1.
2. :PComedy Style finisher(humorous, like over doing some airel attacks and hurting yourself in the process. Or accidentally killing the enemy from slipping or whatever.)
3.
Cool?
Modifié par Cerberus Commando, 22 avril 2013 - 09:04 .
Guest_Cerberus Commando_*
Modifié par Cerberus Commando, 22 avril 2013 - 09:04 .
Guest_Cerberus Commando_*
KiwiQuiche wrote...
Yeah no.
I was fine with finishing moves like those killing the High Dragon in DA2.
And how the hell would you "comedy style" kill someone? And killing someone is already brutal and touturing them to death is a dumb thing to do.
Guest_Cerberus Commando_*
Karsciyin wrote...
I'm.... between you guys on this. It's a good idea, but I only see applications for Diplomatic and Aggressive.
HOWEVER: one thing that irks me in DAII is the assumption 'diplomatic' is 'good' and 'aggressive' is 'bad'.
I would consider a manipulative weasel, a sycophant, sly and cunning, to be 'diplomatic'. But if he is doing it for his own goals, he is not 'good'.
I liked the idea of playing a character who was blunt, didn't bear around words, hated playing mind games. But the assumption was automatically that he was a heartless ***hole.
I know it is an unrealistic expection, perhaps, but I would like for MORALITY to be tracked SEPARATELY from personality.
THEN, you could have quick finishes for your merciful characters regardless of their table manners, or brutal finishers for them even if they know how to spin a charming tale.
Guest_Cerberus Commando_*
Arppis wrote...
I hated the finishing blows in the first game, made my character unable to avoid damage from other enemies while was trying to stylish.
Guest_Cerberus Commando_*
Biotic_Warlock wrote...
Skyrim style please. Not the broken DAO one where your character floats in mid air stabbing air.
Guest_Cerberus Commando_*
Guest_Cerberus Commando_*
LookingGlass93 wrote...
Bring back decapitations.
Arppis wrote...
I hated the finishing blows in the first game, made my character unable to avoid damage from other enemies while was trying to stylish.
ScarMK wrote...
Arppis wrote...
I hated the finishing blows in the first game, made my character unable to avoid damage from other enemies while was trying to stylish.
That's odd, whenever my character did a finishing move, they were invincible. Could be just a mod I added and forgot about however.
John Epler wrote...
I should also add that, if we do choose to do finishing moves again, we would probably only do it for the absolute last creature of a group or for very specific situations where it makes sense. Having your character dramatically stab an ogre in the face was swell, right up until all of his buddies made mincemeat of your party because the guy you rely on to tank was busy being dramatic.
Guest_Cerberus Commando_*
John Epler wrote...
Finishing moves are very, very expensive content to create - even the Legacy finishing moves, which all used existing combat animations, took a total of about three weeks to produce (and that's 12 hour days, plus weekends). If I had the choice between reflecting the player's class/weapon or reflecting their personality, I'd choose the former - it's a better application of limited resources.
nightcobra8928 wrote...
John Epler wrote...
I should also add that, if we do choose to do finishing moves again, we would probably only do it for the absolute last creature of a group or for very specific situations where it makes sense. Having your character dramatically stab an ogre in the face was swell, right up until all of his buddies made mincemeat of your party because the guy you rely on to tank was busy being dramatic.
unrelated to the topic but i just would like to ask Mr.Epler
for both DA:O and DA2 the animations for conversations were a bit limited from what i can tell as after a while one could see the repeating motions making the characters seem more like puppets rather than active participants in the conversation with few exceptions (such as riordan's explanation of the blights and grey wardens as walks around the room and looks into the inside of a cage).
For DA3 with the frostbite engine, are any of the conversation animations being ported to the new engine or are you tackling those in a different way? such as mo-cap acting like in "the last of us" or "uncharted" for important characters and scenes? or would that approach be too costly or rather make the quality between the animations of major and minor npcs too disparate from each other breaking the suspension of disbelief?
Guest_Cerberus Commando_*
John Epler wrote...
I should also add that, if we do choose to do finishing moves again, we would probably only do it for the absolute last creature of a group or for very specific situations where it makes sense. Having your character dramatically stab an ogre in the face was swell, right up until all of his buddies made mincemeat of your party because the guy you rely on to tank was busy being dramatic.
Guest_Cerberus Commando_*
Cerberus Commando wrote...
John Epler wrote...
I should also add that, if we do choose to do finishing moves again, we would probably only do it for the absolute last creature of a group or for very specific situations where it makes sense. Having your character dramatically stab an ogre in the face was swell, right up until all of his buddies made mincemeat of your party because the guy you rely on to tank was busy being dramatic.
dude, a finisher during a "cut scene" cut scene! Not during actual combat! Oh and will you guys please take the nudity suggestion into consideration? I mean come on, we're never gonna climax wearing boxers.... U know what I mean.
John Epler wrote...
I should also add that, if we do choose to do finishing moves again, we would probably only do it for the absolute last creature of a group or for very specific situations where it makes sense. Having your character dramatically stab an ogre in the face was swell, right up until all of his buddies made mincemeat of your party because the guy you rely on to tank was busy being dramatic.
John Epler wrote...
That comes with its own problems, though - I didn't like doing the finishers in cutscene because it completely pulls the player out of the experience. Honestly, the less often a player ends up in a conversation or cutscene, the better. Not only from a purely player experience point of view (not wanting to feel like you're 'watching a movie' is a criticism that we see, and fair enough), but also from a designer standpoint - the more often you're pulled out of gameplay, the less impactful those moments become.
John Epler wrote...
There's also a logical weirdness that comes up when we play finishers on mooks - if I can use my two daggers like scissors and cut off this guy's head, why haven't I been doing it all along? Seems like it worked really, really well, so why am I using any other ability?
Modifié par thats1evildude, 25 septembre 2012 - 05:46 .