Aller au contenu

Photo

8 suggestions about combat for DA3


  • Veuillez vous connecter pour répondre
3 réponses à ce sujet

#1
Pedrak

Pedrak
  • Members
  • 1 050 messages
1) More enemy variety. That was something I felt sorely lacking even in DAO compared to the Infinity Engine games. See here http://www.sorcerers...ough/beasts.php how many different monsters there were in BG2, and how they required different tactics. I'd like to see this back.

2) No more waves. Actually, some fights can feature waves (ex. your party is involved in a big battle, Ostagar-style), but not all and not even most of them. If I don't know how many my enemies are, this takes away from the combat the opportunity to plan.

3) Friendly fire should not be allowed only on certain difficulty modes.

4) I've said this before, but still: don't reset party position after a combat-triggering dialogue/cutscene! It would be such a small thing to implement, and it's so horribly annoying. You walk towards a guy who has "Big fight here!" practically tattooed on his forehead, you try to put your weaker characters behind, and after the cutscene triggers, here they are on the front lines again, being sliced to pieces!

5) Less filler combat. I don't need to be fighting something every five minutes, but I need every encounter to be interesting and fun and challenging. Surely that's the point of combat, not making the game longer.

6) Combat should be avoidable! I'd like more quests to give the opportunity to talk/sneak your ways through it.

7) I like the idea of making wandering at night more dangerous, but DA2 went overboard with this. It became annoying that every two steps you took after dusk a bunch of thugs jumped at your throat.

8) Let us use the environment in creative ways: throw enemies from heights, cast spells on certain parts of the scenery to sets them on fire or make them fall on monsters, lock doors to gain some time before enemies bash them, etc.

Other suggestions are welcome.

Modifié par Pedrak, 29 septembre 2012 - 09:14 .


#2
Plaintiff

Plaintiff
  • Members
  • 6 998 messages
I only want two things:

1) Auto-lock on the nearest enemy, rather than have the characters stand there, twirling their weapons until you move them in range.

2) To be able to set up party member tactics so that they'll auto-disarm any traps in the vicinity.

Modifié par Plaintiff, 29 septembre 2012 - 09:35 .


#3
Dagr88

Dagr88
  • Members
  • 352 messages
1) Visual variety is good. Yet creating new types of enemies for the sake of new enemies is...

2) Yes. The easiest way do make that happen is to reduce attack speed or upgrade enemy's resistances.

3) Petition for a extra option in Gameplay menu. (You have my vote)

4) And if that party member takes part in the dialog, will s/he yell his/her line from the other side of the room? Or will s/he use his/her teleportation ability. Yes it's an inconvenience, but I personally think it should stay. Use AoE skill to destract your enemies and regroup (the tactic/excuse I'm always using)

5) ... Interesting/fun/challenging encounters -> good battle mechanics; change of scenery; AI; enemy's skill pool and resistances

6) Decisions (dialog wheel) - yes. Running away by escaping the area - no.

7) ... It was never mentioned that undead/demons are afraid of the sunlight so i don't think that day/night option is necessary. Well, it seems that darkspawn don't like it, but I hope we'll have enough Deep Road levels to fill "tainted blood all over the floor" quota.

8) The door idea would be good in situation when you have to fight of a huge wave of enemies by constantly retreating (lines of defense). As for everything else... it was in the game, but never to that extent to be memorable.

P.S.
4) If PC realizes (dialog with comrades) that s/he will be attacked whatever happens, an ability for him/her to prepare an ambush or place allies in good strategic position is always welcome.

Modifié par Dagr88, 29 septembre 2012 - 09:59 .


#4
philippe willaume

philippe willaume
  • Members
  • 1 465 messages
1) yes with emphasis on different tactics.

2) yes, there can be wave if the enemy has reinforcement but not all the time and they have to come from logical points of entry. For ambush it is fine to have hidden/or para trooping on the back of the party. just not every single fight and having a chance to detect them would be nice.

3) yes

4) yes. they should stay or at least go back in tactical formation you set them up before the chat.

5) yes it is fun to mow down mooks but like waves it really needs to be once and while.

6) yes provided that it is skill checked and that if the skill check fails combat ensues. (ie no running away)

7) yes but it is really the wave and combat filler thing all aver again.

8) yes i really missed the tactical positioning in DA:0 and using spell and environment to shape the encounter would be a great.

I like plaintiff auto disarm trap option.

ideally i would like to be able to plan up front. so that I could disable pause and only give real time "orders" to the companion when the action has started.

Phil