Did you prefer the more manga-like combat animations in Dragon Age 2?
#51
Posté 08 août 2013 - 05:16
#52
Posté 08 août 2013 - 05:19
It somewhat reminded me of Avatar: The Last Airbender. They used movements to direct and control the elements. It was animated, alive. I'd love that to be in DA3.
Modifié par Lokiwithrope, 08 août 2013 - 05:19 .
#53
Guest_BarbarianBarbie_*
Posté 08 août 2013 - 05:19
Guest_BarbarianBarbie_*
Neofelis Nebulosa wrote...
That's a bit ambivalent here.
I certainly did not find the over the top animations to be to my liking, but the increased pace of combat was actually a good deal satisfying.
If DAI finds a middle ground of more true-to-nature animations and a combat pace in between DAO and DAII whilst still retaining the engagement of DAII and the tactical requirement of DAO, then we have rocksolid gameplay I dare prognose.
Indeed. I'm a tad nervous the devs are going to overcompensate and go too much in the DAO direction, but I guess I'll just have to wait and see.cThe thing I disliked the most about DAO was all the time I wasted in combat waiting for my commands to be enacted.
Modifié par discosuperfly, 08 août 2013 - 05:24 .
#54
Posté 08 août 2013 - 05:20
No, put all the commands up at once. Let me order characters to move without having to switch viewpoints. I just find the viewpoint-switching to be really disorienting and unpleasant. I didn't find DA2's combat SPEED to be oppressive but it was often difficult to tell visually what the heck was going on.
#55
Posté 08 août 2013 - 05:21
I think where the improvement would lay, and where we know the improvement will be, is in the waves of enemies. The waves similarly turned many combat instances in DA2 into chores (albeit more fluid, dynamic chores).
It always seems like people are too obsessed with making things 'realistic' in this fantasy world.
Modifié par TsaiMeLemoni, 08 août 2013 - 05:24 .
#56
Posté 08 août 2013 - 05:22
That too, melee combat always looks best when the characters sync, it is one o the things I miss the most from KotOR.Vortex13 wrote...
I'm all for the sync-kill animations of DA:O making a comeback in DA:I
Stabbing an enemy in the chest, and then spinning around to decapitate them > enemy pops like a ballon.
#57
Posté 08 août 2013 - 05:24
And let's not forget the silliness of a little Dwarf in giant plate armor with a warhammer on his back jumping on an Ogre in Origins or how hammers and axes had the exact same animations as swords.Bleachrude wrote...
I'm ALWAYS amused by the "that's not realistic" chage against warriors (and especially rogues) yet no-one blinks an eye when a mage lets loose a Storm of the Century.
As for the "anime" charge, I suggest you read more Western mythology like Beowulf or even greek epics (seriously, Beowulf has an anime powerup stage straight out of DBZ and the actual physical feats of prowess for greek heroes would make your typical anime ninja jealous).
Modifié par Arcane Warrior Mage Hawke, 08 août 2013 - 06:54 .
#58
Guest_Aotearas_*
Posté 08 août 2013 - 05:25
Guest_Aotearas_*
Am1_vf wrote...
That too, melee combat always looks best when the characters sync, it is one o the things I miss the most from KotOR.Vortex13 wrote...
I'm all for the sync-kill animations of DA:O making a comeback in DA:I
Stabbing an enemy in the chest, and then spinning around to decapitate them > enemy pops like a ballon.
The hell yeah.
I alwasy run the increased sync-death animation mod in DAO. It is insanely satisfying. Especially in lategame, when most battles against mooks are three or four hit battles, the increased frequence of death animations actually makes for a pretty visceral combat depiction.
#59
Guest_Puddi III_*
Posté 08 août 2013 - 05:26
Guest_Puddi III_*
I don't like quite how over-the-top it was. Its resemblance to a style of animation I enjoy just fine would not be a problem or might even be appreciated, if there was such a resemblance. There isn't.
#60
Posté 08 août 2013 - 05:27
its the main reason I did not even bother with DA2
#61
Posté 08 août 2013 - 05:31
Mages seemed powerful if a little show offey in DA2 rather than poke, poke, pole
Rogues were fun, but back flipping is a bit much. So group it a bit more.
#62
Posté 08 août 2013 - 05:33
Neofelis Nebulosa wrote...
Am1_vf wrote...
That too, melee combat always looks best when the characters sync, it is one o the things I miss the most from KotOR.Vortex13 wrote...
I'm all for the sync-kill animations of DA:O making a comeback in DA:I
Stabbing an enemy in the chest, and then spinning around to decapitate them > enemy pops like a ballon.
The hell yeah.
I alwasy run the increased sync-death animation mod in DAO. It is insanely satisfying. Especially in lategame, when most battles against mooks are three or four hit battles, the increased frequence of death animations actually makes for a pretty visceral combat depiction.
I was glad they god RID of it. Slowed combat even further and during the sync there was no way to move, thus if your companion synced on one ogre while you're dealing with another, you have this huge pause that ruins combat flow, and can get you killed. Good riddence.
#63
Guest_Puddi III_*
Posté 08 août 2013 - 05:37
Guest_Puddi III_*
#64
Guest_krul2k_*
Posté 08 août 2013 - 05:37
Guest_krul2k_*
#65
Posté 08 août 2013 - 05:38
#66
Posté 08 août 2013 - 05:38
And this still existed in DA2. My mage would kill and enemy and twirl her staff for several seconds instead of healing a character. Who then died. This happened more than once.
#67
Posté 08 août 2013 - 05:44
Ariella wrote...
Neofelis Nebulosa wrote...
Am1_vf wrote...
That too, melee combat always looks best when the characters sync, it is one o the things I miss the most from KotOR.Vortex13 wrote...
I'm all for the sync-kill animations of DA:O making a comeback in DA:I
Stabbing an enemy in the chest, and then spinning around to decapitate them > enemy pops like a ballon.
The hell yeah.
I alwasy run the increased sync-death animation mod in DAO. It is insanely satisfying. Especially in lategame, when most battles against mooks are three or four hit battles, the increased frequence of death animations actually makes for a pretty visceral combat depiction.
I was glad they god RID of it. Slowed combat even further and during the sync there was no way to move, thus if your companion synced on one ogre while you're dealing with another, you have this huge pause that ruins combat flow, and can get you killed. Good riddence.
I can see were your coming from on that, but for me I enjoyed it.
The sync-kill animations from DA:O (to me) helped the combat feel more brutal. DA 2 was flashier but, I always wondered why the wind up and (IMO) unessesary flouishes? I get that the ogre sync-kill was long in DA:O but, to me, it made sense in how a character would brutally and efficiently eliminate a high threat target. DA 2 just seemed to want to be flashy for flashy-ness sake.
Why the random flips rogue? Just stab the guy. Why spin the staff mage? Just shoot the fireball already.
But that's just my opinion on it anyway.
#68
Posté 08 août 2013 - 05:47
#69
Posté 08 août 2013 - 05:58
oh, and bring back the finishing moves, please.
#70
Posté 08 août 2013 - 05:58
DA:I combat needs to be tactical like DAO and atleast faster than DAO but slower than DA2
#71
Posté 08 août 2013 - 06:03
AresKeith wrote...
I like that DAO's combat was tactical and I like that DA2's combat was more fast pace but it was too fast to be enjoyable
DA:I combat needs to be tactical like DAO and atleast faster than DAO but slower than DA2
Isn't that what they are doing? They said the next game's combat would feature what worked in both games. I am not expecting Origins combat or DA2s but a mixture of both.
#72
Posté 08 août 2013 - 06:04
#73
Guest_Aotearas_*
Posté 08 août 2013 - 06:05
Guest_Aotearas_*
AmRMa wrote...
Yes, I beat DA2 twice then switched to Origins again and the slow fighting was killing me, especially the mages.
Storm of Century.
Anything but slow.
#74
Posté 08 août 2013 - 06:06
#75
Posté 08 août 2013 - 06:06
Melca36 wrote...
AresKeith wrote...
I like that DAO's combat was tactical and I like that DA2's combat was more fast pace but it was too fast to be enjoyable
DA:I combat needs to be tactical like DAO and atleast faster than DAO but slower than DA2
Isn't that what they are doing? They said the next game's combat would feature what worked in both games. I am not expecting Origins combat or DA2s but a mixture of both.
In the first GI trailer, there is a little bit of combat shown at around 1:40. http://www.gameinfor...ition-6119.aspx
Who knows whether it will stay like that. To me, it looks really nice.





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