I'll maybe try and break this down into a few posts rather than one mega-post.
Ancalimohtar wrote...
Complaints
Encounter design problem, Part A: Repetitive, simplistic monsters
One of the many reasons BG2 was so awesome was how diverse and colorful the encounters were. Every enemy felt different. Every mage seemed to have a different set of spells. There were tons of special monsters that did special things--beholders, vampires, illithids, djinn, mephits, elementals, different types of golems (all of which had different attacks and strengths and weaknesses), liches, sahuagin, kuo-toas, the list goes on. Every encounter you had to figure out how to handle a bunch of unique, diverse characters, and balance your characters getting pounded from all sides (that's what she said).
Meanwhile, in DA the enemies are incredibly repetitive. The only thing that helps keep encounters themselves from being too repetitive is the different positioning of the enemies, and the fact that tactical positioning concerns are important in DA.
I myself have noticed this as well and gave a few ideas (over three or four posts) on expanding the bestiary...
http://social.biowar...index/579465/12
http://social.biowar...index/579465/13
...and in the mechanics behind improving monster design...
http://social.biowar.../index/744325/1
Even so, I'm pretty tired of the game's most popular enemy, Generic Darkspawn/Dwarf/Bandit/Undead Archer. As a matter of fact, I'm not sure I could tell you a single difference between genlocks, hurlocks, "darkspawn," dwarves, human bandits, and undead, because they all do the same damn thing when given a bow (or a 2h, or a sword and shield).
Their uselessness is only exceeded by their numbers you could say. With so many enemies in the game attacking the same, they become a bunch of faceless mooks.
Darkspawn could really do with a re-envisioning from the ground up (mechanically speaking I mean). Lets see what I can come up with off the top of my head...
Genlocks should be sneaky and 'gobliny'. Good assassins rather than front line troops. Heavy use of poison and grenade-type weapons. Capable of stealth attacks with a good benefit for backstabbing. We can always have a screaming Suicide Bomber type of Genlock (hey it worked for Serious Sam, why not here) Genlock casters should concentrate on miscellaneous spells that harass and annoy (curses, slows) and summoning/animating.
Genlock #1: Genlock Assassin (basic Genlock with Stealth and poisoned weapons, uses hit and run tactics)
Genlock #2: Genlock Grenadier (carries potentially multiple grenade types: grease, fire, poison gas, duds, genies etc.)
Genlock #3: Genlock Suicide Bomber (Genlock Alphas, Dual Weapon style Master Assassins who explode when killed)
Genlock #4: Genlock Emissary (Genlock Alphas with Arcane, Blood Mage and Entropy spells)
Genlock #5: Genlock Forge Master (Genlock 'Omegas' who go around the battlefield setting traps. When they are slain, their spirit can transfers to crude golems ~ their sarcophagi)
Genlocks associate with Blight Wolves.
A note on poison (aka Nature Damage), it should really deal slow trickling ongoing damage rather than a single flat damage bonus. That way it gives the player something else to worry about in a fight.
Hurlocks should be strong, tough and 'orcish', military and regimented. Perhaps even attacking as a phalanx, or strong defensive line with shields giving them a great defense. With a large defense/armour bonus for the number of Hurlock allies adjacent to them. Imagine a 3x3 or even 4x4 unit of Hurlocks advancing like Spartans. We can always have Berserker variants who wield two-handed weapons and just charge right in. Hurlock Emissaries should concentrate on defensive and healing spells.
Hurlock #1: Hurlock Soldier (Basic Sword and Shield Hurlock, gains defense/armour bonus for every adjacent ally)
Hurlock #2: Hurlock Archer (Basic Bow wielding Hurlock...Th-thunk...take that Boromir)
Hurlock #3: Hurlock Berserker (Hurlock Alpha with Two-handed Weapon)
Hurlock #4: Hurlock Emissary (Hurlock Alphas with Arcane, Spirit Healer and Creation spells)
Hurlock #5: Hurlock General (Hurlock 'Omega', heavily armoured, huge shield, has a personal bodyguard around him)
Hurlocks associate with (Tainted) Brontos.
Sharlocks should be fast and frightening, and swarm characters. With a hefty attack/damage bonuses depending upon how many Shrieks are attacking one character. Personally I'd give them the overwhelm ability...though that ability in itself can be devastating, so to compensate I would make Shrieks a bit weaker - why they are tougher than Hurlocks (and Genlocks) when they derive from elven stock was a mystery to me anyway...we can always have Shriek Alpha's for special occasions after all. Sharlocks don't yet seem to have Emissaries, but if they did, they should concentrate on offensive spells and shapeshifting.
Sharlock #1: Sharlock Stalker (standard Sharlock, gains an attack/damage bonus for every ally adjacent to the enemy)
Sharlock #2: Sharlock Shriek (standard Sharlock, but with a stunning 'Shriek' attack...works a bit like a mind blast)
Sharlock #3: Sharlock Alpha (tougher Sharlock also gains the Overwhelm ability)
Sharlock #4: Sharlock Emissary (Sharlock Alpha with Arcane, Shapeshifter and Primal Spells)
Sharlock #5: Sharlock Master (Sharlock 'Omega', but has the ability to 'enslave' one of the heroes, and while enslaved, if you attack the Sharlock Omega, the hero takes the damage instead)
Sharlocks associate with Corrupted Spiders
Ogres are pretty good as they are, easily one of the games better enemies. Though I really would love to see a Regenerator or an Obliterator armoured variant with armour you have to break off before you can hurt the monster itself. If an Ogre Emissary existed, perhaps it would concentrate on personal buffs aiding it in combat.
Ogre #1: Ogre Brute (standard Ogre)
Ogre #2: Ogre Hurler (these Ogres, pick up boulders, stray darkspawn, your heroes and use them as missiles)
Ogre #3: Ogre Regenerator (Ogre Alpha, but with decent regenerative abilities)
Ogre #4: Ogre Emissary (Ogre Alpha with Arcane, Arcane Warrior and Spirit spells)
Ogre #5: Ogre Obliterator (Ogre 'Omega' encased in spiked armour, destroy the armour first then face the Ogre itself which has regenerative capabilities)
Ogres associate with Bereskarns.
...wheres that job offer Bioware?
80% of the game's enemies fall under one of: 1) melee, 2) archer, 3) shield melee, 4) emissaries/mages, and 5) animals (who are distinct only because they overwhelm). There are maybe five other non-boss enemies in the game total: 6) ogres, 7) revenants, 8) melee demons, 9) caster demons, and 10) fire demons.
I think thats being fairly generous. Rarely do you see Emissaries/Mages do much more than act like supplementary artillery (though maybe I need to start playing the game on Nightmare difficulty?).
Really, the only interesting enemies are bosses.
...and even then, tactically the bosses all seem like one-trick ponies, easily spammed when you have a winning 'formula'.
This makes 99% of combat about positioning. Don't get me wrong, I love tactical positioning concerns, and they've been sorely lacking in the NWNs and KOTORs, but they can't be the only tactical combat element. Unlike BG2, you never have to worry about immunities and specific resistances, or special attacks (poison/dots, confusion, paralysis, charm, etc.), enemies are rarely coming out of stealth and backstabbing you, and enemy casters never do anything truly dangerous except fireball and chain lightning. The two main sources of difficulty in DA are 1) in ambushes of numerical and tactical superiority (archers and mages up cliffs), and 2) bosses with incredible amounts of life and damage.
I noticed that resistances are either a virtual necessity (Archdemon, Gaxkang) or basically useless. In a way I sort of thought they were cheating of a sorts. I wonder if resistances should maybe be capped (at 50%) or have diminishing returns above 50% (any percentage above 50 is halved, any above 75 is quartered etc).
Secondly, Bosses should probably not be relegated to a single energy source...its just too easy to defend against.
I'll have more replies tomorrow...sort of got carried away on that Darkspawn redesigning above.





Retour en haut






