Pre Alpha Combat Mechanics:
#326
Guest_Puddi III_*
Posté 17 août 2013 - 11:54
Guest_Puddi III_*
#327
Posté 17 août 2013 - 11:55
At this point, we've been told that health does not regenerate after an encounter ends. I think that this will likely have a big effect on how the team approaches friendly fire. If damage is more permanent than it used to be, it's gonna mean a lot more if you accidentally hit some allies with your fireball.
Edit:
@Filament: We know they protect archers from the GI article.
Modifié par andar91, 17 août 2013 - 11:56 .
#328
Posté 17 août 2013 - 11:58
Shield ennemies pushed you toward rogue type ennemies who can do massive damages.
Wonder if Crowd control will play a big role ...not my favorite thing ,but it does require strategy.
#329
Posté 18 août 2013 - 12:02
Allan Schumacher wrote...
I don't see how having a shield makes any difference if you have a team that can strike from behind while another person stands in front.
If you can't see, does that mean you imagined all the possibilities?
Your assumption seems to be that, since there's a party, it's 4 on 1. What if the fight was 4 on 4? Imagine it was 4 shield guys! (which would be silly and lame, IMO)
That would depend on what powers the team of 4 consisted of but my way of fighting is always get the most danger's enemy first and leave the slowest for last, so if the one with the big shield is slow will probably get him last as he would be defenceless alone.
Maybe I can not see all the possibilities, don't know.
#330
Posté 18 août 2013 - 12:06
#331
Posté 18 août 2013 - 12:11
Allan Schumacher wrote...
That just means we need to come up with a reason to make sure you can't just always default leave him to last. Or rather, that it may not always be the best decision.
If you'd like this one posters opinion, giving him a spear to use in combat could make him quite a threat to deal with. Perhaps giving them a charge ability as well to bumrush the players if they don't keep them under pressure.
Modifié par Darth Brotarian, 18 août 2013 - 12:13 .
#332
Posté 18 août 2013 - 12:11
Although I enjoyed DAO I hated that combat so much. DA2's animation and button-mashy combat (on xbox) I enjoyed far more.
Also really hope DAI's PC version at least allows for the option to use a gamepad and play it like the console version. When I moved to PC, DA2's keyboard combat bummed me out.
#333
Posté 18 août 2013 - 12:20
And please do not make shielded enemies come alone, tower shields are most useful in formation. Going alone, a shield like this is more of a hindrance than an advantage
#334
Guest_EntropicAngel_*
Posté 18 août 2013 - 12:22
Guest_EntropicAngel_*
Allan Schumacher wrote...
There's a poster in this very thread that is very much into DA series for its party based, tactical combat, and he's specifically saying that his ideal is one where the party members can still be set up to behave properly so that his input is no longer required. To the point where he says he hates the moments in DAO when his inputs are required.
I think I just had a happy. Though hate is a bit strong--did I say that (unless you're referring to a certain madman)?
I will say something though--I think I was freaking out a little too much several hours ago assuming that a dodge motion couldn't be NON twitch. I've thought up an..."ability" or talent for it--select the dodge talent and you get a little arrow you can rotate 360 degrees. That still doesn't say necessarily whether the AI will do it or not.
Filament wrote...
EA: Here
Thanks.
Modifié par EntropicAngel, 18 août 2013 - 12:27 .
#335
Posté 18 août 2013 - 12:31
#336
Posté 18 août 2013 - 12:32
+100 friendship.packardbell wrote...
The Witcher 2 had horrible consolzied combat, it was my main complaint for the game.
Modifié par Sylvianus, 18 août 2013 - 12:33 .
#337
Posté 18 août 2013 - 12:35
I hope the same thing for DA:I an interesting and rewarding combat system
#338
Posté 18 août 2013 - 12:36
Oh yeah, the spell effect thing (was mentioned that you'd take heavy damage if you tried to throw your hook at a lightning focussed mage) could you please make sure that spells combining or affecting the environment is used semi-regularly? It felt too rare in Origins, and when the opportunity did pop up, it kind of felt like it was being put in because a dev suddenly remembered about it. Would be nice for it to feel like a more natural part of the game.
#339
Guest_EntropicAngel_*
Posté 18 août 2013 - 12:38
Guest_EntropicAngel_*
Nothing wrong with twitch as a concept--the game in my sig (with the pathetic number of supporters) is an "action RPG" and Final Fantasy at that. But I don't like the thought of it for Dragon Age unless it were some type of...spin-off title.
#340
Posté 18 août 2013 - 12:47
I think the word "twitch" is overused by some posters including you. What does it even mean, where u draw the line what is twitch and what is not. I think it would be more appropriate to name specifics "I dont like this X thing cuz its too fast" .EntropicAngel wrote...
The Witcher 2 combat is twitch.
Nothing wrong with twitch as a concept--the game in my sig (with the pathetic number of supporters) is an "action RPG" and Final Fantasy at that. But I don't like the thought of it for Dragon Age unless it were some type of...spin-off title.
#341
Posté 18 août 2013 - 12:48
Frozenkex wrote...
I think the word "twitch" is overused by some posters including you. What does it even mean, where u draw the line what is twitch and what is not. I think it would be more appropriate to name specifics "I dont like this X thing cuz its too fast" .EntropicAngel wrote...
The Witcher 2 combat is twitch.
Nothing wrong with twitch as a concept--the game in my sig (with the pathetic number of supporters) is an "action RPG" and Final Fantasy at that. But I don't like the thought of it for Dragon Age unless it were some type of...spin-off title.
I think most people mean that the results of what happens in the game occur because of the player's reactions rather than the character in the game (from an ability or something). It's about the separation of player and character. I think.
#342
Posté 18 août 2013 - 12:50
EntropicAngel wrote...
The Witcher 2 combat is twitch.
Nothing wrong with twitch as a concept--the game in my sig (with the pathetic number of supporters) is an "action RPG" and Final Fantasy at that. But I don't like the thought of it for Dragon Age unless it were some type of...spin-off title.
If you consider rolling around, perodically popping aard, and chipping away at enemeis health 'twitch'.
#343
Posté 18 août 2013 - 12:53
#344
Posté 18 août 2013 - 12:54
I think I just had a happy. Though hate is a bit strong--did I say that (unless you're referring to a certain madman)?
You may not have used the word hate. I actually kind find the post anymore haha. In any case, you weren't a fan.
#345
Posté 18 août 2013 - 12:57
Sylvianus wrote...
Just a question. Is trying to avoid being hit " twitch ", ( or taking advantage of the ennemy's position, flanking, etc ) even in a party based combat ?
It's twitch to the extent that it requires a split second reaction from the player to get a favourable result.
DA2 had a few twitch moments in boss battles.
#346
Posté 18 août 2013 - 12:58
Sylvianus wrote...
Just a question. Is trying to avoid being hit " twitch ", ( or taking advantage of the ennemy's position, flanking, etc ) even in a party based combat ?
See, that's where I get caught up too. There are a lot of people complaigning about positioning being twitch (or at least it seems like it to me), when positioning and stuff is incredibly tactical.
Other people seem to think that tactical means solely relying on the tactics menu (so the AI does everything for you).
Other people seem to think that if the camera can zoom out, that's automatically tactical.
Some people think tactics equals glacial slowness.
Personally, I disagree with all of that. It's not easy to define, but I would loosely define tactical as combat that requires you to THINK in some capacity instead of just going in and hitting buttons haphazardly. Even action games can be tactical in their own way (to varying degrees).
#347
Posté 18 août 2013 - 12:58
Modifié par AresKeith, 18 août 2013 - 01:24 .
#348
Posté 18 août 2013 - 01:01
Where does the avoidance come from? Is it based on some rule (dexterity, talent, etc.), or is it just pressing the move button to get the character to run out of the line of fire?Sylvianus wrote...
Just a question. Is trying to avoid being hit " twitch ", ( or taking advantage of the ennemy's position, flanking, etc ) even in a party based combat ?
If it's the latter, it's twitch. DA2 had some legitimate twitch elements, but it was still fundamentally rules-based combat. I hope that Inquisition continues to be the same, but I greatly suspect it won't be.
Modifié par devSin, 18 août 2013 - 01:02 .
#349
Posté 18 août 2013 - 01:03
AresKeith wrote...
I wonder if they're gonna show the team gameplay and rouge's in another video this month
Whenever someone calls it rouge, a kitten dies.
#350
Posté 18 août 2013 - 01:07
@ Andar : I agree that positioning is incredibly tactical.
Modifié par Sylvianus, 18 août 2013 - 01:13 .





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