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


344 réponses à ce sujet

#126
thebigbad1013

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To me the combat ideally lands somewhere in between Origins and Dragon Age 2. Origins was too slow and clunky but 2 tended to be too far in the other direction so I suspect the sweet spot for me is somewhere in between. And hopefully no more people exploding from being stabbed with a sword or a dagger.

#127
Maferath

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DA2 combat was fine. Animations could be a little less over the top. And please, bring back the finishing moves! :P

#128
Jerrybnsn

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I'll add take out the enemy leveling up with you. When I progress in my rank, I want enemies that used to take eight hits to go down in two or three. I couldn't believe that I was up to level 23 in DA2 and it still took me eight to ten hits to kill one Carta member.

#129
B3ATN1K

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Combat in DA2 was too arcade. I didn't like how you could smash one button while enemies come out of everywhere. There are already a bunch of those games and I expect better from a dragon age game. It would be wiser to opt for something more like DA:O. Less enemies, but you have to be careful, because they're acually strong and they will kill you if you are reckless like Hawke.

#130
formaristarry

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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
Arppis

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I want pure action, with dodges, blocks and attacks. I also want to be able to command my allies, instead of just directly controlling them, because that is just silly and really puts me out of character.

#132
A Crusty Knight Of Colour

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Think like a Strategos, fight like a Myrmidon.

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
sami jo

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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.

#134
Fallstar

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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
nightcobra

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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.

#136
Guest_Fandango_*

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Something a little faster than Origins, with a more diverse portfolio of adversaries, capped at a certain level. No overly-flashy combat animations and skill trees that allow for a variety of builds and cross class combos. No waves of boss fights that require one 'kite'.

#137
Tebjorn

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I would like too combat similar to DA:O. More tactical approach to fighting, less magically spawning waves of cannon fodder.

#138
jalynntownsend

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da origin combat

#139
Guest_Fandango_*

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Oh, and better use of enviromental features.

#140
Salaya

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I hope they forget about DA2 combat system and they go back to the tactical-slow paced of Origins. I don't want to see those childish animations anymore.

#141
Fallstar

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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.

#142
Arppis

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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
sami jo

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Oh, I get it. I started on Xbox for DAO then moved to PC. DAO for consoles felt like a bad port of a PC game. DAII for PC felt like a bad port of a console game. I'm fairly convinced that the combat systems for consoles need to be designed separately from those for PC. An improved AI, improved tactics for companions and improved tactical options in encounters would benefit all platforms, but different interfaces really do have different requirements. 

#144
KDD-0063

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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
septembervirgin

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 Critical hits, fumbles, mounted combat.

#146
nightcobra

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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
Mazebook

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I would like to have a option to control the combat speed. So I can get the combat speed (somewhere between Origins and 2) i am most comfortable with.

#148
vania z

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Ability to use environment I'm in.Like, for example, if I cast earthquake in the caves, it will deal additional damage from falling stones.
Cross class and same class combos.
And I would like NOT to see teleporting enemies, huge anime-style leaps and so on.

#149
Peranor

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Hmm yes. A combat system somewhere between Origins and DA2 would hit the spot I think. Though if I would have to pick one I would pick Origins type of combat.

#150
areuexperienced

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As far as enemies leveling up with the player character goes, that I'd like to be kept, nice to have a consistent challenge throughout.