Fight Animations in Dragon Age 3
#1
Posté 03 décembre 2012 - 05:45
There were a lot of quality animtions in Star wars The Old republic, particullarly involving the locking of blades while in combat and of course using the saber to deflect.
Will Dragon age 3 also feature some similar quality animations allowing for swords and shilds to knock agianst each other in combat.
Have charecters visibiliy trying to block incoming projectiles.
Mages trying to parry words with staves.
Would Bioware be interested in going further allowing Charecters to use the enviroment arround them to try and avoid ranged attacks or have animations for them being knocked into things and being pushed over.
I found the combat in DA2 to be very floaty, nothing really felt like it had any weight to it. If a mage were to kill an enemy by killing it with a flying rock, i would like to see that enemy go flying backwards from the force, a lot like how biotics can trow people arround in Mass effect 3.
Don't take my TOR reference the wrong way, i would like to see a transition away from hotkey based ability comabt to somthing more fluid if possible.
At the end of the day your going to be spending a lot of time fighting in DA3, It should be as fun and immersive as possible.
#2
Guest_EntropicAngel_*
Posté 03 décembre 2012 - 05:58
Guest_EntropicAngel_*
Gogzilla wrote...
Don't take my TOR reference the wrong way, i would like to see a transition away from hotkey based ability comabt to somthing more fluid if possible.
Does this mean you're asking for twitch-based gaming? I don't really understand this statement.
#3
Posté 03 décembre 2012 - 06:35
My suggestion would be to have some greater variety of auto-attacks. Specifically, if a critical hit is score, then the animation shows a more 'brutal' attack.
As for the active abilities? I would like something like from Kotor 2, where if you upgraded the ability, it's animation changed to reflect it's greater power.
Modifié par TheJediSaint, 03 décembre 2012 - 06:35 .
#4
Posté 03 décembre 2012 - 07:37
But yes, more combat moves would be a big plus. It's most likely a time/resources thing to ass them, but it made DAO combat SO worthwhile!!
#5
Posté 03 décembre 2012 - 07:42
Modifié par MichaelStuart, 03 décembre 2012 - 07:42 .
#6
Posté 03 décembre 2012 - 07:58
#7
Posté 03 décembre 2012 - 08:11
(Or you can do an action combat with player controlled parrying, but I wouldn't welcome that for Dragon Age)
MichaelStuart wrote...
I would be happy if characters circle around each other while attacking, instead of standing in one spot trading attacks.
When they did that, everyone complained because the "dance of death" resulted in you setting off traps.
#8
Posté 03 décembre 2012 - 10:10
Wulfram wrote...
MichaelStuart wrote...
I would be happy if characters circle around each other while attacking, instead of standing in one spot trading attacks.
When they did that, everyone complained because the "dance of death" resulted in you setting off traps.
Isn't that the point of traps?
Modifié par MichaelStuart, 03 décembre 2012 - 10:11 .
#9
Posté 03 décembre 2012 - 10:54
Wulfram wrote...
I think it's difficult to make good looking combat in the currently favoured paradigm that shuns "turns" and emphasises reactivity. Interrupting peoples attacks for parries wouldn't be welcomed, but without parries and dodges then the combat is never going to look as good as it could.
What the op is talking about in the old republic is a pretty good middle ground. Everything is completely real-time, but when two opponents are engaged in melee combat they "appear" to block and dodge attacks dynamically. The best thing is the animations don't take priority so it doesn't delay command input. If you activate an ability and block at the same time, the game just ignores the block animation in favour of the ability.
It brings nothing to the combat system but it looks nice.
Modifié par Marbazoid, 03 décembre 2012 - 10:54 .
#10
Posté 04 décembre 2012 - 12:03
Marbazoid wrote...
Wulfram wrote...
I think it's difficult to make good looking combat in the currently favoured paradigm that shuns "turns" and emphasises reactivity. Interrupting peoples attacks for parries wouldn't be welcomed, but without parries and dodges then the combat is never going to look as good as it could.
What the op is talking about in the old republic is a pretty good middle ground. Everything is completely real-time, but when two opponents are engaged in melee combat they "appear" to block and dodge attacks dynamically. The best thing is the animations don't take priority so it doesn't delay command input. If you activate an ability and block at the same time, the game just ignores the block animation in favour of the ability.
It brings nothing to the combat system but it looks nice.
Like Kotor?
#11
Posté 04 décembre 2012 - 07:48
EntropicAngel wrote...
Gogzilla wrote...
Don't take my TOR reference the wrong way, i would like to see a transition away from hotkey based ability comabt to somthing more fluid if possible.
Does this mean you're asking for twitch-based gaming? I don't really understand this statement.
IDK even know how twitch would work in Dragon age.
What i did not want is MMO hotkey based comabt anything else would be a step up.
I would prefer something more similar to mass effect but still retain the tactical postioning of DA:O
A Dragon age verson of XCOM but not turn based.
Modifié par Gogzilla, 04 décembre 2012 - 07:51 .
#12
Posté 04 décembre 2012 - 07:49
Gogzilla wrote...
IDK even know how twitch would work in Dragon age.
Gogzilla wrote...
I would prefer something more similar to mass effect but still retain the tactical postioning of DA:O
???
Can you provide an example of a game that works precisely in a manner you'd like DA to?
Modifié par Upsettingshorts, 04 décembre 2012 - 07:49 .
#13
Posté 04 décembre 2012 - 07:54
Upsettingshorts wrote...
Gogzilla wrote...
IDK even know how twitch would work in Dragon age.Gogzilla wrote...
I would prefer something more similar to mass effect but still retain the tactical postioning of DA:O
???
Can you provide an example of a game that works precisely in a manner you'd like DA to?
I just edited my post, i describe it like a Dragon age version of XCOM without the turn system.
With units all having clear roles in combat with a limited but lethal set abilites that have an effectiveness based on situation and postioning.
while also placing some emphasis on players dodging attacks.
EDIT: to further clarify
Combat would put more focus on regualr autoattacks and postionting for rare special attacks and spells, rather than have you spam you abilites just to do decent damage.
Modifié par Gogzilla, 04 décembre 2012 - 07:58 .
#14
Posté 04 décembre 2012 - 08:00
That was probably my biggest gripe aside from teleporting thieves for backstabs.
#15
Posté 04 décembre 2012 - 08:08
#16
Posté 04 décembre 2012 - 09:21
Naughty Bear wrote...
Like Kotor?
Sorry I should have specified: Star Wars: The old Republic. Unlike kotor (wich uses a turn based system) swtor is all swing timer based, very similar to dragon age combat system.
Modifié par Marbazoid, 04 décembre 2012 - 09:22 .
#17
Posté 04 décembre 2012 - 10:00
Navasha wrote...
I do hope that this time the 2 handed weapon animations will actually be ... you know... 2 handed. In DA2, actually watch the 2 handed animations. They have both hands on the weapon probably less than 10% of the time.
That was probably my biggest gripe aside from teleporting thieves for backstabs.
THIS
Seriously I absolutely hated the fact my Hawke kept on swinging her two-handed sword about with one hand. :I
#18
Posté 04 décembre 2012 - 11:55
#19
Posté 04 décembre 2012 - 11:58
#20
Posté 05 décembre 2012 - 12:12
#21
Posté 06 décembre 2012 - 09:27
MichaelStuart wrote...
Wulfram wrote...
MichaelStuart wrote...
I would be happy if characters circle around each other while attacking, instead of standing in one spot trading attacks.
When they did that, everyone complained because the "dance of death" resulted in you setting off traps.
Isn't that the point of traps?
I actually HATED this in Origins, it made tactical moves like blocking choke points IMPOSSIBLE and also made the fights look like everyone was on roller skates.
NO THANK YOU.
#22
Posté 06 décembre 2012 - 09:31
Frankaidenryan wrote...
Don't forget the messy kills. Man, I've missed the messy kills in DA2. It's just not the same if your opponent just falls apart into pieces.
But yes, more combat moves would be a big plus. It's most likely a time/resources thing to ass them, but it made DAO combat SO worthwhile!!
Decapitations were the best
#23
Posté 06 décembre 2012 - 09:40
relhart wrote...
Make it hex/turned based combat, with detailed/fluid/physically impactful animations for carrying out actions. Everyone wins! Or..I could just replay X-com for a 1000 time I guess. Although a fantasy version would be great....Bioware.
Bioware isn't the company to do that, but seriously, people who scoff at turn-based systems should play Jagged Alliance 2. The combat was fast, fluid, exciting, and allowed a staggering range of actions. Plus, the drain on hardware is substantially lower for the same visual quality.
Modifié par h0neanias, 06 décembre 2012 - 09:42 .





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