?Filament wrote...
Thinking back to the pike twirling makes me think of that one Indiana Jones scene. Next time I'd rather be Indy.
?Filament wrote...
Thinking back to the pike twirling makes me think of that one Indiana Jones scene. Next time I'd rather be Indy.
schalafi wrote...
I played a mage once in DA:O, and almost died of boredom. It was just too Sloooow! I only play mage in DA:2, It's so much better. I feel like I make a difference, especially when I actually kill something before Carver does.
Modifié par imbs, 06 février 2013 - 06:02 .
Yes it would, and for a game the major selling point of which is maximized agency and ability to build one's own character precisely how they're envisioned, by a game developer that's made their name on making games that do that, it would be well worth the extra development time and resources.Swagger7 wrote...
That would tripple the number of animations.
I think the boredom stems from the DA:O mage's auto attack.imbs wrote...
schalafi wrote...
I played a mage once in DA:O, and almost died of boredom. It was just too Sloooow! I only play mage in DA:2, It's so much better. I feel like I make a difference, especially when I actually kill something before Carver does.
Were we playing the same game? In DA:O you could obliterate entire packs with plenty of different spells. You could get fireball by like lvl 3 and if you wanted to be utterly op you could go for perfect storm or chain lightning or whatever really, mages were insane in DA:O and didn't have to carry about 6 staffs in order to hit immune mobs
The Hierophant wrote...
I think the boredom stems from the DA:O mage's auto attack.
Modifié par imbs, 06 février 2013 - 06:06 .
The Teryn of Whatever wrote...
Making mages capable of wading directly into combat was the one thing that Button Awesome did right. It was still possible to play a mage as a support character by holding them back. Definitely something that DA2 did absolutely right!
I say keep it!
Modifié par imbs, 06 février 2013 - 06:08 .
Filament wrote...
Thinking back to the pike twirling makes me think of that one Indiana Jones scene. Next time I'd rather be Indy.
Modifié par The Teryn of Whatever, 06 février 2013 - 06:10 .
Also add in a faster combat running animation,(imo it was a godsend ) but it's mostly a case of different strokes, or ymmv.imbs wrote...
The Hierophant wrote...
I think the boredom stems from the DA:O mage's auto attack.
If I am understanding this correctly; the faster the autoattack the more fun the game is? Interesting.
imbs wrote...
The Teryn of Whatever wrote...
Making mages capable of wading directly into combat was the one thing that Button Awesome did right. It was still possible to play a mage as a support character by holding them back. Definitely something that DA2 did absolutely right!
I say keep it!
Yeah man wouldn't want mages to have any actual weaknesses. The more choice you have the better the gameplay after all, right?
Pretty much bro,Faster movement=Funner gameplayimbs wrote...
The Hierophant wrote...
I think the boredom stems from the DA:O mage's auto attack.
If I am understanding this correctly; the faster the autoattack the more fun the game is? Interesting.
I am beginning to understand how people on this forum get to the conclusion that DA2 was the better game.
Modifié par The Six Path of Pain, 06 février 2013 - 06:21 .
Sarcasm duly noted. Look, the way I play mages and the way I assume most people play mages in Dragon Age is to focus most of the skill points into magic and willpower, allocating a few now and again toconstitution just so that they aren't complete glass cannons. Putting points into stats like strength, agility, and cunning, as much as they can help boost other aspects of the character's build is kind of doing
it wrong... but hey, freedom of choice, right?
Modifié par imbs, 06 février 2013 - 06:19 .
Wulfram wrote...
They were better than DA:O, anyway. I could maybe do without the behind the back twirl, personally
Sylvius the Mad wrote...
If they'd pull the camera back, the animations could be simpler.Swagger7 wrote...
That would tripple the number of animations.
humes spork wrote...
Yes it would, and for a game the major selling point of which is maximized agency and ability to build one's own character precisely how they're envisioned, by a game developer that's made their name on making games that do that, it would be well worth the extra development time and resources.Swagger7 wrote...
That would tripple the number of animations.
Keep in mind in this day and age we have game developers put multiple, if not dozens, of walking animations in games that rarely if ever get seen because players tend to run everywhere...that aren't even RPG's. Saints Row 2 was a open world crime game that came out four and a half years ago, completely lacked personalized character development and RPG mechanics, and it had about a dozen walking animations and a half-dozen hand-to-hand combat animations. There's no reason in 2013 or later players can't have multiple fighting style animation sets from which to choose one in a fantasy RPG.
Modifié par Swagger7, 06 février 2013 - 09:03 .
Forcing everyone's characters to behave exactly the same way is not a small problem.Swagger7 wrote...
I for one like the close in view. To me pulling the view back in order to simplify the animations so there could be more of them would be like cutting off your entire nose because it's a mite too big. In other words, causing a great disaster in the name of fixing a small problem.
Mantaal wrote...
Yeah Epileptic Mages ftw! uhm.. or maybe not.
I always thought this animations was made to get some Kids to play the game too. It was sooo unrealistic, idiotic and so unmage-like it was kinda an insult for all who like playing mages out there.
It takes away all dignity form the Mages and make them look like Circus artists.
And yet, also as I mentioned, those same game(s) offer a choice of multiple combat animations as well and don't even showcase hand-to-hand combat as a main avenue of action. I'd argue that as a fantasy RPG, combat animations are hardly a triviality.Swagger7 wrote...
I couldn't disagree more. You'd be sacrificing a ton of player agency when it comes to decision making, or some other equally important bit of roleplaying, for a triviality. I don't think you're fully aware of how much resources it would actually take to tripple the number of combat animations. It's far more significant than adding a few extra walking animations.
Modifié par ReallyRue, 06 février 2013 - 08:37 .