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Pre Alpha Combat Mechanics:


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#51
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Filament wrote...
If their only desire was to plant themselves halfway between the two games, it would be impossible to innovate. I know that's a buzzword now, but I'm just saying by definition, they can't do new things in that scenario. So that's not necessarily desirable.

What's "middle ground" actually means probably has to do with the overall speed of combat. Hopefully tactically it will be similar to both in some ways, along with new things.

I'm not critizising it (yet), I just didn't expect this. I wait until I see more.

Still makes me miss the old CRPG combat. But honestly, I didn't believe of it's return in 3 anyway.

#52
azarhal

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Wulfram wrote...

LookingGlass93 wrote...

The Venatori (whoever they are) are a enemy faction.


Sounds Tevinter, venator means "hunter" in latin.

I suppose it could be Antiva and Italian inspired, but seems more Tevintery somehow - compare stuff like Somniari and Soporati.  And the Antivans already have the Crows.


The "gladiator" enemy has a concept art in World of Thedas. The "label" talk about Tevinter slave embracing the Qun, but I don't think the image is related.

#53
Jacody

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What we saw interested me, but it's far to little for me to form an opinion on it or for me to be  all that excited about it. It seemed like they were trying to show off just the "new" tactical mehcanics they've added in, so that's why some of the more DAO-like tatics w/ strategically placed enemies and such weren't shown. I mean, after all, the dude was just fighting a single enemy that he randomly spawned. This obviously isn't showing us *everything*.

I'll wait and see  if they reveal some of the more DAO-ish combat elements mixed in with what little they've already shown us. If I see that, then I would end up freaking excited; maybe even enough for a preorder! :P

Modifié par Jacody, 16 août 2013 - 11:52 .


#54
SMillar21

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It seems to me like they were just showing the different "tactics" you use for different enemys, which are definitely an improvement over the previous game. I'm sure they'll show some party tactics later (maybe not GI but later)

Modifié par SMillar21, 16 août 2013 - 11:57 .


#55
ziloe

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leaguer of one wrote...

ziloe wrote...

leaguer of one wrote...

ziloe wrote...

Don't we? It was right there in the combat. There was no selection of the target, just a straight up attack like you'd see in any action game.

Or Like console DAO was like, or console DA2.  You do notice the guy is playing with a controler, not a keyboard and mouse, right?


You know I stated this in my first post, right? I'm well aware it might be different on PC, but it would be nice to see how that plays out as well, as opposed to just the console versions.

And we'll see that once bw is ready to show it.


Did you not notice the button mashing?

#56
slimgrin

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I see very little Witcher stuff in there, not sure where people are getting that. Some UI elements and AI behavior maybe. But the clear influence is Dark Souls, which surprises me. And it looks straight up twitch combat to me.

Modifié par slimgrin, 17 août 2013 - 12:06 .


#57
ArenCordial

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Actually it reminds me less of Dark Souls and more like Kingdoms of Amalur.

#58
Demx

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Just a feeling but from what I saw, the isometric view and pausing combat seems to be something that will be completely unnecessary for combat in this game.

#59
ArenCordial

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Siradix wrote...

Just a feeling but from what I saw, the isometric view and pausing combat seems to be something that will be completely unnecessary for combat in this game.


My suspicion as well.  It will probably be more like Mass Effect where maybe in the highest difficulties you might use pause and use your companions abilities.  On the Normal or lower difficulties you can just run around and have the AI do it.  Tactics and strategy aren't required. 

I really hope we are wrong.

Modifié par ArenCordial, 17 août 2013 - 12:11 .


#60
Mr.House

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Siradix wrote...

Just a feeling but from what I saw, the isometric view and pausing combat seems to be something that will be completely unnecessary for combat in this game.

People said the samething about DA2 when it came to pausing. :whistle:

#61
Allan Schumacher

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/eats popcorn
B)

#62
Demx

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ArenCordial wrote...

Siradix wrote...

Just a feeling but from what I saw, the isometric view and pausing combat seems to be something that will be completely unnecessary for combat in this game.


My suspicion as well.  It will probably be more like Mass Effect where maybe in the highest difficulties you might use pause and use your companions abilities.  On the Normal or lower difficulties you can just run around and have the AI do it.  Tactics and strategy aren't required. 

I really hope we are wrong.


I'm hope so as well.

#63
berelinde

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Allan Schumacher wrote...

/eats popcorn
B)

So, where's the video of you eating popcorn? Is that Monday's feature?;)

#64
Mr.House

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ArenCordial wrote...

Siradix wrote...

Just a feeling but from what I saw, the isometric view and pausing combat seems to be something that will be completely unnecessary for combat in this game.


My suspicion as well.  It will probably be more like Mass Effect where maybe in the highest difficulties you might use pause and use your companions abilities.  On the Normal or lower difficulties you can just run around and have the AI do it.  Tactics and strategy aren't required. 

I really hope we are wrong.

So just like DAO and DA2.

#65
Sandy

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Could someone be so kind as to direct me to the video where combat is being shown. I'm not sure which one this thread is discussing.

EDIT: Nevermind, found it.

Modifié par sandellniklas, 17 août 2013 - 12:22 .


#66
ArenCordial

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Mr.House wrote...

ArenCordial wrote...

Siradix wrote...

Just a feeling but from what I saw, the isometric view and pausing combat seems to be something that will be completely unnecessary for combat in this game.


My suspicion as well.  It will probably be more like Mass Effect where maybe in the highest difficulties you might use pause and use your companions abilities.  On the Normal or lower difficulties you can just run around and have the AI do it.  Tactics and strategy aren't required. 

I really hope we are wrong.

So just like DAO and DA2.


Mr.House wrote...

Siradix wrote...

Just a feeling but from what I saw, the isometric view and pausing combat seems to be something that will be completely unnecessary for combat in this game.

People said the samething about DA2 when it came to pausing. Image IPB


Seems contradicting to me...

#67
Guest_Puddi III_*

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ArenCordial wrote...

My suspicion as well.  It will probably be more like Mass Effect where maybe in the highest difficulties you might use pause and use your companions abilities.  On the Normal or lower difficulties you can just run around and have the AI do it.  Tactics and strategy aren't required. 

I really hope we are wrong.


Maybe it's just me, but that sounds like exactly what their goal should be in design. Normal difficulty should be playable with a single character and tactics controlled companions. Higher difficulties should require more player direction or finely tuned tactics and builds. I can't see how that would be bad. That has nothing to do with Mass Effect except reflecting similarly sound gameplay design.

Modifié par Filament, 17 août 2013 - 12:21 .


#68
MaraGriffyn

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Allan Schumacher wrote...

/eats popcorn
B)


You really should share. :bandit:

#69
Steppenwolf

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I like what I saw and I like where they're headed with it. I got bored with DA]['s combat because it became so monotonous so any additions that make it feel more involving and varied are welcome.

#70
ziloe

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sandellniklas wrote...

Could someone be so kind as to direct me to the video where combat is being shown. I'm not sure which one this thread is discussing.


It's in the stickied thread at the top of the page.

#71
Mr.House

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ArenCordial wrote...

Mr.House wrote...

ArenCordial wrote...

Siradix wrote...

Just a feeling but from what I saw, the isometric view and pausing combat seems to be something that will be completely unnecessary for combat in this game.


My suspicion as well.  It will probably be more like Mass Effect where maybe in the highest difficulties you might use pause and use your companions abilities.  On the Normal or lower difficulties you can just run around and have the AI do it.  Tactics and strategy aren't required. 

I really hope we are wrong.

So just like DAO and DA2.


Mr.House wrote...

Siradix wrote...

Just a feeling but from what I saw, the isometric view and pausing combat seems to be something that will be completely unnecessary for combat in this game.

People said the samething about DA2 when it came to pausing. Image IPB


Seems contradicting to me...

Not really, because you're still pausing. Does not change the fact anything under hard was hack and slash world in both games.

#72
berelinde

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The gameplay we were shown didn't really focus on full-party combat, but Mike Laidlaw did say that they want to keep the "full-party control" system as opposed to controlling only the PC. Maybe I'm reading too much into this, but simultaneous control of the entire party kinda requires some kind of pause function. Whether the player elects to use it is a personal choice, I guess.

#73
MaraGriffyn

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Filament wrote...

Maybe it's just me, but that sounds like exactly what their goal should be in design. Normal difficulty should be playable with a single character and tactics controlled companions. Higher difficulties should require more player direction or finely tuned tactics and builds. I can't see how that would be bad. That has nothing to do with Mass Effect except reflecting similarly sound gameplay design.


Agreed 100%. Easy/normal difficulty setting should pretty much just let you control your PC and let AI control the others. Hard/Nightmare is where more tactical stuff should come into play.

#74
ArenCordial

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Filament wrote...

ArenCordial wrote...

My suspicion as well.  It will probably be more like Mass Effect where maybe in the highest difficulties you might use pause and use your companions abilities.  On the Normal or lower difficulties you can just run around and have the AI do it.  Tactics and strategy aren't required. 

I really hope we are wrong.


Maybe it's just me, but that sounds like exactly what their goal should be in design. Normal difficulty should be playable with a single character and tactics controlled companions. Higher difficulties should require more player direction or finely tunes tactics and builds. I can't see how that would be bad. That has nothing to do with Mass Effect except reflecting similarly sound gameplay design.


I'd say that aught to be reserved for easy.  Normal requires tactics and strategy, some fight can be facerolled.  Hard + Nightmare you need good tactics and strategy or you get rolled.

#75
Mr.House

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berelinde wrote...

The gameplay we were shown didn't really focus on full-party combat, but Mike Laidlaw did say that they want to keep the "full-party control" system as opposed to controlling only the PC. Maybe I'm reading too much into this, but simultaneous control of the entire party kinda requires some kind of pause function. Whether the player elects to use it is a personal choice, I guess.

This.