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Was it easier to move your Player Character or was that my imagination. And other gameplay improvements.


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#1
cJohnOne

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It seems to me that you can move your Character around easier in DA2 or is that my imagination?

What exactly were the gameplay improvements made to DA2?



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Modifié par cJohnOne, 21 septembre 2012 - 05:25 .


#2
EpicBoot2daFace

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Everything was more responsive.

#3
philippe willaume

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Yes it is you imagination.

i did not see or felt any difference in that respect .
for me the gameplay experience was worse than DA:0.

phil

Modifié par philippe willaume, 21 septembre 2012 - 12:57 .


#4
cJohnOne

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Some people can really work those top down view games but I can't. I think the gameplay is much improved.

#5
cJohnOne

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A of E s are easier to Target. Cone of Cold easier to Target.

Modifié par cJohnOne, 21 septembre 2012 - 01:03 .


#6
Realmzmaster

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The game is more responsive than DAO (IMHO) it is easier to move the player character around. Having said that many gamers like the tactical camera which made it easier for them to target AoE and the top/down view gave them a clearer view of the battlefield.

For me the PC in DA2 was more responsive than the PC in DAO. It comes down to preference. I believe that Bioware should allow for both if possible. Given that a new engine is being used we could see it.

Modifié par Realmzmaster, 21 septembre 2012 - 04:19 .


#7
cJohnOne

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You could Stun enemies which is a neat feature. Also stun animations which looked a little weird.

#8
cJohnOne

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Cross class Combos. Plus the status above the enemies heads: staggered, disoriented and I forget. Petrify?

And Mages had new animations with the twirling which might have been better than pew, pew, pew.

#9
cJohnOne

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I liked the Rogue move where they appear behind and backstab even though it is against the lore where you can't teleport.

That's all I can think of unless you count exploding bodies. Anything else?

#10
Shadow Fox

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Mage Combat was leagues better in my opinion in Origins it was horrific the staff was useless.

the increased speed for Warriors was a godsend for me.

Archers were also funner to use.

#11
cJohnOne

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Wider roads to have battles in.

Added enemy rogues with stealth and backstab.

#12
cJohnOne

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While rarely used the enemies could have their own Mabari Dogs to fight along side of them.

Modifié par cJohnOne, 27 septembre 2012 - 04:38 .


#13
sylvanaerie

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cJohnOne wrote...

Wider roads to have battles in.

Added enemy rogues with stealth and backstab.


This actually made me think about the comparisons between the two.  I felt there was better pathing in DA2 for the PC and companions, only becoming sticky in a couple close quartered areas.  Though that could have been my imagination, I felt they responded better to controls. 

The arrangement of talents was much improved (where mages are concerned especially) grouping related spell/talent trees together, and eliminating the need to buy a lot of crap spells/talents you would never use in order to get the build you wanted.  But I would have liked the option to make a dual weilding or archer warrior.  Fenris I always felt should have been weilding dual swords instead of one bigass sword that technically would have done more damage to him than the enemies with each strike.  I have to head canon it's the lyrium markings that make him stronger than he appears to accept the whole, 'sword almost as long as I am tall', thing.
 
The combat was more active and visual, about damn time my mage gets to do more than just stand there and putt putt putt her staff.  She actually twirled it and moved.  I felt the rogue disappear backstab (while fun) was a bit over the top though.  And Fenris's charge weilding a sword that should have broken his arms, or at the least dislocated his shoulders, was also a bit over the top (even if it was fun to watch him tear up the battlefield).  I liked some of the finishing moves cinemas, but I wish they'd go back to something similar to DAO where you can see them more often (like the ogre kill jumping thing Alistair was always doing in my Origins game, or the shield slam he would do as a finishing move).  Or even a combination of the two things (sort of how it played out in Awakenings, with having finishing moves in regular combat and the cinema at the end with Mother).  I can't say how disappointed I was NOT to get the ogre finish in the actual encounter that Varric describes in the "God Mode Hawke" scene.  Not constantly, and maybe the player can get a setting for moves like "Heavy, Medium, Light" to adjust how much they want.

Also Kirkwall flowed better than Denerim and Orzammar (the big city areas in Origins).  There weren't many side quests that required zoning 3-4 times to complete one objective.  Navigating Denerim prior to the Landsmeet to do all those side quests was a freaking nightmare and took up far too much time, going to this gang, that gang and gathering up quest objectives (like the body dumping one).  The same with Orzammar zoning into the shaperate to pick up a quest, zoning out to the diamond quarter, zoning into the main area, zoning into dust town, fight a castless, pick up his letter, zoning into the main area, zoning into the proving grounds, killing the gang, zoning back into the main area, then zoning to the diamond quarter and zoning into the shaperate to turn it in.  One reason i hate Orzammar was all the damn zone, zone, zone.  The only time you don't get this is in the Korcari wilds where several minor side quests are all grouped in the same zone.  Even then, one of them requires going to Redcliffe to finish it.  Lothering doesn't count because you have to go into the inn or Chantry to do some of the quests there.

People complained about the same maps popping up over and over in DA2, but really, you didn't get a lot of variety in DAO either.  It felt claustrophobic with bits and pieces of road, that encounters were placed on.  And you had to zone to get to those again and again instead of having one large stretch of area (Wounded Coast) to cover the several quests you encountered.

They need to eliminate the 'waves of mobs' thing.  It made no sense at all from a RP standpoint.  The gang see Hawke and co tearing up the streets with them, ripping them apart, flash frying them and they say "Come on guys, we can take 'em!"  It didn't even make sense from an experience point grind point of view instead of just throwing them all at us at once.  Maybe it was done for story balance, but then they could have just figured in more xp per kill instead of wave...almost done...wave...okay almost done...wave...WTF are they gluttons for punishment???Posted Image

Modifié par sylvanaerie, 27 septembre 2012 - 01:42 .


#14
cJohnOne

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quoted instead of edited.Posted Image       Well wasn't there more variety of knives to play with?

Modifié par cJohnOne, 27 septembre 2012 - 04:41 .