Dragon Age 3: Inquisition - The Combat. What do you want for the combat?
#126
Posté 18 septembre 2012 - 09:19
#127
Posté 18 septembre 2012 - 09:23
#128
Posté 18 septembre 2012 - 09:23
#129
Posté 18 septembre 2012 - 09:26
#130
Posté 18 septembre 2012 - 09:36
B3ATN1K wrote...
Less enemies, but you have to be careful, because they're acually strong and they will kill you if you are reckless like Hawke.
Ah, yes. One example that comes to mind was how, for me at least, in DAO a Revenant was a thing of fear and you did not fight one without saving first unless you felt like taking a gamble. That was a single enemy with the potential to destroy your whole party. I would much prefer that over waves of enemies that are easily cut down.
#131
Posté 18 septembre 2012 - 09:41
#132
Posté 18 septembre 2012 - 09:55
I'm hoping for a slower paced combat speed, but synchronised to keep aesthetic appeal and allow combat to take place in rounds. Bit like KotOR.
Aside from that, I would hope for combat mechanics that focus on representing real facets of tactics as opposed to more arbitrary ones (cooldown management).
Things like:
- The terrain and elevation affecting damage/accuracy/movement speed that factors in equipment/weight (Agincourt), Spells, Talents and Items working with this system is good too.
- Having status effects that interact with other ones, sometimes for positive effect and others for negative. Like CCCs/Spell Combos but more natural than gamey. Like if you froze someone with Cone of Cold, launching a Fireball in their vicinity unfreezes them, even if that's not to your advantage. Could also be an impromptu way to thaw your own party members from frost, for example.
- Much larger emphasis on flanking and tactical positioning. I believe DA:O had some of this, not sure about DA 2.
- Much more environmental interactivity, giving talents and spells more uses in combat, but as a utility too to solve puzzles, reach certain areas, etc.
- Differentiating the types of weapons more noticeably by having bonuses/negatives vs certain type of equipment (Chainmail = good v Swords, but useless = Arrows).
- One Ruleset to Govern Them All. I hate seeing crazy HP/stat bloat enemies that don't operate under the same rules as you and the party unless it has a special place in lore.
To some degree, a 1992 game in Darklands already does most of this.
But if BioWare doesn't want that in lieu of epic Multiplayer and flashy gameplay designed for instant gratification, no skin off my back.
Modifié par CrustyBot, 18 septembre 2012 - 10:09 .
#133
Posté 18 septembre 2012 - 09:58
Mostly, the devs need to decide what they want the game to be and commit to it. I am fervently hoping for a RPG with a strong emphasis on story with combat as a compliment to the story. I want the reason I am fighting to make sense. If the combat isn't thrown in as gratuitous filler, it will be more satisfying no matter what the system itself looks like.
#134
Posté 18 septembre 2012 - 10:00
CrustyBot wrote...
- One Ruleset to Govern Them All. I hate seeing crazy HP/stat bloat enemies that don't operate under the same rules as you and the party unless it has a special place in lore.
This, this, this. Also, supply the ruleset to the player. Whether it be in the journal, the manual or even just on the website for those who are interested, make combat less opaque. +345454 attack is all well and good, but how much of an impact does that actually have on my accuracy? I want to know.
#135
Posté 18 septembre 2012 - 10:00
#136
Guest_Fandango_*
Posté 18 septembre 2012 - 10:02
Guest_Fandango_*
#137
Posté 18 septembre 2012 - 10:04
#138
Posté 18 septembre 2012 - 10:04
#139
Guest_Fandango_*
Posté 18 septembre 2012 - 10:04
Guest_Fandango_*
#140
Posté 18 septembre 2012 - 10:06
#141
Posté 18 septembre 2012 - 10:11
#142
Posté 18 septembre 2012 - 10:11
sami jo wrote...
While I can see why DAII's combat appealed more to console users than that of DA:O, I much preferred the combat of the first game. I want to think and plan and control my companions, not spam a handful of attack buttons. I do think that some streamlining of the class abilities was in order, though it was oversimplified for DAII.
Mostly, the devs need to decide what they want the game to be and commit to it. I am fervently hoping for a RPG with a strong emphasis on story with combat as a compliment to the story. I want the reason I am fighting to make sense. If the combat isn't thrown in as gratuitous filler, it will be more satisfying no matter what the system itself looks like.
You know why it appealed us more? Because you could actualy say to characters: MOVE HERE. In DA:0 console version you couldn't. Because of that tiny detail, all tactics in DA:0 went out of the window for me and combat fell flat. Not to mention, the "awesome button" helped with runners, in DA:0 I couldn't autoattack runners, because they always ran away from the reach of character sword before they could hit.
Basicaly, it was DA:0 combat with more enemies in console versions.
DuskWarden wrote...
Tone down the animations and the speed
of combat. Re-introduce the tactical camera. Re-introduce dual wielding
warriors and archer warriors, remove class restrictions on gear.
Well, if that would be the case, I'd rather have pure turnbased combat. Either that or more action-ey combat approach.
Modifié par Arppis, 18 septembre 2012 - 10:13 .
#143
Posté 18 septembre 2012 - 10:23
#144
Posté 18 septembre 2012 - 10:27
nightcobra8928 wrote...
loved the kingdoms of amalur type of combat, now if it had a party system and a pause command like in DA:origins and DA2, i could die a happy man.
I don't think that is ever going to work. Whole point of that type of combat is that you control one character.
Unless they do it like NWN or ME, where you can't control your companions in combat but give them some decent enough AI.
#145
Posté 18 septembre 2012 - 10:32
#146
Posté 18 septembre 2012 - 10:35
KDD-0063 wrote...
nightcobra8928 wrote...
loved the kingdoms of amalur type of combat, now if it had a party system and a pause command like in DA:origins and DA2, i could die a happy man.
I don't think that is ever going to work. Whole point of that type of combat is that you control one character.
Unless they do it like NWN or ME, where you can't control your companions in combat but give them some decent enough AI.
doable really, a cousin of mine managed to mod the game so he could make a clone of the PC and switch characters at will ala dragon age, then fitted him with a basic ally AI for when we weren't controlling him.
pretty fun when we had a 4 people party, 2 warriors, a rogue and a mage. a few glitches here and there but otherwise fun times
Modifié par nightcobra8928, 18 septembre 2012 - 10:36 .
#147
Posté 18 septembre 2012 - 10:38
#148
Posté 18 septembre 2012 - 10:51
Cross class and same class combos.
And I would like NOT to see teleporting enemies, huge anime-style leaps and so on.
#149
Posté 18 septembre 2012 - 11:01
#150
Posté 18 septembre 2012 - 11:08





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