Dragon Age 3: Inquisition - The Combat. What do you want for the combat?
#151
Posté 18 septembre 2012 - 11:41
#152
Posté 18 septembre 2012 - 11:44
#153
Posté 18 septembre 2012 - 11:51
#154
Posté 18 septembre 2012 - 11:52
TheRealJayDee wrote...
Encounters that make sense.
You have been waylaid by enemies and must defens yourselves.
But make them like Fallout ones, random. In DA:O they were all the same...
#155
Posté 18 septembre 2012 - 11:53
Personally I thought it was actually a tad too fast and needed more umph regards power to feel better.
Eg - 2H Warrior skill "Critical Charge" - Similar to "Ram" by the Orgre, but hits easier on larger opponents, whereas smaller/faster ones can avoid it easier. The visuals could really see this warrior running at an opponent and sinking their blade deep into them. A proper feel of connection and strength. Think Dark Sustenance but on opponents. It would also be nice of we got more visual repreisentation of the actions - eg a warrior who had an attack which lowered an oppoents defence could knock their shield flying or remove a limb.
Mages throwing darkspawn around the battlefield, rogues setting traps up and then luring oppenents into them.
That epic type of feel needs slower pacing but would feel so mint. Think more Darth Vader Vs Luke in ROTJ than a Jackie Chan film
Modifié par SpunkyMonkey, 18 septembre 2012 - 12:28 .
#156
Posté 18 septembre 2012 - 12:00
Cameron Lee wrote...
Thanks for another thread of constructive comments! If it stay’s focused on what you’d like for combat in DA3 it will be useful for the combat team and I’ll make sure your thoughts are passed to them.
It's good to see that you are taking this into account. I'm really happy that this thread turned into a constructive feedback
thread. I think it's safe to say that the majority of this thread want the over the top animations to be scrapped. Those really felt like a manga kind of thing.
Some things I like to add:
- Cooldown for potions for the whole party was a little lame. If my Hawke used a potion, why did Varric have to wait to use his?
- Enemy Assassins with a ridicilous amount of health on higher difficulties need to be gone in my opinion.
Assassins (Rogues in particular) aren't tanks, so when I have a great tactic to kill the Assassin first, don't give me a hard time doing it because he won't die. And when I'm almost done, they use potions!
Also, it's good to hear that the dev team is taking their time for DA3. I think everyone would rather have an amazing game and wait longer than a rushed game with short waiting time. Because let's be honest, DA2 was the latter.
#157
Posté 18 septembre 2012 - 12:05
#158
Posté 18 septembre 2012 - 12:20
#159
Posté 18 septembre 2012 - 12:26
E.G. Cone of Cold and the shatter combos were ace, but you were thrown a curve ball every so often where they failed which would force you to re-think your stratergy - excellent stuff and stuff like this just needed to happen a bit more often.
Modifié par SpunkyMonkey, 18 septembre 2012 - 12:27 .
#160
Posté 18 septembre 2012 - 12:27
I do miss being able to move the camera independantly of the selected character. It made it much easier to aim AOE spells.
I also found wasn't too fond of combat waves, I'd do what I did with origins, pause to consider the battle before me, but then after I'd decided on how to attack and unleashed all my area of affects, debuffs etc. A bunch of extra enemies would just pop into existance. It was tiresome, they made combat longer not more interesting
Edit: Oh, I also found it wierd when bodies would explode into itty bits when a stabbed them.
Modifié par Absafraginlootly, 18 septembre 2012 - 12:28 .
#161
Posté 18 septembre 2012 - 12:31
Combat speed faster than Origins, slower than II. Whatever the intentions of II, in practice it didn't feel tactical at all. I never switched characters, I just button mashed.
#162
Posté 18 septembre 2012 - 12:37
- Be consistent with "cast bars". Any ability that is channelled and is not instant should have a cast bar, regardless of the class.
- Be consistent with displaying the radius of abilities. Warrior aoe abilities should have cone and circle aoe markers just like mage spells.
- Let me queue up multiple commands for each character to add more meaning to the tactical pause function. In
addition add in the option for the game to automatically pause if any of the parties command queues are empty.
- Give us a combat log.
- Give us as much documentation as you can on how game systems work.
- Tone down the speed and over the top animations. Make enemies and party members react to each-other in
melee combat. Spawning clash animations (like how melee combat works in SWTOR) dodges, blocks ect.
- Bring back sync kills, but restrict it to the last enemy of a certain encounter to ensure it does not take control of a party member away in combat.
Modifié par Marbazoid, 18 septembre 2012 - 12:40 .
#163
Posté 18 septembre 2012 - 12:44
Hopefully the waves will be gone. Apparently the DLC's handled this well, but I never played them so I never saw how it was changed.
Modifié par EJ107, 18 septembre 2012 - 12:46 .
#164
Posté 18 septembre 2012 - 12:48
I'd vote for 80% DA:O and 20% DA2/ME style. I wonder if it would be possible to give an option for having either action oriented combat like in DA2, or strategic (turn based) combat like in DA:O?
#165
Posté 18 septembre 2012 - 01:15
obZen DF wrote...
I personally prefer the DA:O combat to DA2's. It's much and much more tactical. I didn't really like the 'A' button spamming of DA2, especially as a Rogue, but it has some good points though.
For me, the combat from Witcher 2 is what I like to see. Tactical, with control of your character's actions. So, the answer would be 'a mixture of both'.
Would you like the DA:O style, the DA2 style, or a mixture of both?
DAO tactics and DA2 combos and medium paced combat speed.
#166
Posté 18 septembre 2012 - 01:26
Also, no auto-levelling enemies. That only makes levelling completely pointless. Instead, adjust the enemy groups dynamically based on what level you are. Add enemies designed to single you out as you grow stronger. Also don't make the player character grow exponentially. Find a balance between making the PC stronger and them never completely outclassing mooks. Adding powerful enemies who are there only for the player character (which works perfectly storywise as the player character becomes more well known!) will take care of the rest of the power difference.
Designing encounters like this would automatically add (some) tactics back into the gameplay. And maybe, if you can, add reasons why you would want to take out a certain enemy first, and reasons why you shouldn't or why it's risky to do so.
Finally, please don't have any hit or miss spells or abilities. Make their effect variable rather than negating them completely. Nothing sucks more than putting time and resources into spells that never seem to hit (sleep and paralyse type spells mostly). Especially when you can invest in spells that DO always hit, or even just simply attack (which always works). Paralysis is indeed powerful, but a resistant enemy should be under its influence shorter, rather than not being affected at all. Hell, maybe it'll only interrupt its current action and not freeze it at all, and that would be fine, so long as it does *something*. Spells should be worth the investment, you shouldn't have to curse because simply attacking is more efficient in combat. I'm even a proponent of not letting mages attack at all, instead depending completely on spells (and meditation to more rapidly regenerate mana when you run out).
- GameHunter aime ceci
#167
Posté 18 septembre 2012 - 01:35
Aulis Vaara wrote...
One of the most important things I want for combat is the same abilities for enemies and allies. If you have overpowered spells, some enemies should have them too. Your mage should not be multiple times more powerful than those against you.
You have a point. While some spells/powers are just too powerful to give them to the enemy (I.e Mana Clash, or Singularity/ Lift in ME1), I think both PCs and enemy following the same creation/combat rules helps a lot. DA2 was really stupid with enemies with hundreds/thousands of HP who hit only in the tens (it also made skills to make them fight each other almost pointless), while Hawke and co were the opposite. It was quite immersion breaking for me.
#168
Posté 18 septembre 2012 - 01:36
I liked the more tactical aspect from DA1 but it was a bit too slow and it felt un-responsive.They changed combat quite a bit for DA2, for the better in my opinion. But they overdid it, it's too fast and therefor it's really hard to implement good tactical combat.
For DA3 i'd like to see
1. Faster then DA1 but slower then DA2.
2. Bring back tactial combat, this is probably the hardest one since it would require much better AI then we have seen in DA, better teamwork from NPCs so that they don't need a million HP that just becomes rediculus after a while.
AI and some Combat tweaks:
The AI in DA2 was quite poor and the NPCs quite stupid.
1. If I'm in the front chopping enemies with my big axe and my friend decides to join I will most likely try not to chop him too. So there should only be a small chance that I hit him, something like a fumble. (This goes for normal type of attacks, if I would do something like a whirlwind attack then I probably would hit him).
2. Another note is that when my friend is running up to me he also might decide it's not the best of ideas to run straight into my axe.
3. Similar thing with Spells, my friendly mage in the backline notices that there are three enemies fighting me and my friend and he knows that a cluster of enemies & fireball = good, but instead of aiming it straight on the cluster hitting the enemies AND me he could actually aim it behind the enemies hitting ONLY them.
Another thing I'd love to see is that Companions have some sort of learning combined with the normal "Tactical" setup. If they notice that a particular kind of monster is immune to an attack type then they might decide it's better to use something else. Same goes if they have weaknesses then the companions might prioritise that over other things.
Eg. My stupid mage friend has speciallised in Frost and Arcane, I have told him to use his frost spells first when we engage combat, so our first encounter with an Ice Elemental he starts with Ice blast followed up by cone of cold, the next Ice elemental he does the same thing even though it's immune too all frost spells he casts.
If he hadn't been so stupid he might have done a mental note that Ice Blast was usless so was CoC so lets not use them on Ice Elementals.
SUMMARY
Less HP on enemies on harder difficulties.
Less Stupidity among NPCs.
Better designed friendly fire.
Combine the normal Tactics setup with some sort of learning for what creatures strenghts and weaknesses are for more intelligent priorites.
Modifié par freche, 18 septembre 2012 - 01:38 .
#169
Posté 18 septembre 2012 - 01:50
And I must say that combat should be slower than DA2. At least give the option to slow combat down. New engine should be able to do that...
#170
Posté 18 septembre 2012 - 02:18
-Same rules for enemies
-Toned down animations
-Ability to properly assess the battlefield,e.g isometric,or atleast a detachable camera
-Combat speed slightly toned down,6-7/10 where 0 is DAO and 10 is DA2
-friendly fire the default gamemode.
-Ability queue!
#171
Posté 18 septembre 2012 - 02:23
In my opinion, that mechanic was a huge improvement! So, keep that please
#172
Posté 18 septembre 2012 - 02:49
#173
Posté 18 septembre 2012 - 02:57
#174
Posté 18 septembre 2012 - 03:02
#175
Posté 18 septembre 2012 - 03:22





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