My Dream Combat style
#1
Posté 16 janvier 2013 - 12:40
Attack types would be Hard and Light these would be two seperate keys. Light Attacks: These would be faster strikes that helped replenish ones energy (magic or stamina) more quickly with the total number of attacks being accumulated. Light attacks would also have quicker recovery times after the end of a chain in terms of animation assuming you end a chain with one.
Heavy Attacks: Thse attacks are executed more slowly but have several advantages. The first being that they hit for more damage than several light attacks. Second being that they have the ability to crush enemies who are blocking, that is to say breaks their guard opening them up for direct hits. Thirdly while in the process of executing a heavy attack ones attack animation can't be cancelled, that is to say you will proceed to execute the move despite being hit but still die if your hp is depleted, you could also be cancelled out with no reprise if the enemy is also executing a heavy at the same time. Heavy attacks don't chain upon themselves but can be continously executed to form a long series of heavy blows all though all of this would be done slowly and performing more than one heavy attack after another would slowly deplete stamina or magic.
Blocking/Dodging: A seperate key that when tapped allows you to block a in coming attack, timed with the placing of incoming attacks allows for multiple blocks of light attacks. When held and a direction is pushed the character could roll or maneuver in some fashion in that direction to dodge or evade a heavy attack that would otherwise crush your blocking attempts. If you try to dodge a light attack there would be a good chance the enemy will follow up on you and connect. Blocking a light attack would cause the enemy to stagger or allow you to attack from behind the block (Imagine a guy poking forward while holding his shield up just enough to block)
Special Attacks: These are the special combat skills or spells that are already widely known in Dragon Age games. Assign them to whatever open keys and hit one when you want to use it.
Health: this iffy, one part of me would prefer something like a total percentage based on your constitution and class determines how much punishment you can take before falling, combined with your armor which decreases incoming damage, You'd know when you took a hit as the character would audible groan, and when you were in bad shape similiar to mass effect the screen would become somewhat bloodsoaked and your vision some what distorted until healed. This probably wouldn't be acceptable by all but it always gave a sense of urgency to me when playing ME2 or 3.
Stamina/Magic: Replenishes with light attacks or idling, or after combat is over and characters resheath their weapons. Continous heavy attacks slowly deplete it.
#2
Posté 16 janvier 2013 - 03:20
#3
Posté 16 janvier 2013 - 03:24
#4
Guest_EntropicAngel_*
Posté 16 janvier 2013 - 03:29
Guest_EntropicAngel_*
I am not my PC. There's already too much twitch-based combat in DA (what with the auto-attack in DA ][), it needs to be toned down, not increased.
Seriously, there are dozens, DOZENS of games out there with action combat. Games like DA are few and far between. Why people feel obliged to mess it up, I'll never know.
#5
Posté 16 janvier 2013 - 05:18
For something more like DA but more dynamic, I recommend Divinity II: Ego Draconis - there is a good amount of dodging, different styles of fighting and special abilities. Extra bonus: You get to be a dragon for some parts of the game.
Basically, the intensive action-combat elements you list tend to work better in single-character games where you don't have to manage a party. I'm all about game-pluralism - I'm not saying "GTFO". I'm just suggesting ways to get your fix for that where you'll get what you really want. Then we can enjoy DA3 for what it is.
*I've only played the first of these series, but it sounds like the later games follow in the style.
#6
Posté 16 janvier 2013 - 06:05
animedreamer wrote...
Hopeless dream*
Why not just simplify that and put it into the A button. Or X.
#7
Guest_Lathrim_*
Posté 16 janvier 2013 - 06:06
Guest_Lathrim_*
EntropicAngel wrote...
Oh my gosh, horrible. Horrible.
I am not my PC. There's already too much twitch-based combat in DA (what with the auto-attack in DA ][), it needs to be toned down, not increased.
Seriously, there are dozens, DOZENS of games out there with action combat. Games like DA are few and far between. Why people feel obliged to mess it up, I'll never know.
Pretty much this.
#8
Posté 16 janvier 2013 - 06:08
#9
Posté 16 janvier 2013 - 06:09
Foopydoopydoo wrote...
Would this mean that we'd have to set all those thingamabobers for all our companions? Would they just use a default fight style? This seems like a nice idea, for a single player [character] game.
I don't think so, people you don't control would have a predetermined method of combat chosen by you like you did in Dragon Age Origins.
#10
Posté 16 janvier 2013 - 06:14
Naughty Bear wrote...
animedreamer wrote...
Hopeless dream*
Why not just simplify that and put it into the A button. Or X.
one of the many problems people had with DA2 was that is was a lot of simple button mashing with no thought as to why. Just mash button a until Hawke wins or dies. That's not intelligent or even interesting combat. DA:O required more thought into how you played thru combat. This still allows most of that but gives you more interaction with the combat instead of just sitting then waiting for a cool down to pass like in origins, and not simply being thoughtless button mashinh in DA2. A combination of both worlds i guess with a few extra elements so combat never really becomes stale and is a involved process.
#11
Posté 16 janvier 2013 - 06:15
animedreamer wrote...
Naughty Bear wrote...
animedreamer wrote...
Hopeless dream*
Why not just simplify that and put it into the A button. Or X.
one of the many problems people had with DA2 was that is was a lot of simple button mashing with no thought as to why. Just mash button a until Hawke wins or dies. That's not intelligent or even interesting combat. DA:O required more thought into how you played thru combat. This still allows most of that but gives you more interaction with the combat instead of just sitting then waiting for a cool down to pass like in origins, and not simply being thoughtless button mashinh in DA2. A combination of both worlds i guess with a few extra elements so combat never really becomes stale and is a involved process.
That's the whole point. And besides, Bioware don't like doing much work.
#12
Guest_Jayne126_*
Posté 16 janvier 2013 - 06:16
Guest_Jayne126_*
EntropicAngel wrote...
Oh my gosh, horrible. Horrible.
I am not my PC. There's already too much twitch-based combat in DA (what with the auto-attack in DA ][), it needs to be toned down, not increased.
Seriously, there are dozens, DOZENS of games out there with action combat. Games like DA are few and far between. Why people feel obliged to mess it up, I'll never know.
You don't wanna fight like a Spartan?
C'mon! get over yourself and think like a General!
#13
Guest_Puddi III_*
Posté 16 janvier 2013 - 06:18
Guest_Puddi III_*
I support chain weaponry.animedreamer wrote...
chain attacks
#14
Posté 16 janvier 2013 - 07:42
#15
Guest_EntropicAngel_*
Posté 16 janvier 2013 - 08:18
Guest_EntropicAngel_*
animedreamer wrote...
one of the many problems people had with DA2 was that is was a lot of simple button mashing with no thought as to why. Just mash button a until Hawke wins or dies. That's not intelligent or even interesting combat. DA:O required more thought into how you played thru combat. This still allows most of that but gives you more interaction with the combat instead of just sitting then waiting for a cool down to pass like in origins, and not simply being thoughtless button mashinh in DA2. A combination of both worlds i guess with a few extra elements so combat never really becomes stale and is a involved process.
The problem with DA ]['s combat had nothing to do with how many buttons you had to push, and everything to do with it being a departure from DA:O's tactical combat. Your solution is an even further departure.
#16
Posté 16 janvier 2013 - 09:40
#17
Guest_EntropicAngel_*
Posté 16 janvier 2013 - 09:41
Guest_EntropicAngel_*
XX-Pyro wrote...
There is NO twitch based combat in any DA game so far. There also SHOULDN'T be any. It's not that type of game.
There is, actually, in DA ][. The AoEs like the rock wraith, and the speed of auto attacks (increases when you mash the button).
It's too much though.
#18
Posté 16 janvier 2013 - 09:42
EntropicAngel wrote...
XX-Pyro wrote...
There is NO twitch based combat in any DA game so far. There also SHOULDN'T be any. It's not that type of game.
There is, actually, in DA ][. The AoEs like the rock wraith, and the speed of auto attacks (increases when you mash the button).
It's too much though.
The attacking didn't at all get faster depending on your pressing, unless you're pressing one time every 5 seconds, in which case stop being lazy. That's not a twitch reaction. Mind you I was still grateful when they patched in the autoattack button on consoles. And the Rock Wraith you just had to position your party, that isn't twitch combat it's just unoriginal design.
Modifié par XX-Pyro, 16 janvier 2013 - 09:43 .
#19
Posté 16 janvier 2013 - 09:45
#20
Posté 16 janvier 2013 - 09:47
#21
Posté 16 janvier 2013 - 09:51
EntropicAngel wrote...
Oh my gosh, horrible. Horrible.
I am not my PC. There's already too much twitch-based combat in DA (what with the auto-attack in DA ][), it needs to be toned down, not increased.
Seriously, there are dozens, DOZENS of games out there with action combat. Games like DA are few and far between. Why people feel obliged to mess it up, I'll never know.
Agree. There is already way too much action combat in games. DA:I should be like DA:O. Da 2 was just a mess of a game. I had no fun at all playing through it. It felt like i was playing a hack n slay game and not a RPG.
#22
Posté 16 janvier 2013 - 09:58
#23
Posté 17 janvier 2013 - 05:11
EntropicAngel wrote...
animedreamer wrote...
one of the many problems people had with DA2 was that is was a lot of simple button mashing with no thought as to why. Just mash button a until Hawke wins or dies. That's not intelligent or even interesting combat. DA:O required more thought into how you played thru combat. This still allows most of that but gives you more interaction with the combat instead of just sitting then waiting for a cool down to pass like in origins, and not simply being thoughtless button mashinh in DA2. A combination of both worlds i guess with a few extra elements so combat never really becomes stale and is a involved process.
The problem with DA ]['s combat had nothing to do with how many buttons you had to push, and everything to do with it being a departure from DA:O's tactical combat. Your solution is an even further departure.
No im quite sure i remember a lot of people complaining about having to mash the same button over to the point that they patched the auto attack feature back in.
#24
Posté 17 janvier 2013 - 05:16
I would be sad if a developer used it for a game series that i had played for years
#25
Posté 17 janvier 2013 - 05:38
XX-Pyro wrote...
There is NO twitch based combat in any DA game so far. There also SHOULDN'T be any. It's not that type of game.
DA2 had button mashing untill a patch added auto attack to the game.





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