Some in game context as to why the full party can't join?
#51
Posté 05 novembre 2012 - 11:06
#52
Posté 05 novembre 2012 - 02:33
#53
Posté 05 novembre 2012 - 04:22
ME gave us a proper explanation. The Squad would stay behind and the shore party would go to the mission.
#54
Posté 05 novembre 2012 - 06:14
But I do appreciate it when they split the party up like at Battle of Denerrim so that everyone has a role. It would be kind of cool to give your other party members "things to do" while the "A" team is out doing things whether those are quests (like TOR) where companions go dark and make money, quests where you take control of a desginated secondary leader (like an attack on camp where the people left behind have to defend or perhaps a mission that's being completed in another location that you don't have time to travel to).
#55
Posté 05 novembre 2012 - 07:32
DA:A was harder to excuse, for me, as you had your Senechal and staff to run the keep. I could only presume that those left behind fended off marauding bands of awakened Darkspawn.
#56
Posté 05 novembre 2012 - 07:44
#57
Posté 05 novembre 2012 - 07:47
Well, it is the base of the Grey Wardens in Ferelden. Presumably there should be some actual Grey Wardens stationed there at all times.legbamel wrote...
I like the idea of gathering or crafting quests to keep hour companions busy when you are off earning your keep. In camp someone had to be out getting firewood or hunting or setting up the tents while you and your chosen few fought the good fight.
DA:A was harder to excuse, for me, as you had your Senechal and staff to run the keep. I could only presume that those left behind fended off marauding bands of awakened Darkspawn.
#58
Posté 05 novembre 2012 - 08:42
I really like this idea. They should do it like AC Brotherhood did it.legbamel wrote...
I like the idea of gathering or crafting quests to keep hour companions busy when you are off earning your keep. In camp someone had to be out getting firewood or hunting or setting up the tents while you and your chosen few fought the good fight.
DA:A was harder to excuse, for me, as you had your Senechal and staff to run the keep. I could only presume that those left behind fended off marauding bands of awakened Darkspawn.
#59
Posté 06 novembre 2012 - 07:17
(come to think of it, I think it might've been mentioned that something like this was maybe in the game somewhere, forget)
Modifié par cindercatz, 06 novembre 2012 - 07:18 .
#60
Posté 06 novembre 2012 - 08:28
#61
Posté 06 novembre 2012 - 08:52
Not to mention that it's good to have backup in case you get screwed over.
#62
Posté 06 novembre 2012 - 09:47
#63
Posté 06 novembre 2012 - 10:58
Also I suppose Tales of Vesperia had a goo system where the whole party is traveling and just the four folks in the front are attacking, if you're attacked from behind you are forced to use your b-team. That's all I can think of.
#64
Posté 06 novembre 2012 - 11:08
I do think, however, other missions involving large-scale fights, like the finales of both games, is a way to let groups be playable. So they can do that when appropriate I feel. But every time I think is a bit much.
Modifié par LinksOcarina, 06 novembre 2012 - 11:09 .
#65
Posté 06 novembre 2012 - 11:50
#66
Posté 07 novembre 2012 - 07:03
esper wrote...
Well in da2 they had their own lives. Though I do wonder what Fenris did to pass time
He danced. He ran from room to room choreographing routines.
#67
Posté 08 novembre 2012 - 11:36
#68
Posté 09 novembre 2012 - 07:47
I think the party size is fine. Yeah you can get really deeply tactical with a larger party but it's even more micromanaging. But even so, I'd like moments where not only do two companions chat with each other but the whole group actually talks to one another in some cutscenes. I think JRPGs manage to make that feeling of a party who's personalities interact with one another and manage to contribute to the story.Archyyy wrote...
Even if its not possible to take everything with you try to give a reason for it. Id want the party size to be larger though. Make the maps larger if you have to. I've no problem waiting if it gets me a better game. And if console hardware cant handle it then I have one more reason to be angry at consoles.
Maybe moments where you go back to the camp and there's arguements going on between everyone. I always enjoy when the rich personalities the writers create interact with one another.
#69
Posté 09 novembre 2012 - 09:10
MichaelStuart wrote...
I also find this annoying.
I would be happy if I just get a scene of the party spliting up into groups to explore, or have a NPC refusing to let all the party enter a area.
The game Infinite Undiscovery did this quite well and you could see your other companions on the map fighting and exploring. The teams were split and some were only secondary team members (you couldn't control them) and so the AI controlled them if that makes sense.
#70
Posté 09 novembre 2012 - 12:50
I'm kidding, ignore that. I wish there was an in game reason not everyone can come too.
Mind you, the final battle in DA2 had the whole group running around helping as NPC's.
#71
Posté 09 novembre 2012 - 01:33
dversion wrote...
I think the party size is fine. Yeah you can get really deeply tactical with a larger party but it's even more micromanaging. But even so, I'd like moments where not only do two companions chat with each other but the whole group actually talks to one another in some cutscenes. I think JRPGs manage to make that feeling of a party who's personalities interact with one another and manage to contribute to the story.
Maybe moments where you go back to the camp and there's arguements going on between everyone. I always enjoy when the rich personalities the writers create interact with one another.
Thats pretty much what I meant. I want to party to be larger to get more out of dialogue and companion reactions. I always had huge trouble deciding who to take along.





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