at least try to do this right this time? Thank you in advance
Less sparkling mo-fo moves, more meaty fighting. No awesome unless it is really awesome. I expect a wide array of efficient moves that dispatch enemies. the analogy would be hollywood kung-fuuu vs. krav-mag or specnaz systema.
Kicking a flask of some toxins springs to mind from recent title...
Less sparkling rainbows when using abilities would be a plus (except for spells that is!).
Viscereal duels and a sloughterhouse of close combat situations is fine but exploding bodies? Walking Bomb And Virulent Walking Bomb is the only exploding bodies I can accept
Decapitation and other limbs mutilation would be a preffered option. In case of great weapons cutting in half maybe?
Detatchable camera would be nice.
I guess its either KOTOR like or full action oriented like The Witcher 2. By the things that we see lately I guess its more of a ME3 thing now - everyone want to quickly hop into the action.
I suggest slots for potions on a belt - to limit chugging down bottle after bottle. Limited quantity during combat, or just available at the start of one, as buffing up before things become really hostile. Cooldown is not an effective sollution. One potion type per fight maybe?
These are from the top of my head.
EDIT:
I forgot - friendly fire would be nice. And respectively AI should take this factor into account when throwing doom spells at enemies Im close quarters with, duh.
Modifié par hangmans tree, 18 septembre 2012 - 09:13 .
#125
Posté 18 septembre 2012 - 09:12
2. For the love of Holy Inquisition make enemies stats and skills similar to our characters. Not health sponges with 1-2 basic moves...
3- Party against party figths. Enemy parties using exact same skiils and tactis, cross class combos, traps and stealth we use. Give some scripts or minimal AI so they can "adapt" a little and change tactics. Like enemy archers targeting casters, fighters changing weapons in battle etc.
4-Weapon swap and more weapon options for classes... nuff said.
5-Enemies have diiferent styles. Using different tactics and skiils. Some specialized enemies. You need varierty, like different magi casting different spells, not i'll just teleport (sorry "move FTL") this point and fire my generic AOE.
I really like to battle against a force mage or a crowd controlling rogue.
6-Rogue/Thief stealth mechanics please. In battle traps, grenade like flasks enable CCC or diverse tactics.
7. And moar sub classes.
Modifié par Cyberarmy, 18 septembre 2012 - 09:13 .





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