AshenShug4r wrote...
Please no grinding in my dragon age.
Is it finally time to allow for continual respawning enemies in the DA series?
#26
Posté 17 décembre 2012 - 02:56
#27
Posté 17 décembre 2012 - 04:44
#28
Posté 17 décembre 2012 - 06:13
Celene II wrote...
The problems with no respawn.
1. Empty areas. Once you finish a zone in DA, its now either inaccessible or just empty, bland.
2. Complete lack of the character to have the ability to control their own progression.
3. Inability to continue playing after a game has finished. Quest based spawn leave the game barren after you finish the game.
4. Nothing to do when you only have a few minutes to play and you cant get into a long quest line. You want to play a little but not get to bogged down.
1) The only reason I have to go back to zones I've previously cleared is if I realised I missed something - like a gift, something for a random sidequest, or resources (in DA2 at least). If enemies respawned, it would deter me from ever looking for those things, because to me, none of those things are worth fighting tedious battles all over again for half an hour.
2) I don't understand this point. I already control my progression by choosing my abilities when I level up? And I tend to do a bunch of side-quests to gain more levels before main quest line stuff, since I know main-quest line will likely be harder.
3) Actually, your inability to play Dragon Age games after the game is finished is entirely the result of the story being over. For instance - going back to the Circle Tower and killing demons after you finish the quest makes no sense and would be completely immersion breaking.
4) I've actually gona home on my lunchbreak multiple times and played Dragon Age for only 10-20 minutes, no problem. I can start a quest, kill a few mobs, and then go back to work. Or just talk to companions. Or sell/shop for gear.
#29
Posté 17 décembre 2012 - 06:25
If there is like in Skyrim/Amalur more open world, then you need respawn or the player will feel, as mentioned before, like in an empty world. In Skyrim there is an ingame timer, which triggers the respawn after a certain amount of time, not after every switch of a cell/area.
In case you don't have much time and want to slay something, there could be an arena (in your castle) like in Witcher 2
Modifié par Bfler, 17 décembre 2012 - 06:30 .
#30
Posté 17 décembre 2012 - 08:12
As for managing leveling, I actually like the idea of eliminating kill XP and replacing it with objective-based XP so that stealthing past an area is just as effective as killing everything on the way to an objective.
#31
Posté 17 décembre 2012 - 08:51
Now for the reasons I may find myself disliking continuous respawn. Reason number one, like many others I don't wanna be expected to grind in DA games. The other reason is I could see problems caused by this like enemy corpses containing loot, that i want but have to comeback for later since my backpack is full, disappearing.
#32
Posté 17 décembre 2012 - 08:56
However I also suggest that Bioware raise the level cap higherfor the game and even higher with each DLC pack you know they will release afterwords.
#33
Posté 17 décembre 2012 - 08:58
Fortlowe wrote...
Yes. Just like any other gameplay element, respawning enemies has its pros and cons. The primary pro being staying engaged trekking through large previously explored areas. The primary con being possible tedium. I think appreciable loot and challenging, varied, and rewarding combat (ie Borderlands) is how the primary virtue of respawning enemies can elevated, and its primary drawback diminished.
You and I must have a different opinion of what challenging, varied and rewarding combat it. Take the first area from Borderlands. Every time I returned to base to sell loot I had to shoot my way through a crowd of midgets and dog things and in return I got no experience pts and no loot worth even looking at. I found the various other encounters either pitifully easy or nearly impossible depending on my level. On top of that you fight the same enemies over and over again throughout the entire game. Skags and Psychos. The other encounters are so few and far between they're hardly worth mentioning.
Even so, I'm not against respawning enemies. As others have mentioned, I would like it to be a function of a persistent world that changes and grows even when you're not present, and not repetitive respawning of the same enemies.
#34
Posté 17 décembre 2012 - 09:06
For a game like DA to continue to grow it has to consider not miring itself into a hole so limited that it loses replay value and doesn't compete. I loved some games on my Super Nintendo but if I were ever handed a $60 side scroller for my 360 or computer I would laugh myself stupid. Lore wise Dragon Age has established areas and enemies that would certainly stand for respawning enemies. Ignoring both this truth and the ability to implement as a new feature would be a shame with the new frostbite engine and graphics.
Modifié par Madmoe77, 17 décembre 2012 - 09:08 .
#35
Posté 17 décembre 2012 - 09:14
#36
Posté 17 décembre 2012 - 09:20
Is it finally time to allow for continual respawning enemies in the DA series?
Not yet.
...but soon...
#37
Posté 17 décembre 2012 - 09:23
As a filthy casual I dislike the idea of re-spawning enemies.
#38
Posté 17 décembre 2012 - 09:23
bombspy wrote...
Enemy respawn leads to situations like in Far Cry 2. You just want to get 500 meters from A to B, but you have to fight through several enemy camps that you destroyed many times already.
Exactly... the only games that I bought and never finished usually revolved around respawning enemies. Far Cry 2 is a prime example. I still haven't bought Far Cry 3 because of the disgust I still feel for that game.
#39
Posté 17 décembre 2012 - 09:24
#40
Posté 17 décembre 2012 - 09:25
BubbleDncr wrote...
1) The only reason I have to go back to zones I've previously cleared is if I realised I missed something - like a gift, something for a random sidequest, or resources (in DA2 at least). If enemies respawned, it would deter me from ever looking for those things, because to me, none of those things are worth fighting tedious battles all over again for half an hour.
But roleplaying could factor into that. If you're a Warden and you forgot something, you could be going into the Deep Roads and trying to kill the Darkspawn before they get to it.
Or you want to kill more Darkspawn so the Dwarves have an easier time.
And so on.
3) Actually, your inability to play Dragon Age games after the game is finished is entirely the result of the story being over. For instance - going back to the Circle Tower and killing demons after you finish the quest makes no sense and would be completely immersion breaking.
Sure, in some instances enemies shouldn't respawn. But that doesn't mean it should be that way all the time. The Deep Roads are supposed to be filled to bursting with Darkspawn, yet by the time Orzammar's main quest is over there are no more.
That's just as immersion breaking.
#41
Guest_Ivandra Ceruden_*
Posté 17 décembre 2012 - 09:27
Guest_Ivandra Ceruden_*
Saibh wrote...
Generally people do not bring up the status quo, though. The amount of people asking does not necessarily correlate with the percent of people that want it.
That said, I prefer the status quo. If I have to backtrack for whatever reason because I forgot something, I really really really do not want there to be more damn enemies there for me to chug through to pick up some head in a bag.
This. DA 2 has enough clowns for me to deal with as it is.
#42
Posté 17 décembre 2012 - 09:40
As if the game will need more stuff to be repetitive and grinding....
#43
Posté 17 décembre 2012 - 09:47
#44
Posté 17 décembre 2012 - 09:55
What if it's after an ingame week or month?thats1evildude wrote...
I like going back to an area and finding new monsters having moved in after I cleared out. However, if they're constantly re-spawning every time I pass through, that would be irritating.
#45
Posté 17 décembre 2012 - 10:08
If they include a proper ingame day/night-time-circle it would be acceptable, but it would require a very Skyrimish gameplay.The Hierophant wrote...
What if it's after an ingame week or month?thats1evildude wrote...
I like going back to an area and finding new monsters having moved in after I cleared out. However, if they're constantly re-spawning every time I pass through, that would be irritating.
#46
Posté 17 décembre 2012 - 10:11
The Hierophant wrote...
What if it's after an ingame week or month?
Maybe, but that would require a series where time was measured in-game, which Dragon Age does not. I'm not particularly keen on them to start doing it.
And it would depend on how time progresses. If an-game week is an hour in real time, then no.
Modifié par thats1evildude, 17 décembre 2012 - 10:13 .
#47
Posté 17 décembre 2012 - 10:58
#48
Posté 17 décembre 2012 - 11:42
The Teryn of Whatever wrote...
Isn't there another recent thread on this very same topic?
Yes. There are like five open now that I think of it. Maybe a mod could consolidate them. It would also be wise to put this to a poll or at the very least get an opinion from the dev's.
#49
Posté 18 décembre 2012 - 01:16
You're supposed to be helping reclaim the Deep Roads for the dwarves. There not being any darkspawn in the tunnels you cleared and the Legion guarded behind you made me feel like I actually accomplished something there.The Ethereal Writer Redux wrote...
[snip]
Sure, in some instances enemies shouldn't respawn. But that doesn't mean it should be that way all the time. The Deep Roads are supposed to be filled to bursting with Darkspawn, yet by the time Orzammar's main quest is over there are no more.
That's just as immersion breaking.
Edit for quote fail.
Modifié par legbamel, 18 décembre 2012 - 01:16 .
#50
Posté 18 décembre 2012 - 01:22
legbamel wrote...
You're supposed to be helping reclaim the Deep Roads for the dwarves. There not being any darkspawn in the tunnels you cleared and the Legion guarded behind you made me feel like I actually accomplished something there.The Ethereal Writer Redux wrote...
[snip]
Sure, in some instances enemies shouldn't respawn. But that doesn't mean it should be that way all the time. The Deep Roads are supposed to be filled to bursting with Darkspawn, yet by the time Orzammar's main quest is over there are no more.
That's just as immersion breaking.
Edit for quote fail.
I see Ethereal's point but also agree with legbamel. If every time I went to the deep roads all the darkspawn were back, it would feel like not matter what I do, there's always Darkspawn there, so why bother?





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