Frozenkex wrote...
Nothing looks cooler than realistic combat, maybe a touch overblown as in the film Ironclad, but you can hide the mechanics, have the protagonist evade and parry while taking damage, hell have that for everyone, make that what hitpoints represent a 'luck' or 'skill' not tied to the player, that runs out, and results in that last blow getting through and finishing the job.
None of that is in spirit of DA, and it will never be like that. And that doesnt sound cool at all.
Glad youre not in charge of development 
Actually, that sounds perfect. That's what KoTOR did, that's what DA:O does (not ultra noticeable because the animation didn't sell it well and there was no reaction to backstabs, but still). Any time you have "chance to hit", dice rolls, that's what you're doing, and that's typically been one of the best, more unique things about BioWare games. All we're asking for with this is a return to it after DA2 abandoned it for ungodly high life bars and endlessly repeating basic combos. DA just needs higher quality auto-combat animation. Active dodge is just boring (oh, their attack's coming, dodge roll, attack from behind, oh, another, do it again, repeat repeat repeat ouch hand pain zzzzzzzz). Having both sides of basic attacks and defence automated and fully embraced (so that you can spend the money on quality and variety of contextual animation, rather than dodge rolls) allows you as the player to both enjoy that action movie vibe of the visuals and focus on what a lot of us really like about DA combat gameplay, which are the battlefield tactics and party management. That (which includes level and encounter design, all that) is why DA:O's combat is better than DA2's for those of us who enjoy tactics. How do I prioritize my targets? How do I use the terrain/geometry to my best advantage? Are there any chokepoints I can hold or enemy chokepoints I have to break through? How do I adjust to enemy tactics and (hopefully) formations? Where do I want to hold my ground at range, and when do I want to signal the charge against advancing enemies? When things don't go according to plan, how do I adapt to regain the advantage in the battle? Those are the things I want to be thinking about, not twitch gameplay.
And no, dodge roll-attack does not count as tactics. It's just a learned reflex. Having a designated move or a designated behaviour to more diverse enemies (which are good to have, but not in that way) adds an extra layer to that reflex, but it doesn't actually ask you to think. I honestly prefer to automate those kinds of things through the programmable AI. I love the programmable AI, again because it lets me automate those things and think about the bigger picture more. If I'm being forced to active dodge to control a melee character, then it incentivises me to just not play melee, which sucks because my favorite characters to actively control tend to be the melee characters. I just don't want to be distracted with basic combat button mashing while I'm doing it.
edit: on VileGrim's arguements here:
I tend to agree that I like more ground level realism, at least visually, just because I find it more fun. It's the same reason I tend to like gritty, grounded aesthetics over flashy veneers in movies. It's the reason Rembrandt's my favorite rennaisance painter (texture and lighting). I like flashy stuff, love martial arts movies and big sci-fi and all that; I just like it a little more visually grounded, more visceral. Y'know, I like all that dirty, graphic, gritty, grounded stuff because it makes the fiction feel more real. It's more immersive and impactful. Keeps me from zoning out in disinterest as much.
I don't need or want action mechanics in my DA, agreed there. Y'know, it's not like ME3. I'm not preoccupied trying to get the perfect shot. (If you played with me enough, you'd know I like to snipe, and I liked to take trick shots and corner throws and etc. I liked shooting a toe sticking out as much as a shield slot headshot, lol). There's no one to one physical kind of analogue to third person action games, certainly not a party based action rpg. So there's nothing for me to inhabit or immerse myself in those mechanics. That said, while I'd certainly prefer to have a chain fighting style altogether, and while I tend to prefer a little bit of realism, I don't have a problem with harpoon. I just hope we have more (short range/melee) ability options for shield enemy situations, because I also want shielded enemies to be more mobile, diverse, and individually capable. I don't want dodge roll/strafe to be the default action to deal with them. I don't even want it to work. Give them less unwieldy shields (or most of them) and let them turn to match a targeted players movement to keep the shield in front, so we have to use some of those other options or party cooperation to take them down, unless maybe our character's agility and dexterity are well above the shield enemy's, at which point they should be able to automatically outfight them one to one, as long as they don't take too many hits, get surrounded, etc. The animation would have to depict that difference in agility vs. protection, and that would be so much cooler than just running around a slow guy with an unwieldy shield.
Dual wielding long swords. If Musashi did it effectively, and he did, it's legit. That's one of the greatest warriors that ever lived we're talking about, and the number one reason why he was so great is that he out thought his opponents. If you have an undefeated enemy with a long blade to beat in a standard duel, he'd show up with a longer blade to nullify that advantage. If you have enemies on all sides chasing you down an alley, then use the alley to reduce those sides and fight moving away. If two swords are better than one in a certain situation (and he chose to use two at times apparently), use two swords. Granted, a japanese curved blade is a much stronger slashing weapon than a european straight sword, so it lends itself to that use better, but who says we only have one style of sword? Also, in DA:O as in all BioWare duel wielding games (until DA2? Is that right?), the DW style reduces your damage a good bit per strike in exchange for more crowd control and a more fluid style, so it's not as if it's actually treated all that unrealistically. If you can't tell, I like dual wielding swords.
Modifié par cindercatz, 21 août 2013 - 09:57 .