
This is not action combat.
This is a quick time event.

Megakoresh wrote...
I am gonna make one last post before I head off these sociopathic forums and go back to Firefall or Loadout:
Realmzmaster wrote...
Agent_Dark_ wrote...
I reckon they should go to a tactical semi-turn based combat. You come across an encounter, the game pauses for you to issue a tactical plan which could involve quite complex tactical orders. Then the game un-pauses and you 'cinematically' watch your squad carry out the orders. Some sort of leadership stat would determine how complex your orders would be (as opposed to basic AI taking over) and how effective orders issued 'on-the-fly' during mid-combat would be.
This way you could get the tactical combat of DA:O with the more visceral combat animations of DA2, with a bit of VATS from Fallout3 throw in, while still keeping it in a stat based mathematical system.
The system you describe is the one used in the Last Remnant by Square Enix. The system takes some getting use to, but it works quite nicely.
Modifié par relhart, 09 novembre 2012 - 04:52 .
relhart wrote...
Realmzmaster wrote...
Agent_Dark_ wrote...
I reckon they should go to a tactical semi-turn based combat. You come across an encounter, the game pauses for you to issue a tactical plan which could involve quite complex tactical orders. Then the game un-pauses and you 'cinematically' watch your squad carry out the orders. Some sort of leadership stat would determine how complex your orders would be (as opposed to basic AI taking over) and how effective orders issued 'on-the-fly' during mid-combat would be.
This way you could get the tactical combat of DA:O with the more visceral combat animations of DA2, with a bit of VATS from Fallout3 throw in, while still keeping it in a stat based mathematical system.
The system you describe is the one used in the Last Remnant by Square Enix. The system takes some getting use to, but it works quite nicely.
That's what I thought of when I read it as well. One of the current console hidden gems I wish would get a sequal. The PC version at least, from what I heard the console version was more miss than it was hit.
Maria Caliban wrote...
You honestly think having a pony as my avatar means something?Megakoresh wrote...
A pony in an avatar...
Jzadek72 wrote...
Megakoresh wrote...
I am gonna make one last post before I head off these sociopathic forums and go back to Firefall or Loadout:
I think I figured out how to make the combat both skill-based and kinda MOBA-style, like it is now. Really what they have
to do is remove the autoattack on the PC (player controlled) character.
If the lock and autoattack work for NPCs but as soon as you take control, they are gone this may be enough for both those people who like the dull hotkey combat and for those who prefer to think on the fly.
The camera, instead of zooming, can be set to 2 states: tactical and action. Soon as you switch to the action, you move to the third person view of the controlled character and the hitzones/blocking/dodging are introduced. You can then control whatever class in the party you prefer and program your team-mates to support you the way you want.
With this system less skilful players are able to win without doing much in the action mode, but excelling in the strategy, and vice versa.
Skill:
Sorry, but if you play on the harder difficulties in DA:O, you'll learn what thinking on the fly really means. My character is going to make basic attacks for me, because I'm too busy looking at the battlefield, finding the perfect moment to use my powers in a way which won't harm me and figuring out where to place them. It takes very little skill to mash buttons.
Guest_Hanz54321_*
Valadras21 wrote...
DA:O and DA:2 both have excellent combat. It makes me sad that some can't or wont try to appreciate em.
Guest_Hanz54321_*
Realmzmaster wrote...
I found that both games required skill. I will say this again the combat systems in DAO and DA2 are the same. The only difference is in the speed of the animations and front loading of the combat.
Modifié par henkez3, 09 novembre 2012 - 07:26 .
Direwolf0294 wrote...
I'd prefer DA3 has skill based combat over a stat based luck of the dice roll combat but I doubt we'll see it. I doubt we'll see it for any Dragon Age game. DA:O's main selling point was it still did things the old way. While BioWare have updated the series with DA2 and from what we've heard, DA3 as well, I don't think they'll go the full mile and remove all the classic RPG elements. When it comes to combat, I actually think it'll be the opposite, with them playing up the classicness even more. I expect a return of the tactical camera, friendly fire and the combat slowed down to near what it was in DA:O.
I really hope BioWare one day brings out a fantasy RPG that uses action combat. I expect I'll be waiting a long time for that to happen though.
Modifié par Realmzmaster, 10 novembre 2012 - 04:00 .
Modifié par Leomerya12, 10 novembre 2012 - 02:49 .
hoorayforicecream wrote...
fdgvdddvdfdfbdfb wrote...
Your tears are an important alchemical ingredient for GeraltMaria Caliban wrote...
The Witcher 2 should never be used as a combat model for anything. Ever.
I'm sure lots of people enjoyed doing this constantly:
Pzykozis wrote...
WhiteThunder wrote...
There is skill in DA:O. It's just on a macro-management level rather than a micro-management level. Twitch/Button-mashing=/=Skill. What you are suggesting is that less skillful players who can't strategize or build their characters correctly be allowed to button-mash and kite their way around rather than play the game. (This may be the natural extension of DA2, but I digress).
Haha, great joke.
Atleast I hope you were going for humour.
I'm sure we'll see combat undergoing a lot of changes for DA3 big and small, some people will like it some people wont and of course someone somewhere will decry the dumbing down of gameplay.
Modifié par WhiteThunder, 10 novembre 2012 - 04:21 .
Leomerya12 wrote...
I swear to god, if someone else says the "DAO Strategy Argument" I'll give Anders' cat, any cat, the "Grand Cleric" treatment. Both require great skill, both are challenging on Nightmare. Just because DA2 is different doesn't mean it's not skillful. How are games supposed to evolve if they stay the same? Grow up.
Modifié par philippe willaume, 10 novembre 2012 - 08:41 .
Maybe you should look up the word 'inquisite' in a dictionary.Megakoresh wrote...
Maclimes wrote...
The word is "exquisite".
And I prefer dice-based combat. Any player skill involved should be in a tactical sense, not a dexterity sense.
Look up the word "pun" in a dictionary
I completely agree with this!MichaelStuart wrote...
Me personal, I find having success/failure being ultimately decided by random numbers, just cheapens the whole experience.
If win, its because I got lucky, I haven't accomplished anything.
Pzykozis wrote...
relhart wrote...
Realmzmaster wrote...
Agent_Dark_ wrote...
I reckon they should go to a tactical semi-turn based combat. You come across an encounter, the game pauses for you to issue a tactical plan which could involve quite complex tactical orders. Then the game un-pauses and you 'cinematically' watch your squad carry out the orders. Some sort of leadership stat would determine how complex your orders would be (as opposed to basic AI taking over) and how effective orders issued 'on-the-fly' during mid-combat would be.
This way you could get the tactical combat of DA:O with the more visceral combat animations of DA2, with a bit of VATS from Fallout3 throw in, while still keeping it in a stat based mathematical system.
The system you describe is the one used in the Last Remnant by Square Enix. The system takes some getting use to, but it works quite nicely.
That's what I thought of when I read it as well. One of the current console hidden gems I wish would get a sequal. The PC version at least, from what I heard the console version was more miss than it was hit.
Played both versions PC benefits a loooot from improved optimisation and the turbo button and the ability to control abitity use etc. think it really could use a sequel to push the system to where it should be but it is fun and absolute conqueror is a nightmare.
If we continue to see the combat system stay fairly the same I kind of wish they'd go back to the KOTOR choreographed fight system with internal turns going on just work a bit on the pacing so that its not so obvious that there's turns going on, very little need to have a turn be 2 seconds and an animation take up 1 second so the character just stands around doing the im waiting for next turn shimmy which is usually asthough they're hopped up on sugar / e numbers and shaking about uncontrollably.
Mostly because it just looks better than standard hit enemy they sort of semi react to it then they hit you and you do the same reaction animation etc. need parries and shown dodges and the like.