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Pre Alpha Combat Mechanics:


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#76
Mr.House

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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.

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.

#77
Demx

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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. :whistle:


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
SMillar21

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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.


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
Mr.House

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Siradix wrote...

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. :whistle:


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.

And people also didn't always pause in DAo because you did not have to unless on hard/nightmare.

#80
Mr.House

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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. 

It's the bsn, no matter what, people will find something to get mad at.

Modifié par Mr.House, 17 août 2013 - 12:28 .


#81
Siven80

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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.

#82
ArenCordial

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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
MaraGriffyn

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I'm doing a playthrough of DAO right now, on normal difficulty. Most fights, I just need to pay enough attention to health bars. It's really only on boss fights that I consistently need to pause and issue direction to other party members. That is as it should be, IMO.

#84
Wulfram

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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
Mr.House

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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.

Everyone has diffrent play styles.

#86
Ianamus

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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.

#87
ArenCordial

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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.

#88
MaraGriffyn

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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
SMillar21

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Mr.House wrote...

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.

Everyone has diffrent play styles.

Which is exactly why, no matter what they do a lot of people will be upset. Which is unfortunate but unavoidable.

#90
KR4U55

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Baby steps people. I saw that individually combat is looking up, with the greatsword moovement looking less cartoonish. That was a pre-alpha, the video only showed pieces, like that bag of Legos or maybe a large Bionicle set skeletonort frame. Maybe less.

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
Cimeas

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I just want zoom. That's all I need. Action combat is fine, but some ridiculous over-the-shoulder viewpoint is not.

#92
ArenCordial

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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
Allan Schumacher

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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_*

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The melee combat looks somewhat promising, but I can't help but feel a distinct Call of Duty feel with the archery and spellcasting. I'm not a fan of brutally difficult/slow-paced battles (cough cough, Witcher), but I also don't want DA:I to get the Mass Effect 3 combat treatment.

Modifié par Foshizzlin, 17 août 2013 - 12:41 .


#95
Rolling Flame

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Siradix wrote...

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. :whistle:


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
AresKeith

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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
SMillar21

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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.

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.
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
Mr.House

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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.

So there are clips with team work tactics? :o

#99
Paul E Dangerously

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All I want is to be able to set my party AI properly so that I don't have to herd them about like small children. DAO did a pretty good job with this, even if you did have to earn the Tactics menu.

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
SMillar21

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Mr.House wrote...

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.

So there are clips with team work tactics? :o

Seconded :o