It's been that way since DAo, hell even in nightmare you can sometimes faceroll certain trash mobs. DAO was not as tactical as people think it was.ArenCordial wrote...
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.
Pre Alpha Combat Mechanics:
#76
Posté 17 août 2013 - 12:24
#77
Posté 17 août 2013 - 12:24
Mr.House wrote...
People said the samething about DA2 when it came to pausing.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.
Doesn't mean they were wrong. I've seen gameplays on harder difficulties where the player didn't have to pause at all. I personally had to pause a few times during certain events and think, but most of the time it was to rotate the camera to click on a different enemy to attack, or to stop the AI from spazing out.
Modifié par Siradix, 17 août 2013 - 12:25 .
#78
Posté 17 août 2013 - 12:24
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.
Honestly, in that way it sounds the same as DA:O & DA2 as well. I mean in DA2 I feel like even on hard difficulty, in some fights you could still get away with playing without pausing. It doesn't seem like anything to be that upset over, especially this early.
#79
Posté 17 août 2013 - 12:26
And people also didn't always pause in DAo because you did not have to unless on hard/nightmare.Siradix wrote...
Mr.House wrote...
People said the samething about DA2 when it came to pausing.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.
Doesn't mean they were wrong. I've seen gameplays on harder difficulties where the player didn't have to pause at all. I personally had to pause a few time during certain events and think, but most of the time it was to rotate the camera to click on a different enemy to attack, or to stop the AI from spazing out.
#80
Posté 17 août 2013 - 12:27
It's the bsn, no matter what, people will find something to get mad at.SMillar21 wrote...
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.
Honestly, in that way it sounds the same as DA:O & DA2 as well. I mean in DA2 I feel like even on hard difficulty, in some fights you could still get away with playing without pausing. It doesn't seem like anything to be that upset over, especially this early.
Modifié par Mr.House, 17 août 2013 - 12:28 .
#81
Posté 17 août 2013 - 12:28
The speed looked ok too, not too slow, not too fast.
Though i didnt like everything.
The warrior in heavy armor rolling.......um, no thanks. For a rogue/light armoured agility character sure, but not a heavy armoured guy.
Also i didnt like the harpoon ability. I dony know why.
I like the idea of the heavily shielded enemy. Its more of of an individual challenge to take him down effectively, and when added with other enemy types in group combat the effect can be good with you requiring more tactics to overcome them.
#82
Posté 17 août 2013 - 12:28
SMillar21 wrote...
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.
Honestly, in that way it sounds the same as DA:O & DA2 as well. I mean in DA2 I feel like even on hard difficulty, in some fights you could still get away with playing without pausing. It doesn't seem like anything to be that upset over, especially this early.
Maybe my play experience was different from others. On Hard in DAO, I was always pauseing, lining up my spells, switching back to my warriors to use abilities etc. In DA2 on hard I just ran around and kept things on cooldown, ignoring the rest of my party. Maybe it felt the same for some, but personally I felt like there was more challenge and management in the first game.
#83
Posté 17 août 2013 - 12:29
#84
Posté 17 août 2013 - 12:29
SMillar21 wrote...
Honestly, in that way it sounds the same as DA:O & DA2 as well. I mean in DA2 I feel like even on hard difficulty, in some fights you could still get away with playing without pausing. It doesn't seem like anything to be that upset over, especially this early.
If you set up your Tactics right, pausing was certainly optional on many fights. I liked calling in lightning strikes from Merrill by staggering people with shield bash, that was pretty cool.
Modifié par Wulfram, 17 août 2013 - 12:30 .
#85
Posté 17 août 2013 - 12:29
Everyone has diffrent play styles.ArenCordial wrote...
SMillar21 wrote...
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.
Honestly, in that way it sounds the same as DA:O & DA2 as well. I mean in DA2 I feel like even on hard difficulty, in some fights you could still get away with playing without pausing. It doesn't seem like anything to be that upset over, especially this early.
Maybe my play experience was different from others. On Hard in DAO, I was always pauseing, lining up my spells, switching back to my warriors to use abilities etc. In DA2 on hard I just ran around and kept things on cooldown, ignoring the rest of my party. Maybe it felt the same for some, but personally I felt like there was more challenge and management in the first game.
#86
Posté 17 août 2013 - 12:30
I think giving certain enemies unique tactics is a good idea. One of Dragon Age 2's problems was that the only way it increased the difficulty was by giving standard enemies more health or by simply spawning more enemies. Having enemies be more challenging by giving them unique mechanics is a better approach.
#87
Posté 17 août 2013 - 12:33
You don't know whether its a hopeful sign or a very bad one.
The only thing we have to go off of is a God of War style chain throwing and a W2/Kingdoms of Amular style 1 v 1.
#88
Posté 17 août 2013 - 12:33
EJ107 wrote...
I can't take much from it because it was very unfinished. I did really like the look of Viviennes spellcasting though.
I think giving certain enemies unique tactics is a good idea. One of Dragon Age 2's problems was that the only way it increased the difficulty was by giving standard enemies more health or by simply spawning more enemies. Having enemies be more challenging by giving them unique mechanics is a better approach.
Agreed, and they've clearly been moving back in this direction since DA2 DLC encounters. Remember those darkspawn in Legacy with the huge shields? They've obviously been taking that feedback into consideration, which is great as far as I'm concerned.
#89
Posté 17 août 2013 - 12:35
Which is exactly why, no matter what they do a lot of people will be upset. Which is unfortunate but unavoidable.Mr.House wrote...
Everyone has diffrent play styles.ArenCordial wrote...
SMillar21 wrote...
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.
Honestly, in that way it sounds the same as DA:O & DA2 as well. I mean in DA2 I feel like even on hard difficulty, in some fights you could still get away with playing without pausing. It doesn't seem like anything to be that upset over, especially this early.
Maybe my play experience was different from others. On Hard in DAO, I was always pauseing, lining up my spells, switching back to my warriors to use abilities etc. In DA2 on hard I just ran around and kept things on cooldown, ignoring the rest of my party. Maybe it felt the same for some, but personally I felt like there was more challenge and management in the first game.
#90
Posté 17 août 2013 - 12:35
I think when Bioware actually shows a full party in an "encounter" it's going to rock. Mostly because, according to that dude in the video, they are doing the creatures, making sure they work and then adding and balancing them in the game.
#91
Posté 17 août 2013 - 12:35
#92
Posté 17 août 2013 - 12:39
SMillar21 wrote...
Which is exactly why, no matter what they do a lot of people will be upset. Which is unfortunate but unavoidable.
Very true. Though do you feel this is a good example of trying to find the middle ground between DAO and DA2? Personally I think the first 2 look to have more in common with each other than with what we just saw from DAI.
I seems less middle ground and more new ground (TW2ish, KoAish, DDish, etc).
#93
Posté 17 août 2013 - 12:39
ArenCordial wrote...
Its just baffling that they went on about party focused tactics and strategy, then didn't show any.
You don't know whether its a hopeful sign or a very bad one.
The only thing we have to go off of is a God of War style chain throwing and a W2/Kingdoms of Amular style 1 v 1.
I'm curious who cut the video, since I found that surprising as well.
#94
Guest_Snoop Lion_*
Posté 17 août 2013 - 12:40
Guest_Snoop Lion_*
Modifié par Foshizzlin, 17 août 2013 - 12:41 .
#95
Posté 17 août 2013 - 12:40
Siradix wrote...
Mr.House wrote...
People said the samething about DA2 when it came to pausing.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.
Doesn't mean they were wrong. I've seen gameplays on harder difficulties where the player didn't have to pause at all. I personally had to pause a few times during certain events and think, but most of the time it was to rotate the camera to click on a different enemy to attack, or to stop the AI from spazing out.
It's quite different on consoles. I find myself pausing a lot (moreso in Origins, but that's because you have to earn your Tactics menu), solely because I wouldn't be able to access most of the abilities if I didn't.
Anyway, I like that the animations aren't so over the top anymore, though I didn't like how the warrior can apparently dodge roll in heavy armour. I think that really should be restricted to Rogues, or allies/enemies in light armour. Diversifying the enemies also seems to be on the cards, and in a way, this reminds me of Mass Effect 3 in this regard. Hopefully, however, the enemies will work as a team in DA:I (for example, regular soldiers advancing behind the shield users, protecting themselves from arrows and magic) which didn't really happen in ME3.
Looking forward to seeing more.
Modifié par Rolling Flame, 17 août 2013 - 12:48 .
#96
Posté 17 août 2013 - 12:40
Allan Schumacher wrote...
ArenCordial wrote...
Its just baffling that they went on about party focused tactics and strategy, then didn't show any.
You don't know whether its a hopeful sign or a very bad one.
The only thing we have to go off of is a God of War style chain throwing and a W2/Kingdoms of Amular style 1 v 1.
I'm curious who cut the video, since I found that surprising as well.
Maybe there saving it for another time?
#97
Posté 17 août 2013 - 12:41
It did seem a little strange but it is pre alpha. Even if they do keep the roll it's still a lot less rediculous than the teleporting Warriors/Rogues from DA2.Siven80 wrote...
Looks like they are heading on the right direction.
The speed looked ok too, not too slow, not too fast.
Though i didnt like everything.
The warrior in heavy armor rolling.......um, no thanks. For a rogue/light armoured agility character sure, but not a heavy armoured guy.
Also i didnt like the harpoon ability. I dony know why.
I like the idea of the heavily shielded enemy. Its more of of an individual challenge to take him down effectively, and when added with other enemy types in group combat the effect can be good with you requiring more tactics to overcome them.
As for the harpoon, didn't really like it either. But I have a feeling that might change once I try it out. lol
#98
Posté 17 août 2013 - 12:46
So there are clips with team work tactics?Allan Schumacher wrote...
ArenCordial wrote...
Its just baffling that they went on about party focused tactics and strategy, then didn't show any.
You don't know whether its a hopeful sign or a very bad one.
The only thing we have to go off of is a God of War style chain throwing and a W2/Kingdoms of Amular style 1 v 1.
I'm curious who cut the video, since I found that surprising as well.
#99
Posté 17 août 2013 - 12:52
The combat looks like a fine balance between DAO and DA2, so far. "RPG" combat doesn't have to mean "I stand in one place and click attack and wait for my PC to finish killing things", after all.
#100
Posté 17 août 2013 - 12:52
SecondedMr.House wrote...
So there are clips with team work tactics?Allan Schumacher wrote...
ArenCordial wrote...
Its just baffling that they went on about party focused tactics and strategy, then didn't show any.
You don't know whether its a hopeful sign or a very bad one.
The only thing we have to go off of is a God of War style chain throwing and a W2/Kingdoms of Amular style 1 v 1.
I'm curious who cut the video, since I found that surprising as well.





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