leaguer of one wrote...
1. DAO and DA2 animation was no where near realistic and no one complained...Till a harpoon was put it.
Excuse me, but loads and loads of people complained about DA2 animation. And quite a few about DA:O
leaguer of one wrote...
1. DAO and DA2 animation was no where near realistic and no one complained...Till a harpoon was put it.
Agreed, DAO'S tactics were about misdrection and picking off. DA2's tactics were about crowd control and setups.andar91 wrote...
leaguer of one wrote...
1.You never played DRAGON AGE on consoles have you?Vilegrim wrote...
1) he presses a control pad button while manipulating a stickand misses by a mile, seems manual to me given that
2)DA2 gameplay
2....Which is just a faster version of DAO's combat.
While I did not hate DA2 and agree with many of your points, I think saying DA2's combat was just faster is a bit of an over-simplification. The wave mechanics were a big difference, abilities were very different (for the better, I think), and encounter design was no where near as varied, though Origins wasn't as far off from DA2's design (imo) than some people seem to think it was.
Edit: Ooops, sorry for the double post.
They complain about the speed and how the animations were similar to an action game even though it was the same point and click auto attack game play.Wulfram wrote...
leaguer of one wrote...
1. DAO and DA2 animation was no where near realistic and no one complained...Till a harpoon was put it.
Excuse me, but loads and loads of people complained about DA2 animation. And quite a few about DA:O
Modifié par leaguer of one, 18 août 2013 - 05:38 .
Wintermist wrote...
Wow, this was really not the game I thought it would be. It's an arcade fighter game with a story?
Sorry, so far this is definately not a game I will buy. And I'd like to add I'm really disappointed. "We've listened to the community"...? Which community was that? The community that stayed with you after Dragon Age 2?
But they have not show party management yet so we can't say anything about it yet.DarthLaxian wrote...
Wintermist wrote...
Wow, this was really not the game I thought it would be. It's an arcade fighter game with a story?
Sorry, so far this is definately not a game I will buy. And I'd like to add I'm really disappointed. "We've listened to the community"...? Which community was that? The community that stayed with you after Dragon Age 2?
while i would not go that far, i hate that they go down the "The Witcher/The Kingdoms of Amalure etc."-Road (those games IMHO don't need a party etc.) - not that i hated those games (i own all of them, and i like them).
It just isn't Dragon Age for me, Dragon Age is Party-Management (and Tactic-Screens!) and all of that
greetings LAX
ps: I don't see any DA:O elements in that video (and they wanted to bring those back!) - hell even saying there are DA2 elements is far fetched when seeing that IMHO!
DarthLaxian wrote...
Wintermist wrote...
Wow, this was really not the game I thought it would be. It's an arcade fighter game with a story?
Sorry, so far this is definately not a game I will buy. And I'd like to add I'm really disappointed. "We've listened to the community"...? Which community was that? The community that stayed with you after Dragon Age 2?
while i would not go that far, i hate that they go down the "The Witcher/The Kingdoms of Amalure etc."-Road (those games IMHO don't need a party etc.) - not that i hated those games (i own all of them, and i like them).
It just isn't Dragon Age for me, Dragon Age is Party-Management (and Tactic-Screens!) and all of that
greetings LAX
ps: I don't see any DA:O elements in that video (and they wanted to bring those back!) - hell even saying there are DA2 elements is far fetched when seeing that IMHO!
Guest_Puddi III_*
I think the biggest issue this illustrates is that you console gamers need better controls. I think I understand why Jimmy doesn't like these elements that specifically rely on movement, or is prone to see them as 'twitchy' or anti-party gameplay, when by default you can only move them one at a time. On the PC it's trivially easy to move multiple characters out of the way of a genlock or ogre's path at once.cindercatz wrote...
Filament wrote...
How did they handle the genlock alphas in Legacy? Not particularly well, but they had the "backstab" feature they could use.AlanC9 wrote...
Maybe this has been covered, but I'm a bit concerned about what happens to the party members I'm not controlling. Will their AIs handle the twitch elements? That shielded foe is easy enough for me to handle, but will AI-controlled companions just keep bashing the shield?
In my game? They either got out of the way or they died. I couldn't actively take control of each and run them out of the way more than one at a time (playing on console), so the one in the dwarven ruins has an unhealthy habit of running over whoever gets selected last and killing them. The one on the bridge wasn't really a problem, seemed to die quicker. I really didn't like them, because they basically boiled gameplay down to dodge/strike from behind, which is exactly what I don't want. That's why if we're going to have a heavy shield wall type enemy this time (as opposed to a versatile enemy shield user, front line soldier type, which I'd prefer), I'm glad we have the harpoon, and hopefully there will be more ways to deal with them head on. I don't really want to be treating them like rolling boulders. I want them to act as protection for the other units, to march in line and force the player characters to deal with them the way you'd really deal with a shield using enemy combatant in hand to hand combat. They're not going to show you their exposed back.
That's an important issue.
I don't think I ever mentioned graphics... the rest of that description sound pretty sweet. Keep in mind that I also mentioned that it would be fine not to see any battles in said hypothetical game, but if there are battles I think it makes sense that we can somehow plan them.mannitt wrote...
Am1_vf wrote...
Can we have an RPG without 1 person engines of death that survive millions of encounters and kill thousands of people? Because I would totally play that.Or you could be careful and direct the battle from somewhere that isn't the frontlines. Not every fight has to be a battle either, one thing that bothers me about the Dragon Age series is how every gang of thughs has to be a huge army of highly specialized commandos, because it's the only way they can be a threat to our superman.
So you want a 4x or RTS type game, but with graphics and effects on par with DA, Dark Souls, Witcher, etc..?
Also with story and RPG elements? This sounds very expensive. Also seems far to niche.
I am not as much a fan of the flashy action aspect that most AAA games are going. As was mentioned at one point, there is a little more trend to God of War-esque types of action. I don't think DA ever got to that point though. I also disagree with the comparison of anime-like combat for DA2, that was mentioned somewhere. It definitely was similar to some Anime. But that's like saying the music was too much like rock and roll. There are so many different types. Just like in Anime. There is so many different types and genres. I love (hate really. Ok not hate, but it pisses me off. Well it really bugs me.) how so many people equate all Anime to Dragon Ball Z.
Modifié par Am1_vf, 18 août 2013 - 05:48 .
Filament wrote...
I think the biggest issue this illustrates is that you console gamers need better controls. I think I understand why Jimmy doesn't like these elements that specifically rely on movement, or is prone to see them as 'twitchy' or anti-party gameplay, when by default you can only move them one at a time. On the PC it's trivially easy to move multiple characters out of the way of a genlock or ogre's path at once.cindercatz wrote...
Filament wrote...
How did they handle the genlock alphas in Legacy? Not particularly well, but they had the "backstab" feature they could use.AlanC9 wrote...
Maybe this has been covered, but I'm a bit concerned about what happens to the party members I'm not controlling. Will their AIs handle the twitch elements? That shielded foe is easy enough for me to handle, but will AI-controlled companions just keep bashing the shield?
In my game? They either got out of the way or they died. I couldn't actively take control of each and run them out of the way more than one at a time (playing on console), so the one in the dwarven ruins has an unhealthy habit of running over whoever gets selected last and killing them. The one on the bridge wasn't really a problem, seemed to die quicker. I really didn't like them, because they basically boiled gameplay down to dodge/strike from behind, which is exactly what I don't want. That's why if we're going to have a heavy shield wall type enemy this time (as opposed to a versatile enemy shield user, front line soldier type, which I'd prefer), I'm glad we have the harpoon, and hopefully there will be more ways to deal with them head on. I don't really want to be treating them like rolling boulders. I want them to act as protection for the other units, to march in line and force the player characters to deal with them the way you'd really deal with a shield using enemy combatant in hand to hand combat. They're not going to show you their exposed back.
That's an important issue.
But I am also glad there seem to be multiple ways to approach these shield enemies.
I'm always worried that my personal preferences are just my own special brand of crazy, which is why I don't rely on them to be persuasive.Allan Schumacher wrote...
To be honest, saying that you don't like the faster paced gameplay because while you enjoy our games, when the combat is fast paced you're more prone to making mistakes which ultimately makes the game less enjoyable is still pretty darn well reasoned feedback.
Speaking from a personal bias, but I can understand that concern much better, and do a better job of concluding "Other people could be in the same position as him" as opposed to strict adherence to in game world explanations which I may find myself wondering "Is this just Sylvius' special brand of crazy?"
Good news.Sounds like a viable approach. You've done something to make encounters with those guys easier. I honestly wouldn't want to take that away from you. Of course, as encounter designers I think it'd be fun if they tossed some challenges that way so that their flanks are maybe better protected from time to time. And sometimes an encounter will just be set up that such flanking won't really be possible (i.e. on a castle wall or something).
Makes sense. I can accept genuine technical limitations.Though your more cavalier approach to party members DOES make me think of something that I should email myself as a reminder (not combat related, but exploration related. Our levels are much larger, and Frostbite is awesome with streaming. We may need to incorporate some sort of tether to make sure people don't go TOO far away or you'd blow memory for sure. I don't know how far away that would be, however).
The console version of DA2 let you move charater to the full avantage of the pc version. You can move as a group and point click a character to certin location the same asn the pc version.Filament wrote...
I think the biggest issue this illustrates is that you console gamers need better controls. I think I understand why Jimmy doesn't like these elements that specifically rely on movement, or is prone to see them as 'twitchy' or anti-party gameplay, when by default you can only move them one at a time. On the PC it's trivially easy to move multiple characters out of the way of a genlock or ogre's path at once.cindercatz wrote...
Filament wrote...
How did they handle the genlock alphas in Legacy? Not particularly well, but they had the "backstab" feature they could use.AlanC9 wrote...
Maybe this has been covered, but I'm a bit concerned about what happens to the party members I'm not controlling. Will their AIs handle the twitch elements? That shielded foe is easy enough for me to handle, but will AI-controlled companions just keep bashing the shield?
In my game? They either got out of the way or they died. I couldn't actively take control of each and run them out of the way more than one at a time (playing on console), so the one in the dwarven ruins has an unhealthy habit of running over whoever gets selected last and killing them. The one on the bridge wasn't really a problem, seemed to die quicker. I really didn't like them, because they basically boiled gameplay down to dodge/strike from behind, which is exactly what I don't want. That's why if we're going to have a heavy shield wall type enemy this time (as opposed to a versatile enemy shield user, front line soldier type, which I'd prefer), I'm glad we have the harpoon, and hopefully there will be more ways to deal with them head on. I don't really want to be treating them like rolling boulders. I want them to act as protection for the other units, to march in line and force the player characters to deal with them the way you'd really deal with a shield using enemy combatant in hand to hand combat. They're not going to show you their exposed back.
That's an important issue.
But I am also glad there seem to be multiple ways to approach these shield enemies.
Modifié par leaguer of one, 18 août 2013 - 05:56 .
Do Warriors and Rogues have any magical power? In-game lore says no (except for Templars)Wissenschaft wrote...
Err, isn't magic just as much an explaination for a warrior summoning massive chains as it is a Rogue being able to turn invisible and summon animals out of thin air?
andar91 wrote...
Wintermist wrote...
LPPrince wrote...
Wintermist wrote...
Wow, this was really not the game I thought it would be. It's an arcade fighter game with a story?
Sorry, so far this is definately not a game I will buy. And I'd like to add I'm really disappointed. "We've listened to the community"...? Which community was that? The community that stayed with you after Dragon Age 2?
Possibly the community that is made up of people with many different kinds of opinions and desires as to what they would want out of a Dragon Age game.
Ah right, so they actually picked from all those different kinds of opinions and ended up doing it the same as last time?
I think declaring "how they're doing it" is a little premature; we've barely seen gameplay, and the gameplay we have seen is one-on-one fights for demonstration purposes (and maybe tutorials) and a short clip of an actual fight, but only the very first part of it. They've said Inquisition will combine the best of both worlds.
Modifié par Vilegrim, 18 août 2013 - 06:03 .
Guest_krul2k_*
Vilegrim wrote...
2. Lighntning that doesn't act like lightning isn't lightning. Simple. It is a overpowered Tazer affect at most.
Il Divo wrote...
Vilegrim wrote...
2. Lighntning that doesn't act like lightning isn't lightning. Simple. It is a overpowered Tazer affect at most.
Then don't call it lightning. This is what I mean about headcanon interference. Labels have meanings. If it's not going to be actual lightning, make up some completely imaginary name for it: spirit bolt, arcane bolt, etc.
Agreed.andar91 wrote...
Somebody a few pages back mentioned an advantage given to enemies hooked to a chain that they could turn against the player.
That could still happen. Josh Stiksma (I hope I spelled that right) mentioned not throwing a metal chain at a lightning-charged target. Maybe we'll experience more blowback if we hook, say, an ogre, and the ogre yanks on the chain, throwing YOU off balance. That would be kinda cool.
Modifié par Am1_vf, 18 août 2013 - 06:07 .
Guest_Puddi III_*
I see, I stand corrected then.andar91 wrote...
It might not be as obvious as on PC, but there ARE ways to move effectively by giving commands without manual control. If I only needed to move one character for a sec, I might as well do it manually though. It's complex situations like the one above where I pulled out the radial menu (which I hope returns in Inquisition).
Am1_vf wrote...
I don't think I ever mentioned graphics... the rest of that description sound pretty sweet. Keep in mind that I also mentioned that it would be fine not to see any battles in said hypothetical game, but if there are battles I think it makes sense that we can somehow plan them.mannitt wrote...
Am1_vf wrote...
Can we have an RPG without 1 person engines of death that survive millions of encounters and kill thousands of people? Because I would totally play that.Or you could be careful and direct the battle from somewhere that isn't the frontlines. Not every fight has to be a battle either, one thing that bothers me about the Dragon Age series is how every gang of thughs has to be a huge army of highly specialized commandos, because it's the only way they can be a threat to our superman.
So you want a 4x or RTS type game, but with graphics and effects on par with DA, Dark Souls, Witcher, etc..?
Also with story and RPG elements? This sounds very expensive. Also seems far to niche.
I am not as much a fan of the flashy action aspect that most AAA games are going. As was mentioned at one point, there is a little more trend to God of War-esque types of action. I don't think DA ever got to that point though. I also disagree with the comparison of anime-like combat for DA2, that was mentioned somewhere. It definitely was similar to some Anime. But that's like saying the music was too much like rock and roll. There are so many different types. Just like in Anime. There is so many different types and genres. I love (hate really. Ok not hate, but it pisses me off. Well it really bugs me.) how so many people equate all Anime to Dragon Ball Z.
But it's lighting. Just because it's controled lighting does not make it something else. That's like saying lighting from tesla coil is not lighting.Vilegrim wrote...
Il Divo wrote...
Vilegrim wrote...
2. Lighntning that doesn't act like lightning isn't lightning. Simple. It is a overpowered Tazer affect at most.
Then don't call it lightning. This is what I mean about headcanon interference. Labels have meanings. If it's not going to be actual lightning, make up some completely imaginary name for it: spirit bolt, arcane bolt, etc.
The people in game call it lightning, doesn't make the mright if it doesn't at like it, if I rename it, nobody else would know what I was on about.
leaguer of one wrote...
1.And with 2 is was the same point and click combat but with flashier animations.
2. They you clearly never seen a teslur coil. Wrong and wrong agein. Stop trying to make lighting not lighting.
3. The point still is that they all can ripe us apart in an instate and in game have move where they hold us and do move that attept to do that. Wolves, bears, Mabari, Drakes and wyrern can all, in game, knock us to the ground and go for the throut.
leaguer of one wrote...
But it's lighting. Just
because it's controled lighting does not make it something else. That's
like saying lighting from tesla coil is not lighting.
Modifié par Vilegrim, 18 août 2013 - 06:12 .
1. And It made no difference to the combat. You point?Vilegrim wrote...
leaguer of one wrote...
1.And with 2 is was the same point and click combat but with flashier animations.
2. They you clearly never seen a teslur coil. Wrong and wrong agein. Stop trying to make lighting not lighting.
3. The point still is that they all can ripe us apart in an instate and in game have move where they hold us and do move that attept to do that. Wolves, bears, Mabari, Drakes and wyrern can all, in game, knock us to the ground and go for the throut.
1. Didn't 'feel' anythigng like was over the shoulder and annoying
2.They ground themselves pretty much straight down, not after being aimed.
3. They should have, but didn't, kill anyone not wearing a gorget, but game play has to be in their somewhere I guess and realistic 'turn up in plate or die' has to give a little to allow mages and rogues, but only a little.