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What could make Dragon Age combat way more interesting?


139 réponses à ce sujet

#51
BouncyFrag

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Curved swords. Curved. Swords.

#52
Guest_Nizaris1_*

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Isabella dream come true...blob blob bath...

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Aveline is tanking, i cannot see her....

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This hurt my eyes...

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Modifié par Nizaris1, 18 décembre 2012 - 03:35 .


#53
Maria Caliban

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Actiony combat like Kingdoms of Amalur.

#54
Guest_Nizaris1_*

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Like the pictures i post above, combat graphic is a mess in DA2, it is colorful but a mess, most of the times i go blinded with the special effect

Maybe next time give an option to turn off special effect? Or reduce it at all and make it not too exaggerated.

I don't think magic need exaggerated special effects, especially for buff spells, just showing in icon notifier that we are on buff, that is enough

#55
Twisted Path

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Navasha wrote...

Reduce the numbers of enemies and make them actually have defenses. Get rid of the "If you swing at it you hit it" mechanic. Slow it down again, and add in visuals that show the enemy blocking your sword with their shield or parrying your blow with a weapon.

The enemy should use tactics as well. If you come upon a room and the enemy in a dungeon knows you are coming the archers should be in relative cover. Warriors should be attempting to block your way to the archers and mages, not just blindly charging at you from across the room.

Enemies that are outnumbered should attempt to escape the area and if the situation calls for it, bring help from the next room.

Oh.... and could mages maybe help out their side this time? I feared seeing a mage in DA:O. They became priority target number 1, because they could wipe my party very quickly if I did not. In DA2, enemy mages were just a joke. They cast their little protective ball shield and did nothing while I wiped out EVERYTHING else around them and just stood waiting for them to come out of it.

I understand that many people thought combat was too slow in DA:O, but DA2 went WAY too far in making it so fast as to be comical. Please.... also end the exploding gibbage. Bodies struck by a dagger don't explode. I am sure this was some mechanic for clearing extra bodies and freeing up memory or keeping the rendering engine from choking on extra polygons, but it took away from combat too. If I stab a darkspawn through the heart, I want to see it fall to its knees, not see it explode into kibble.


I completely agree with this, especially the part at the beginning about fewer, tougher enemies. I'd much rather there be a sense that you are dueling and defeating enemies than the million-mook-mash that Dragon Age 2 turned into. Don't make enemies hitpoint-sponges (everyone hates that,) but slow combat down a bit, give some groups of enemies cover and terrain advantages that have to be overcome (Legacy actually did a good job of this,) and maybe make some enemies easier to defeat with certain kinds of attacks (some sort of rock/paper/scissors mechanic,) so players have to switch tactics or attack types here and there.

And PLEASE no more gibbing. It looked so ridiculous.

I also completely agree with the person complaining about all the blinding special effects in DA2. During the endgame when I got Bethany back I gave her the arcane shield spell and the ability that makes it shield the whole party. I ended up turning it off and never using it because the glowy shields around everyone was just too much, along with the fireballs, lightning flashes, flashing stuff from each party member when they did a special attack, etc. The game can get really hard on the eyes.

And I agree with all the people who have said that melee should have more animated interaction between characters. If these people are swinging swords around at each other it should look like they're having a swordfight, regardless of what's being processed behind the scenes.

#56
Provi-dance

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Upsettingshorts wrote...

LTD wrote...

Combat that doesn't look and feel like lifted from average JRPG of PS2 era with COOL backflips and warriors teleporting around would make a good start.


Change the animations, receive better combat mechanics.

The BSN clearly knows what it's talking about, and can differentiate between things.


Yeah, because teleporting around the battlefield is all about animashuns and doesn't affect/isn't part of combat mechanics in the slightest... Image IPB

BSN and cognition...

#57
Guest_Nizaris1_*

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I think this will work for mages

i. long cooldown on spells
ii. mana cost high on spells
iii. staff or weapon deal more damage

This will control spell spam because players will use weapons and less relying on spells.

#58
Little Princess Peach

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I would like to see magic move objects in combat, in ME1, when you used Biotics you could more chairs and things, I would like to see something similar in da3, for example if you used a force spell on an object it would fly to you're target and do damage.

#59
MiSS Provencale

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I always wanted Bioware builds Assassin creed regarding climbing (I dream of having a character who can climb). It would be new. For he must sprint! If the world is as big as they predicted its useful. His horses would be just great if we could finally they make available. I do not say that our hero looks like Ezio or Aveline Granpré of time but it is inspired by it!

#60
freche

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Nizaris1 wrote...

I think this will work for mages

i. long cooldown on spells
ii. mana cost high on spells
iii. staff or weapon deal more damage

This will control spell spam because players will use weapons and less relying on spells.

Coldowns are the worst crap ever.
Abilities should be limited by resources & deminishing returns
Extreme abilities could completly drain the character and make them unable to regain resources for a short time.

#61
Ashevajak

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I want to see more enemies working as teams, which I believe has been hinted at in some interviews.

One of the big disappointments of DA2's combat system was that the enemies were not especially clever, even on Nightmare. You had a boss who would buff the rest of the enemies, a mage who would teleport around the place/occasionally explode a spell attack, melee fighters and archers. Oh, and Rogues, who would vanish in a cloud of bull**** to directly stab you from behind.

Some of these could be annoying, but not especially dangerous. With the right tactical set-up, you could breeze through most enemies, with only aggressiveness and pure numbers posing a major problem. "Zerg Rush" should not be a winning strategy.

I guess what I'm saying is, I'd like to see a return of enemies who use some of the same abilities the player does, and for enemy teams to emulate how the player would go about an encounter. Going back to DA:O, you always had those archer scamps with their Scattershot, mages casting Curse of Mortality and then Crushing Prison, and other fun things. I actually learnt a fair bit about how to set up my team from getting my ass kicked in previous encounters.

I also feel this scales better with increases in difficulty, rather than friendly fire + more enemies. That kind of "difficulty" is pretty cheap.

#62
74 Wrex

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More blood
More kill animations
More strategical gameplay
Make game difficulty managable for hardcore gamers and casual gamers

#63
mdigs150

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this has been mentioned before, but it would be nice if enemies used abilities specific to their class. for example in dao my arcane warrior was extremely powerful on nightmare, but i remember at least two or three fights (one in the circle tower, one in denerim off the top off my head) when enemy templars used cleanse area and all my buffs were removed and i was slaughtered...i found this sort of challenge to be much more engaging than some of the fights in da2 (arishok with a million hp i'm lookig at you...)

#64
Allan Schumacher

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Cleaned up thread of some squabbling.

#65
zambingo

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intricate button combos and finishers

[conjures up a Flame Ward]

#66
Dr Mew

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I'd love to see a Dragon's Dogma like combat system in DA3, was the most fun I've had playing a game in awhile. And it is rather tactical - Climbing up monsters and chopping their eyes and such.
Oh, and the return of Arcane Warriors, will make it even better!

#67
daaaav

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I would like to see more cross class combinations and synergies. Not just abilities that increase damage but significant strategical implications of combining two different characters.

For example, if you need an extra tanky tank for a certain kind of encounter, why not be able to get two characters to "work together" to tank a boss by combining their defensive stats, or by giving the paired characters unique abilities depending on what classes they are? (I don't know.. perhaps a warrior could give a rogue a leg up boost that lets the rogue stab a dragon in the eye...)

#68
74 Wrex

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daaaav wrote...

I would like to see more cross class combinations and synergies. Not just abilities that increase damage but significant strategical implications of combining two different characters.

For example, if you need an extra tanky tank for a certain kind of encounter, why not be able to get two characters to "work together" to tank a boss by combining their defensive stats, or by giving the paired characters unique abilities depending on what classes they are? (I don't know.. perhaps a warrior could give a rogue a leg up boost that lets the rogue stab a dragon in the eye...)


That would be awesome but they should make cross class combinations easier to perform

#69
Kileyan

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Nizaris1 wrote...

I think this will work for mages

i. long cooldown on spells
ii. mana cost high on spells
iii. staff or weapon deal more damage

This will control spell spam because players will use weapons and less relying on spells.


I agree with this post. Although I don't even care if staff damage deals more damage.

I'm more of a fan of magic being really powerful, a battle changing wild card, the big spells used for important things. Dragon Ages, especially Dragon Ages II made magic into just another dps class, that has glowing animations rather than arrowy and swordy animations.

Really though I'm not all that big a fan of mages being just another dps class. I was more of a fan of buidling DAO mages who stunned, sleeped, cursed and debilitated the bad guys, raised skeletal warriors, used buffs etc. I didn't like much DA2's idea of turning the mages into pretty much healing or big explosions, I miss the other ways of approaching combat that were toned down or completely removed.

Maybe a little more spirit magic and subtle magic, and a little less BOOM BOOM magic.

#70
Kileyan

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freche wrote...

Nizaris1 wrote...

I think this will work for mages

i. long cooldown on spells
ii. mana cost high on spells
iii. staff or weapon deal more damage

This will control spell spam because players will use weapons and less relying on spells.

Coldowns are the worst crap ever.
Abilities should be limited by resources & deminishing returns
Extreme abilities could completly drain the character and make them unable to regain resources for a short time.


Wouldn't that be the same as a cooldown, exept on top of the mandatory cooldown, you coudn't even drink a mana potion or use a mana recharge aura and continue casting the less extreme spells?

No I don't want to see a World of Warcraft system where each spell have cooldowns and we must "rotate" spells, but cooldowns have to exist, if we want any of the spells or talents to be cool and battle changing maneuvers. By cooldowns I mean a way to make you use another choice in combat, whatever that mechanism may be.

#71
Vaeliorin

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Maria Caliban wrote...
Actiony combat like Kingdoms of Amalur.

Hopefully, if they did that (not that it would be my
preference), they'd do a much better job of balancing difficulty.  The
combat shouldn't become trivial less than halfway through the game.

Also, it'd be nice if it didn't play so much better with a controller than with mouse/keyboard.

That said...

relhart wrote...
As per my taste, turn it into true turn based combat. I've never been happy with the AI in any game other than ones that were turn based. I saw X-com mentioned earlier in the thread, that would be a good place to start imo, Tactical team based combat, turn based mechanics, and cinematic animations for carrying out actions (the less cartoonaly over the top the better).

This would be much my preference, though again, I think the difficulty needs some balance (the gap between normal and classic is too wide in X-Com as far as I'm concerned, though I'd like the hardest difficulty in DA:I to be as hard as Impossible is in X-Com.)

#72
Ianamus

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I think that a combo system similar to guild wars 2 would work better than the cross-class combo system. In guild wars 2 there are many different "combo initiator" moves like light light/fire/dark/poison (normally one class only has access to two or three types) and three types of "finisher" moves which all classes have access to.

The finisher moves have a different effect depending on what type of combo was put in place first. using a finishing move on a light combo tends to do aoe healing while darkness blinds enemy's and so on. The reason it works so well is that every class can pull off at least one combo on their own but you still benefit a lot from the system by having different classes in the fight and getting the right combo's. I think that would work better than cross-class combo's because you can pull them off even if you have three warriors in your group or three mages.

A boon/condition system similar to guild war 2's would also be a good improvement over the current injury system in my opinion. But that mostly stems from the fact that I still don't think they've found the best way to implement the injury system.

Modifié par EJ107, 19 décembre 2012 - 01:23 .


#73
freche

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Kileyan wrote...

freche wrote...

Nizaris1 wrote...

I think this will work for mages

i. long cooldown on spells
ii. mana cost high on spells
iii. staff or weapon deal more damage

This will control spell spam because players will use weapons and less relying on spells.

Coldowns are the worst crap ever.
Abilities should be limited by resources & deminishing returns
Extreme abilities could completly drain the character and make them unable to regain resources for a short time.


Wouldn't that be the same as a cooldown, exept on top of the mandatory cooldown, you coudn't even drink a mana potion or use a mana recharge aura and continue casting the less extreme spells?

You answered it yourself, it's not the same as a cooldown.

The extreme example would be something like a last resort thing, an "Ohh ****" ability. You know your character will be exhausted afterwards but you might turn the tide to your favor.
Just having cooldowns means there will be rotations, you use the best abilites and then drink a potion wait for CD then use them again and again, until the fight is over.

Restricting ability usage by other means then cooldowns will add an extra strategical layer.
Maybe I shield bash 5 times in a row and then I'm so tired that I wont be able to block.
Maybe I cast 5 frost spells in a row the battle area drops in temperature and my frost spells become less effective.
I heal someone 2 times in a row, the second time wont be as effective because their body hasn't had time to fully recover from the first heal.

You see where I'm going? You are able to spam abilities as long as your stamina/mana pool allows it, but using things too frequently will have repercussions.

But with that said I know the cooldown system is much easier to balance, but it's also MUCH more boring.

Modifié par freche, 19 décembre 2012 - 01:39 .


#74
HTTP 404

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I want to be able to explode more guys in one sword swing.

I want the buttonz to be more awesomer

I want the magic to sparkle more

I want the anatomy of the women to be more distracting

I want the hands to look more creepy

I want the protagonist's name to be Chuck Norris

#75
Cajm

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I would say first get rid of all the numbers.
Second increase the damage for everything and also increase all the defense skills as well.
Third add dodging, sneak kills, make it a good thing to try and get the 'high ground'.

Using all these would make a vary fun combat style.