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Wave system?


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40 réponses à ce sujet

#1
Pcmag1

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First please excuse my English I am not a native speaker.
I am wondering, whether there has been any word on changing/keeping same the enemy spawning in waves thing. I prefered the DA:O where you knew what were you running into, while individual enemies were stronger. Jumping enemies just seemed like a realy silly speed bump, since they were seriously weakened they were literally jumping to their death. I know it is a game, but this just felt so unrealistic, (Hey look our main ambush force had been wiped out by the Champion of Kirwall, lets jump of the roof with much smaller force and attack them). I dont know, it just felt like an artifical attempt at making the game longer, it didnt feel right.
Anybody?

#2
TCBC_Freak

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Your English was fine. But they have not said anything about that yet.

#3
hexaligned

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No word on anything really, but yes I haven't encountered anyone who actually enjoyed that mechanic. Hopefully the new engine is better optimized for consoles so we can avoid limitations like that. I remember when the console version of DAO was being discussed, removing the larger battles and introducing some waves instead was one of the the ways they went about dealing with the hardware limitations. I assume DA2's design was based around their experiments with that.

Modifié par relhart, 16 octobre 2012 - 11:04 .


#4
Cyberarmy

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Its ok for a few encounters but whole game like this? And they are parachuting %90 of the time?
Bleh.

I only want to see it used in defence of some places like in DAO.

#5
Dominus

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One of many elements regarding Dragon Age 2 that was put under scrutiny. If it does appear, I would expect it to be used much less frequently in Inquisition. I would wait until previews of gameplay (or development comment/tweets)to appear, shedding light on the subject.

Modifié par DominusVita, 16 octobre 2012 - 11:11 .


#6
TCBC_Freak

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I just remembered. One thing they did say, at PAX East I think, was that while they were planing to allow us to change character's armor they wanted to keep an iconic look for party members because it would make them to be easier to spot in a big battle. Which may mean they want to have bigger fights and not waves. But it may be reading a lot into one statement.

#7
Pcmag1

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It is nice to see that not many enjoyed this particulr system, perhaps Bioware will listen.

#8
EricHVela

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Agreeing with many that already responded: If they have it, it must give the impression that there's a good, story-related reason for it.

In the 2nd DA, the OP is correct. It happened so much all of the time that I got the impression that there was no good reason other than a cheap means to extend gameplay.

#9
thebigbad1013

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I agree with what's already been posted. I found that sometimes the wave thing worked quite well, like when I was fighting a bunch of templars and suddenly the door flew open and more templars filled into the room and joined the fight. That, to me, was awesome but since it happened constantly throughout the game it did get to be too much. If the waves had happened sometimes but not in every battle then I would be fine with it, as long as enemies don't just drop from the sky.

#10
h0neanias

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Yeah, the dreaded wave mechanics. Kirkwall must be a really magical place if knights in heavy armor jump 10 meters from rooftops. It was very poorly implemented, but I'm not opposed to a more sensible version if it prevents lagging.

TCBC_Freak wrote...

I just remembered. One thing they did say, at PAX East I think, was that while they were planing to allow us to change character's armor they wanted to keep an iconic look for party members because it would make them to be easier to spot in a big battle. Which may mean they want to have bigger fights and not waves. But it may be reading a lot into one statement.


If they really said that, it's the dumbest reason ever.

#11
Burnouts3s3

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I have to agree: This emphasis on 'speedy yet strategic' combat has left me unfulfilled in the strategy.

#12
Riknas

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I still like the wave system, it kept us on our toes, though it could have been done better. It was done a lot better in the Legacy DLC.

#13
Beerfish

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It's now called the Tsunami system. Hoards of dragons leaping off building tops.

#14
philippe willaume

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waves are fine when dealt with like in legacy onward. we all agree that paratrooper ninja be they pirate or biomechanodoid, are quite silly.

now waves during every single encounter is boring, So lets not make it be there for a game mechanic ie be that was stamina fuel for warriors.

phil

#15
Pcmag1

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Riknas wrote...

I still like the wave system, it kept us on our toes, though it could have been done better. It was done a lot better in the Legacy DLC.


But does it really? When only question if 2 or three more waves of enemies will jump down from rooftops

#16
SeptimusMagistos

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I actually loved the wave mechanic. It made for a more interesting experience with the use of AoE spells.

#17
Terrorize69

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I thought it was actually mentioned it will be less of a button bashing wave system?

The wave system could be appropriate in some areas, like a battlefield, it is a war we are going to be thrown in, waves of enemies will be expected. But indoors where enemies appear from the ceilings? No thanks.

#18
BouncyFrag

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Since they toned it down and adjusted the combat in Legacy after all the complaints about it, I don't think it will resemble the ridiculousness in the main DA2 game. It still makes me shake my head and laugh bitterly when you see baddies fall out of thin air or other baddies somehow crawling out of solid ground. What sorcery is this?
:pinched:

#19
Rune-Chan

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The only times wave combat should ever exist is if you need to defend a particular area and reinforcements keep arriving or something similar. Even then, all enemies should arrive from logical places such as entrances to the buildings, not dropping from the ceiling.

#20
mmarty

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I really hope we don't see this again. It really was extremely silly seeing waves of enemies just appear 10 meters in the air and drop down to fight.

#21
Guest_Nizaris1_*

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Not only waves of paratrooper enemies, but also teleport mages, those are annoying, we click on them to attack, then they just spoof, appear elsewhere then nuke us...

#22
Pcmag1

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Nizaris1 wrote...

Not only waves of paratrooper enemies, but also teleport mages, those are annoying, we click on them to attack, then they just spoof, appear elsewhere then nuke us...


This made me laugh. DA2 : Paratroopers origin

#23
upsettingshorts

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I would not expect it to return in the same way. The encounter design seemed rushed.

Nizaris1 wrote...

Not only waves of paratrooper enemies, but also teleport mages, those are annoying, we click on them to attack, then they just spoof, appear elsewhere then nuke us...


That I would expect back. As well as extremely dangerous backstabbing rogues.

Those were actually challenging to deal with due to their mechanics and not simply having more of them materialize from a different direction, or have a lot of health points.

Modifié par Upsettingshorts, 19 octobre 2012 - 05:26 .


#24
Night Dreams

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They did sort of fix this issue in Legacy and Mark of Assassin DLC. Although I think there was some sort of wave system, it was more natural and progressive, rather than just having flying bandits raining down upon us.
In other words they are aware of the complaints and already took steps to fix it, so I'd say that would be continued onto DA3:I

#25
Mr.House

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DAO,DA:A,DAO,Legacy and MoA all had waves, it's just all of them but DA2 did it good, DA:O doing the best job.

Modifié par Mr.House, 19 octobre 2012 - 05:27 .