Is it finally time to allow for continual respawning enemies in the DA series?
#76
Posté 18 décembre 2012 - 10:18
"I need some blank(put in loot usually in dragons), I know a great spot to go to, to hunt dragons."
#77
Posté 18 décembre 2012 - 11:20
Boiny Bunny wrote...
My personal gripe with games that have respawning enemies is that 'farming' both EXP and currency is possible. This degrades the game in multiple ways, and makes particular encounters much more difficult from a design perspective (need to implement more complex level-scaling).
Personally, I quite liked the systems used in the Baldur's Gate games, or KOTOR, where there were enough enemies to hit the level cap by the end game, if you did all the side-quests, but you shouldn't have been able to buy all of the top tier items in the game - had to make some choices about that stuff.
KOTOR had farming opportunities for xp and credits, if you chose to make use of them. Infinitely respawning Rakghouls on Taris, infinite-replayable Pazaak players. Yes, it would have been mind-numbingly slow to use those for farming purposes, but it was possible in principle.
My main gripe with introducing an intentional respawning model is not that a player can choose to unbalance the game (generally they would do this intentionally, not accidentally...its up to them if they want to play the game on easymode).
My concern is that it tends to lead to the MMOification of games, where you're expected to spend (x) amount of time grinding kills for xp / coins to progress. Which then tends to lead to the Freemiumisation of games, where developers force you to be always online and offer to give you xp / coins for cash, if you can't be bothered with the time sink they're forcing you to do...
Seriously, we do NOT want to be making it easier for EA HQ to consider screwing around with the freemium business model where Bioware is concerned!
#78
Posté 19 décembre 2012 - 01:22
#79
Posté 19 décembre 2012 - 01:32
Josielyn wrote...
I am weary of enemies that just don't stay dead, or instantly reproduce adult offspring. Ugh. Save it for the online games where it is required so everyone gets a turn!
Agreed, enemies don't have to respawn all over the map. I love combat but would still get annoyed if I had to re-fight past certain areas, everytime I just wanted to walk through a place and see if I missed a certain set armor piece or quest item.
That said, a game within the game I would never complain about. I'd never turn down an "endless dungeon". Sometimes I'm just in the mood to try out my new talent build or that nifty new staff I just found. As usual, by the time i get the talents I want and that weapon to go with them, there is no where left to visit.
I wouldn't mind at all an endless Deep Roads place, that was there for no other purpose than a bunch of difficult encounters in which to try out your new party make up, test your tactics screen settings, just for fun and challenge. Easy now, just rambling here:) I realize I am an alien among you, someone who would play such content even if it didnt' have cinematics or meaningful choices, just combat!
#80
Posté 19 décembre 2012 - 10:44
The Hierophant wrote...
Because Fallout:New Vegas, TES(3 & 5), consisted of mandatory level grinding, and endless amounts of trash mobs? You talk about both sides using absolutes yet you use them yourself?TMZuk wrote...
BlackGrifon wrote...
...............
I'm all for fighting strategicaly, taking advantage of choke spots ond whatnot but if u want less combat play on easy and you can stroll to the end. If you ment no more waves of mobes thats great, i like to be kept engaged at the edge of my char not walk for 3 minutes till i find something to kill. If the fan majority wants to keep it easy just so they can finish the game than have respawning as a feature for hard and nightmare difficulties and have diferent level caps depending on the difficulty.
Because an RPG is all about fighting, fighting, fighting, yes?
No!
I know we have different preferences, but really, I don't understand why people who wants fighting every minute play RPGs. Play Diablo. Play Torchlight. Play a shooter. RPGs are for roleplaying, not for fighting endless amounts of trash-mobs.
I'm no fan of the TES games. But, in truth, you could advance levels without grinding, by employing other skills. It would take longer, but it was definately possible.
As to FO:NV. Way to many trash-fights, though again, many of them could be avoided, and the major part of XP came from questing.
So, I don't see the point. In the TES series and FO3 - FO:NV you had the option to avoid many of the fights, although at a cost. In DA:O and even more so in DA2 that wasn't even an option.
In my opinion the solution is to remove Kill XP, and only employ RP- and Quest-XP. That's how many modern PnP RPGs work, and it makes it clear to the player that thinking sometimes is a better option than just killing everything that moves.
Respawning, again in my opinion, should not be something that advocates grinding. It should be something that helps the player feeling part of a changing world.
Modifié par TMZuk, 19 décembre 2012 - 11:51 .
#81
Posté 19 décembre 2012 - 05:32





Retour en haut






